Release 1.3.7.
[wine/gsoc-2012-control.git] / dlls / d3dx9_36 / sprite.c
blobbff518a8308f9660385ef5b5ecced660422ec7a2
1 /*
2 * Copyright (C) 2008 Tony Wasserka
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Lesser General Public
6 * License as published by the Free Software Foundation; either
7 * version 2.1 of the License, or (at your option) any later version.
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * Lesser General Public License for more details.
14 * You should have received a copy of the GNU Lesser General Public
15 * License along with this library; if not, write to the Free Software
16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 #include "wine/debug.h"
21 #include "d3dx9_36_private.h"
23 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
25 /* the combination of all possible D3DXSPRITE flags */
26 #define D3DXSPRITE_FLAGLIMIT 511
28 typedef struct _SPRITEVERTEX {
29 D3DXVECTOR3 pos;
30 DWORD col;
31 D3DXVECTOR2 tex;
32 } SPRITEVERTEX;
34 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface, REFIID riid, LPVOID *object)
36 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
38 TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
39 if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
40 IUnknown_AddRef(iface);
41 *object=This;
42 return S_OK;
44 WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
45 return E_NOINTERFACE;
48 static ULONG WINAPI ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface)
50 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
51 ULONG ref=InterlockedIncrement(&This->ref);
52 TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
53 return ref;
56 static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
58 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
59 ULONG ref=InterlockedDecrement(&This->ref);
61 TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
63 if(ref==0) {
64 if(This->sprites) {
65 int i;
66 for(i=0;i<This->sprite_count;i++)
67 if(This->sprites[i].texture)
68 IDirect3DTexture9_Release(This->sprites[i].texture);
70 HeapFree(GetProcessHeap(), 0, This->sprites);
72 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
73 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
74 if(This->device) IDirect3DDevice9_Release(This->device);
75 HeapFree(GetProcessHeap(), 0, This);
77 return ref;
80 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
82 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
84 TRACE("(%p)->(%p): relay\n", This, device);
86 if(device==NULL) return D3DERR_INVALIDCALL;
87 *device=This->device;
88 IDirect3DDevice9_AddRef(This->device);
90 return D3D_OK;
93 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
95 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
97 TRACE("(%p)->(%p)\n", This, transform);
99 if(transform==NULL) return D3DERR_INVALIDCALL;
100 *transform=This->transform;
102 return D3D_OK;
105 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
107 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
109 TRACE("(%p)->(%p)\n", This, transform);
111 if(transform==NULL) return D3DERR_INVALIDCALL;
112 This->transform=*transform;
114 return D3D_OK;
117 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
119 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
120 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
121 return E_NOTIMPL;
124 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
126 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
127 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
128 return E_NOTIMPL;
131 /* Helper function */
132 static void set_states(ID3DXSpriteImpl *object)
134 D3DXMATRIX mat;
135 D3DVIEWPORT9 vp;
137 /* Miscelaneous stuff */
138 IDirect3DDevice9_SetVertexShader(object->device, NULL);
139 IDirect3DDevice9_SetPixelShader(object->device, NULL);
140 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
142 /* Render states */
143 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
144 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
145 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
146 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
147 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
148 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
149 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
150 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
151 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
152 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
153 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
154 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
155 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
156 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
157 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
158 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
159 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
160 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
161 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
162 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
163 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
164 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
165 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
166 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
167 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
168 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
170 /* Texture stage states */
171 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
172 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
173 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
174 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
175 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
176 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
177 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
178 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
179 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
180 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
182 /* Sampler states */
183 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
184 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
186 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
187 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
188 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
190 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
191 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
193 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
194 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
195 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
197 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
198 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
199 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
201 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
202 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
204 /* Matrices */
205 D3DXMatrixIdentity(&mat);
206 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
207 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
208 IDirect3DDevice9_GetViewport(object->device, &vp);
209 D3DXMatrixOrthoOffCenterLH(&mat, vp.X+0.5f, (float)vp.Width+vp.X+0.5f, (float)vp.Height+vp.Y+0.5f, vp.Y+0.5f, vp.MinZ, vp.MaxZ);
210 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
213 static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
215 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
216 HRESULT hr;
217 TRACE("(%p): relay\n", This);
219 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
221 /* TODO: Implement flags:
222 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
223 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
224 D3DXSPRITE_OBJECTSPACE: do not change device transforms
225 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
226 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
227 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
229 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
230 if(flags & (D3DXSPRITE_BILLBOARD |
231 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
232 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
233 FIXME("Flags unsupported: %#x\n", flags);
234 /* These flags should only matter to performances */
235 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
236 TRACE("Flags unsupported: %#x\n", flags);
238 if(This->vdecl==NULL) {
239 static const D3DVERTEXELEMENT9 elements[] =
241 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
242 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
243 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
244 D3DDECL_END()
246 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
249 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
250 if(This->stateblock==NULL) {
251 /* Tell our state block what it must store */
252 hr=IDirect3DDevice9_BeginStateBlock(This->device);
253 if(hr!=D3D_OK) return hr;
255 set_states(This);
257 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
258 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
259 IDirect3DDevice9_SetIndices(This->device, NULL);
260 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
262 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
264 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
267 /* Apply device state */
268 set_states(This);
270 This->flags=flags;
271 This->ready=TRUE;
273 return D3D_OK;
276 static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
277 CONST D3DXVECTOR3 *position, D3DCOLOR color)
279 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
280 D3DSURFACE_DESC texdesc;
282 TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
284 if(texture==NULL) return D3DERR_INVALIDCALL;
285 if(!This->ready) return D3DERR_INVALIDCALL;
287 if(This->allocated_sprites==0) {
288 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
289 This->allocated_sprites=32;
290 } else if(This->allocated_sprites<=This->sprite_count) {
291 This->allocated_sprites=This->allocated_sprites*3/2;
292 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
294 This->sprites[This->sprite_count].texture=texture;
295 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
296 IDirect3DTexture9_AddRef(texture);
298 /* Reuse the texture desc if possible */
299 if(This->sprite_count) {
300 if(This->sprites[This->sprite_count-1].texture!=texture) {
301 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
302 } else {
303 texdesc.Width=This->sprites[This->sprite_count-1].texw;
304 texdesc.Height=This->sprites[This->sprite_count-1].texh;
306 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
308 This->sprites[This->sprite_count].texw=texdesc.Width;
309 This->sprites[This->sprite_count].texh=texdesc.Height;
311 if(rect==NULL) {
312 This->sprites[This->sprite_count].rect.left=0;
313 This->sprites[This->sprite_count].rect.top=0;
314 This->sprites[This->sprite_count].rect.right=texdesc.Width;
315 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
316 } else This->sprites[This->sprite_count].rect=*rect;
318 if(center==NULL) {
319 This->sprites[This->sprite_count].center.x=0.0f;
320 This->sprites[This->sprite_count].center.y=0.0f;
321 This->sprites[This->sprite_count].center.z=0.0f;
322 } else This->sprites[This->sprite_count].center=*center;
324 if(position==NULL) {
325 This->sprites[This->sprite_count].pos.x=0.0f;
326 This->sprites[This->sprite_count].pos.y=0.0f;
327 This->sprites[This->sprite_count].pos.z=0.0f;
328 } else This->sprites[This->sprite_count].pos=*position;
330 This->sprites[This->sprite_count].color=color;
331 This->sprites[This->sprite_count].transform=This->transform;
332 This->sprite_count++;
334 return D3D_OK;
337 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
339 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
340 SPRITEVERTEX *vertices;
341 int i, count=0, start;
342 TRACE("(%p)->(): relay\n", This);
344 if(!This->ready) return D3DERR_INVALIDCALL;
345 if(!This->sprite_count) return D3D_OK;
347 /* TODO: use of a vertex buffer here */
348 vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
350 for(start=0;start<This->sprite_count;start+=count,count=0) {
351 i=start;
352 while(i<This->sprite_count &&
353 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
354 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
355 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
357 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
358 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
359 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
360 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
361 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
362 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
363 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
364 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
365 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
366 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
367 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
368 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
369 vertices[6*i ].col = This->sprites[i].color;
370 vertices[6*i+1].col = This->sprites[i].color;
371 vertices[6*i+2].col = This->sprites[i].color;
372 vertices[6*i+3].col = This->sprites[i].color;
373 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
374 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
375 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
376 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
377 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
378 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
379 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
380 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
382 vertices[6*i+4]=vertices[6*i];
383 vertices[6*i+5]=vertices[6*i+2];
385 D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
386 &vertices[6*i].pos, sizeof(SPRITEVERTEX),
387 &This->sprites[i].transform, 6);
388 count++;
389 i++;
392 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
393 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
395 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
397 HeapFree(GetProcessHeap(), 0, vertices);
399 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
400 for(i=0;i<This->sprite_count;i++)
401 IDirect3DTexture9_Release(This->sprites[i].texture);
403 This->sprite_count=0;
405 /* Flush may be called more than once, so we don't reset This->ready here */
407 return D3D_OK;
410 static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
412 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
414 TRACE("(%p)->(): relay\n", This);
416 if(!This->ready) return D3DERR_INVALIDCALL;
418 ID3DXSprite_Flush(iface);
420 if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
421 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
423 This->ready=FALSE;
425 return D3D_OK;
428 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
430 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
432 TRACE("(%p)->()\n", This);
434 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
435 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
436 This->vdecl=NULL;
437 This->stateblock=NULL;
439 /* Reset some variables */
440 ID3DXSprite_OnResetDevice(iface);
442 return D3D_OK;
445 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
447 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
448 int i;
450 TRACE("(%p)->()\n", This);
452 for(i=0;i<This->sprite_count;i++)
453 if(This->sprites[i].texture)
454 IDirect3DTexture9_Release(This->sprites[i].texture);
456 This->sprite_count=0;
458 This->flags=0;
459 This->ready=FALSE;
461 /* keep matrices */
462 /* device objects get restored on Begin */
464 return D3D_OK;
467 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
469 /*** IUnknown methods ***/
470 ID3DXSpriteImpl_QueryInterface,
471 ID3DXSpriteImpl_AddRef,
472 ID3DXSpriteImpl_Release,
473 /*** ID3DXSprite methods ***/
474 ID3DXSpriteImpl_GetDevice,
475 ID3DXSpriteImpl_GetTransform,
476 ID3DXSpriteImpl_SetTransform,
477 ID3DXSpriteImpl_SetWorldViewRH,
478 ID3DXSpriteImpl_SetWorldViewLH,
479 ID3DXSpriteImpl_Begin,
480 ID3DXSpriteImpl_Draw,
481 ID3DXSpriteImpl_Flush,
482 ID3DXSpriteImpl_End,
483 ID3DXSpriteImpl_OnLostDevice,
484 ID3DXSpriteImpl_OnResetDevice
487 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
489 ID3DXSpriteImpl *object;
490 D3DCAPS9 caps;
492 TRACE("(%p, %p): relay\n", device, sprite);
494 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
496 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
497 if(object==NULL) {
498 *sprite=NULL;
499 return E_OUTOFMEMORY;
501 object->lpVtbl=&D3DXSprite_Vtbl;
502 object->ref=1;
503 object->device=device;
504 IUnknown_AddRef(device);
506 object->vdecl=NULL;
507 object->stateblock=NULL;
509 D3DXMatrixIdentity(&object->transform);
510 D3DXMatrixIdentity(&object->view);
512 IDirect3DDevice9_GetDeviceCaps(device, &caps);
513 object->texfilter_caps=caps.TextureFilterCaps;
514 object->maxanisotropy=caps.MaxAnisotropy;
515 object->alphacmp_caps=caps.AlphaCmpCaps;
517 ID3DXSprite_OnResetDevice((ID3DXSprite*)object);
519 object->sprites=NULL;
520 object->allocated_sprites=0;
521 *sprite=(ID3DXSprite*)object;
523 return D3D_OK;