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 typedef struct _SPRITE {
35 IDirect3DTexture9 *texture;
44 typedef struct ID3DXSpriteImpl
46 ID3DXSprite ID3DXSprite_iface;
49 IDirect3DDevice9 *device;
50 IDirect3DVertexDeclaration9 *vdecl;
51 IDirect3DStateBlock9 *stateblock;
57 /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
63 int sprite_count; /* number of sprites to be drawn */
64 int allocated_sprites; /* number of (pre-)allocated sprites */
67 static inline ID3DXSpriteImpl *impl_from_ID3DXSprite(ID3DXSprite *iface)
69 return CONTAINING_RECORD(iface, ID3DXSpriteImpl, ID3DXSprite_iface);
72 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
74 TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
76 if (IsEqualGUID(riid, &IID_ID3DXSprite)
77 || IsEqualGUID(riid, &IID_IUnknown))
79 IUnknown_AddRef(iface);
84 WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
90 static ULONG WINAPI ID3DXSpriteImpl_AddRef(ID3DXSprite *iface)
92 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
93 ULONG ref=InterlockedIncrement(&This->ref);
94 TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
98 static ULONG WINAPI ID3DXSpriteImpl_Release(ID3DXSprite *iface)
100 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
101 ULONG ref=InterlockedDecrement(&This->ref);
103 TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
108 for(i=0;i<This->sprite_count;i++)
109 if(This->sprites[i].texture)
110 IDirect3DTexture9_Release(This->sprites[i].texture);
112 HeapFree(GetProcessHeap(), 0, This->sprites);
114 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
115 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
116 if(This->device) IDirect3DDevice9_Release(This->device);
117 HeapFree(GetProcessHeap(), 0, This);
122 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(ID3DXSprite *iface, LPDIRECT3DDEVICE9 *device)
124 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
126 TRACE("(%p)->(%p): relay\n", This, device);
128 if(device==NULL) return D3DERR_INVALIDCALL;
129 *device=This->device;
130 IDirect3DDevice9_AddRef(This->device);
135 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
137 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
139 TRACE("(%p)->(%p)\n", This, transform);
141 if(transform==NULL) return D3DERR_INVALIDCALL;
142 *transform=This->transform;
147 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
149 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
151 TRACE("(%p)->(%p)\n", This, transform);
153 if(transform==NULL) return D3DERR_INVALIDCALL;
154 This->transform=*transform;
159 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
160 CONST D3DXMATRIX *view)
162 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
163 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
167 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
168 CONST D3DXMATRIX *view)
170 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
171 FIXME("(%p)->(%p, %p): stub\n", This, world, view);
175 /* Helper function */
176 static void set_states(ID3DXSpriteImpl *object)
181 /* Miscelaneous stuff */
182 IDirect3DDevice9_SetVertexShader(object->device, NULL);
183 IDirect3DDevice9_SetPixelShader(object->device, NULL);
184 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
187 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
188 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
189 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
190 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
191 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
192 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
193 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
194 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
195 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
196 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
197 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
198 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
199 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
200 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
201 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
202 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
203 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
204 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
205 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
206 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
207 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
208 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
209 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
210 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
211 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
212 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
214 /* Texture stage states */
215 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
216 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
217 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
218 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
219 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
220 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
221 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
222 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
223 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
224 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
227 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
228 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
230 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
231 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
232 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
234 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
235 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
237 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
238 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
239 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
241 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
242 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
243 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
245 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
246 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
249 D3DXMatrixIdentity(&mat);
250 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
251 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
252 IDirect3DDevice9_GetViewport(object->device, &vp);
253 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);
254 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
257 static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags)
259 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
261 TRACE("(%p): relay\n", This);
263 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
265 /* TODO: Implement flags:
266 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
267 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
268 D3DXSPRITE_OBJECTSPACE: do not change device transforms
269 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
270 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
271 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
273 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
274 if(flags & (D3DXSPRITE_BILLBOARD |
275 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
276 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
277 FIXME("Flags unsupported: %#x\n", flags);
278 /* These flags should only matter to performances */
279 else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
280 TRACE("Flags unsupported: %#x\n", flags);
282 if(This->vdecl==NULL) {
283 static const D3DVERTEXELEMENT9 elements[] =
285 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
286 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
287 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
290 IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
293 if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
294 if(This->stateblock==NULL) {
295 /* Tell our state block what it must store */
296 hr=IDirect3DDevice9_BeginStateBlock(This->device);
297 if(hr!=D3D_OK) return hr;
301 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
302 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
303 IDirect3DDevice9_SetIndices(This->device, NULL);
304 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
306 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
308 IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
311 /* Apply device state */
320 static HRESULT WINAPI ID3DXSpriteImpl_Draw(ID3DXSprite *iface, LPDIRECT3DTEXTURE9 texture,
321 CONST RECT *rect, CONST D3DXVECTOR3 *center, CONST D3DXVECTOR3 *position, D3DCOLOR color)
323 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
324 D3DSURFACE_DESC texdesc;
326 TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
328 if(texture==NULL) return D3DERR_INVALIDCALL;
329 if(!This->ready) return D3DERR_INVALIDCALL;
331 if(This->allocated_sprites==0) {
332 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
333 This->allocated_sprites=32;
334 } else if(This->allocated_sprites<=This->sprite_count) {
335 This->allocated_sprites=This->allocated_sprites*3/2;
336 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
338 This->sprites[This->sprite_count].texture=texture;
339 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
340 IDirect3DTexture9_AddRef(texture);
342 /* Reuse the texture desc if possible */
343 if(This->sprite_count) {
344 if(This->sprites[This->sprite_count-1].texture!=texture) {
345 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
347 texdesc.Width=This->sprites[This->sprite_count-1].texw;
348 texdesc.Height=This->sprites[This->sprite_count-1].texh;
350 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
352 This->sprites[This->sprite_count].texw=texdesc.Width;
353 This->sprites[This->sprite_count].texh=texdesc.Height;
356 This->sprites[This->sprite_count].rect.left=0;
357 This->sprites[This->sprite_count].rect.top=0;
358 This->sprites[This->sprite_count].rect.right=texdesc.Width;
359 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
360 } else This->sprites[This->sprite_count].rect=*rect;
363 This->sprites[This->sprite_count].center.x=0.0f;
364 This->sprites[This->sprite_count].center.y=0.0f;
365 This->sprites[This->sprite_count].center.z=0.0f;
366 } else This->sprites[This->sprite_count].center=*center;
369 This->sprites[This->sprite_count].pos.x=0.0f;
370 This->sprites[This->sprite_count].pos.y=0.0f;
371 This->sprites[This->sprite_count].pos.z=0.0f;
372 } else This->sprites[This->sprite_count].pos=*position;
374 This->sprites[This->sprite_count].color=color;
375 This->sprites[This->sprite_count].transform=This->transform;
376 This->sprite_count++;
381 static HRESULT WINAPI ID3DXSpriteImpl_Flush(ID3DXSprite *iface)
383 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
384 SPRITEVERTEX *vertices;
385 int i, count=0, start;
386 TRACE("(%p)->(): relay\n", This);
388 if(!This->ready) return D3DERR_INVALIDCALL;
389 if(!This->sprite_count) return D3D_OK;
391 /* TODO: use of a vertex buffer here */
392 vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
394 for(start=0;start<This->sprite_count;start+=count,count=0) {
396 while(i<This->sprite_count &&
397 (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
398 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
399 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
401 vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
402 vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
403 vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
404 vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
405 vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
406 vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
407 vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
408 vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
409 vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
410 vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
411 vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
412 vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
413 vertices[6*i ].col = This->sprites[i].color;
414 vertices[6*i+1].col = This->sprites[i].color;
415 vertices[6*i+2].col = This->sprites[i].color;
416 vertices[6*i+3].col = This->sprites[i].color;
417 vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
418 vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
419 vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
420 vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
421 vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
422 vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
423 vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
424 vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
426 vertices[6*i+4]=vertices[6*i];
427 vertices[6*i+5]=vertices[6*i+2];
429 D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
430 &vertices[6*i].pos, sizeof(SPRITEVERTEX),
431 &This->sprites[i].transform, 6);
436 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
437 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
439 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
441 HeapFree(GetProcessHeap(), 0, vertices);
443 if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
444 for(i=0;i<This->sprite_count;i++)
445 IDirect3DTexture9_Release(This->sprites[i].texture);
447 This->sprite_count=0;
449 /* Flush may be called more than once, so we don't reset This->ready here */
454 static HRESULT WINAPI ID3DXSpriteImpl_End(ID3DXSprite *iface)
456 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
458 TRACE("(%p)->(): relay\n", This);
460 if(!This->ready) return D3DERR_INVALIDCALL;
462 ID3DXSprite_Flush(iface);
464 if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
465 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
472 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(ID3DXSprite *iface)
474 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
476 TRACE("(%p)->()\n", This);
478 if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
479 if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
481 This->stateblock=NULL;
483 /* Reset some variables */
484 ID3DXSprite_OnResetDevice(iface);
489 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(ID3DXSprite *iface)
491 ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
494 TRACE("(%p)->()\n", This);
496 for(i=0;i<This->sprite_count;i++)
497 if(This->sprites[i].texture)
498 IDirect3DTexture9_Release(This->sprites[i].texture);
500 This->sprite_count=0;
506 /* device objects get restored on Begin */
511 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
513 /*** IUnknown methods ***/
514 ID3DXSpriteImpl_QueryInterface,
515 ID3DXSpriteImpl_AddRef,
516 ID3DXSpriteImpl_Release,
517 /*** ID3DXSprite methods ***/
518 ID3DXSpriteImpl_GetDevice,
519 ID3DXSpriteImpl_GetTransform,
520 ID3DXSpriteImpl_SetTransform,
521 ID3DXSpriteImpl_SetWorldViewRH,
522 ID3DXSpriteImpl_SetWorldViewLH,
523 ID3DXSpriteImpl_Begin,
524 ID3DXSpriteImpl_Draw,
525 ID3DXSpriteImpl_Flush,
527 ID3DXSpriteImpl_OnLostDevice,
528 ID3DXSpriteImpl_OnResetDevice
531 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
533 ID3DXSpriteImpl *object;
536 TRACE("(%p, %p): relay\n", device, sprite);
538 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
540 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
543 return E_OUTOFMEMORY;
545 object->ID3DXSprite_iface.lpVtbl = &D3DXSprite_Vtbl;
547 object->device=device;
548 IUnknown_AddRef(device);
551 object->stateblock=NULL;
553 D3DXMatrixIdentity(&object->transform);
554 D3DXMatrixIdentity(&object->view);
556 IDirect3DDevice9_GetDeviceCaps(device, &caps);
557 object->texfilter_caps=caps.TextureFilterCaps;
558 object->maxanisotropy=caps.MaxAnisotropy;
559 object->alphacmp_caps=caps.AlphaCmpCaps;
561 ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
563 object->sprites=NULL;
564 object->allocated_sprites=0;
565 *sprite=&object->ID3DXSprite_iface;