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 {
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);
44 WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
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);
56 static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
58 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
59 ULONG ref=InterlockedDecrement(&This->ref);
60 TRACE("(%p): ReleaseRef to %d\n", This, ref);
65 for(i=0;i<This->sprite_count;i++)
66 if(This->sprites[i].texture)
67 IDirect3DTexture9_Release(This->sprites[i].texture);
69 HeapFree(GetProcessHeap(), 0, This->sprites);
71 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
72 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
73 if(This->device) IDirect3DDevice9_Release(This->device);
74 HeapFree(GetProcessHeap(), 0, This);
79 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
81 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
82 TRACE("(%p): relay\n", This);
84 if(device==NULL) return D3DERR_INVALIDCALL;
86 IDirect3DDevice9_AddRef(This->device);
91 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
93 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
94 TRACE("(%p)\n", This);
96 if(transform==NULL) return D3DERR_INVALIDCALL;
97 *transform=This->transform;
102 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
104 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
105 TRACE("(%p)\n", This);
107 if(transform==NULL) return D3DERR_INVALIDCALL;
108 This->transform=*transform;
113 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
115 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
116 FIXME("(%p): stub\n", This);
120 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
122 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
123 FIXME("(%p): stub\n", This);
127 /* Helper function */
128 static void set_states(ID3DXSpriteImpl *object)
133 /* Miscelaneous stuff */
134 IDirect3DDevice9_SetVertexShader(object->device, NULL);
135 IDirect3DDevice9_SetPixelShader(object->device, NULL);
136 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
139 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
140 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
141 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
142 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
143 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
144 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
145 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
146 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
147 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
148 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
149 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
150 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
151 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
152 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
153 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
154 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
155 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
156 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
157 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
158 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
159 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
160 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
161 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
162 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
163 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
164 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
166 /* Texture stage states */
167 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
168 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
169 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
170 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
171 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
172 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
173 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
174 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
175 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
176 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
179 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
180 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
182 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
183 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
184 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
186 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
187 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
189 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
190 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
191 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
193 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
194 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
195 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
197 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
198 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
201 D3DXMatrixIdentity(&mat);
202 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
203 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
204 IDirect3DDevice9_GetViewport(object->device, &vp);
205 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);
206 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
209 static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
211 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
213 TRACE("(%p): relay\n", This);
215 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
217 /* TODO: Implement flags:
218 D3DXSPRITE_ALPHABLEND: enables alpha blending
219 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
220 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
221 D3DXSPRITE_OBJECTSPACE: do not change device transforms
222 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
223 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
224 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
226 if(This->vdecl==NULL) {
227 static const D3DVERTEXELEMENT9 elements[] =
229 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
230 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
231 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
234 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
237 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
238 if(This->stateblock==NULL) {
239 /* Tell our state block what it must store */
240 hr=IDirect3DDevice9_BeginStateBlock(This->device);
241 if(hr!=D3D_OK) return hr;
245 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
246 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
247 IDirect3DDevice9_SetIndices(This->device, NULL);
248 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
250 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
252 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
255 /* Apply device state */
258 D3DXMatrixIdentity(&This->transform);
259 D3DXMatrixIdentity(&This->view);
267 static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
268 CONST D3DXVECTOR3 *position, D3DCOLOR color)
270 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
271 D3DSURFACE_DESC texdesc;
272 TRACE("(%p): relay\n", This);
274 if(texture==NULL) return D3DERR_INVALIDCALL;
275 if(!This->ready) return D3DERR_INVALIDCALL;
277 if(This->allocated_sprites==0) {
278 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
279 This->allocated_sprites=32;
280 } else if(This->allocated_sprites<=This->sprite_count) {
281 This->allocated_sprites=This->allocated_sprites*3/2;
282 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
284 This->sprites[This->sprite_count].texture=texture;
285 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
286 IDirect3DTexture9_AddRef(texture);
288 /* Reuse the texture desc if possible */
289 if(This->sprite_count) {
290 if(This->sprites[This->sprite_count-1].texture!=texture) {
291 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
293 texdesc.Width=This->sprites[This->sprite_count-1].texw;
294 texdesc.Height=This->sprites[This->sprite_count-1].texh;
296 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
298 This->sprites[This->sprite_count].texw=texdesc.Width;
299 This->sprites[This->sprite_count].texh=texdesc.Height;
302 This->sprites[This->sprite_count].rect.left=0;
303 This->sprites[This->sprite_count].rect.top=0;
304 This->sprites[This->sprite_count].rect.right=texdesc.Width;
305 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
306 } else This->sprites[This->sprite_count].rect=*rect;
309 This->sprites[This->sprite_count].center.x=0.0f;
310 This->sprites[This->sprite_count].center.y=0.0f;
311 This->sprites[This->sprite_count].center.z=0.0f;
312 } else This->sprites[This->sprite_count].center=*center;
315 This->sprites[This->sprite_count].pos.x=0.0f;
316 This->sprites[This->sprite_count].pos.y=0.0f;
317 This->sprites[This->sprite_count].pos.z=0.0f;
318 } else This->sprites[This->sprite_count].pos=*position;
320 This->sprites[This->sprite_count].color=color;
321 This->sprite_count++;
326 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
328 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
329 SPRITEVERTEX *vertices;
331 TRACE("(%p): relay\n", This);
333 if(!This->ready) return D3DERR_INVALIDCALL;
334 if(!This->sprite_count) return D3D_OK;
336 /* TODO: use of a vertex buffer here */
337 vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
339 for(i=0;i<This->sprite_count;i++) {
340 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
341 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
343 vertices[4*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
344 vertices[4*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
345 vertices[4*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
346 vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
347 vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
348 vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
349 vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
350 vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
351 vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
352 vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
353 vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
354 vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
355 vertices[4*i ].col = This->sprites[i].color;
356 vertices[4*i+1].col = This->sprites[i].color;
357 vertices[4*i+2].col = This->sprites[i].color;
358 vertices[4*i+3].col = This->sprites[i].color;
359 vertices[4*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
360 vertices[4*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
361 vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
362 vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
363 vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
364 vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
365 vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
366 vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
369 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
370 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view, 4*This->sprite_count);
372 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
374 for(i=0;i<This->sprite_count;i++) {
376 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
377 else if(This->sprites[i].texture!=This->sprites[i-1].texture)
378 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
380 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
382 HeapFree(GetProcessHeap(), 0, vertices);
384 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
385 for(i=0;i<This->sprite_count;i++)
386 IDirect3DTexture9_Release(This->sprites[i].texture);
388 This->sprite_count=0;
390 /* Flush may be called more than once, so we don't reset This->ready here */
395 static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
397 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
398 TRACE("(%p): relay\n", This);
400 if(!This->ready) return D3DERR_INVALIDCALL;
402 ID3DXSprite_Flush(iface);
404 if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
405 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
412 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
414 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
415 TRACE("(%p)\n", This);
417 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
418 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
420 This->stateblock=NULL;
422 /* Reset some variables */
423 ID3DXSprite_OnResetDevice(iface);
428 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
430 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
433 TRACE("(%p)\n", This);
435 for(i=0;i<This->sprite_count;i++)
436 if(This->sprites[i].texture)
437 IDirect3DTexture9_Release(This->sprites[i].texture);
439 This->sprite_count=0;
445 /* device objects get restored on Begin */
450 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
452 /*** IUnknown methods ***/
453 ID3DXSpriteImpl_QueryInterface,
454 ID3DXSpriteImpl_AddRef,
455 ID3DXSpriteImpl_Release,
456 /*** ID3DXSprite methods ***/
457 ID3DXSpriteImpl_GetDevice,
458 ID3DXSpriteImpl_GetTransform,
459 ID3DXSpriteImpl_SetTransform,
460 ID3DXSpriteImpl_SetWorldViewRH,
461 ID3DXSpriteImpl_SetWorldViewLH,
462 ID3DXSpriteImpl_Begin,
463 ID3DXSpriteImpl_Draw,
464 ID3DXSpriteImpl_Flush,
466 ID3DXSpriteImpl_OnLostDevice,
467 ID3DXSpriteImpl_OnResetDevice
470 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
472 ID3DXSpriteImpl *object;
474 TRACE("(void): relay\n");
476 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
478 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
481 return E_OUTOFMEMORY;
483 object->lpVtbl=&D3DXSprite_Vtbl;
485 object->device=device;
486 IUnknown_AddRef(device);
489 object->stateblock=NULL;
491 D3DXMatrixIdentity(&object->transform);
492 D3DXMatrixIdentity(&object->view);
494 IDirect3DDevice9_GetDeviceCaps(device, &caps);
495 object->texfilter_caps=caps.TextureFilterCaps;
496 object->maxanisotropy=caps.MaxAnisotropy;
497 object->alphacmp_caps=caps.AlphaCmpCaps;
499 ID3DXSprite_OnResetDevice((ID3DXSprite*)object);
501 object->sprites=NULL;
502 object->allocated_sprites=0;
503 *sprite=(ID3DXSprite*)object;