d3dx9: Fix d3dx9_parse_effect_typedef for D3DXPC_STRUCT.
[wine] / dlls / d3dx9_36 / sprite.c
1 /*
2  * Copyright (C) 2008 Tony Wasserka
3  *
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.
8  *
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.
13  *
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
17  *
18  */
19
20 #include "wine/debug.h"
21 #include "d3dx9_36_private.h"
22
23 WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
24
25 /* the combination of all possible D3DXSPRITE flags */
26 #define D3DXSPRITE_FLAGLIMIT 511
27
28 typedef struct _SPRITEVERTEX {
29     D3DXVECTOR3 pos;
30     DWORD col;
31     D3DXVECTOR2 tex;
32 } SPRITEVERTEX;
33
34 typedef struct _SPRITE {
35     IDirect3DTexture9 *texture;
36     UINT texw, texh;
37     RECT rect;
38     D3DXVECTOR3 center;
39     D3DXVECTOR3 pos;
40     D3DCOLOR color;
41     D3DXMATRIX transform;
42 } SPRITE;
43
44 typedef struct ID3DXSpriteImpl
45 {
46     ID3DXSprite ID3DXSprite_iface;
47     LONG ref;
48
49     IDirect3DDevice9 *device;
50     IDirect3DVertexDeclaration9 *vdecl;
51     IDirect3DStateBlock9 *stateblock;
52     D3DXMATRIX transform;
53     D3DXMATRIX view;
54     DWORD flags;
55     BOOL ready;
56
57     /* Store the relevant caps to prevent multiple GetDeviceCaps calls */
58     DWORD texfilter_caps;
59     DWORD maxanisotropy;
60     DWORD alphacmp_caps;
61
62     SPRITE *sprites;
63     int sprite_count;      /* number of sprites to be drawn */
64     int allocated_sprites; /* number of (pre-)allocated sprites */
65 } ID3DXSpriteImpl;
66
67 static inline ID3DXSpriteImpl *impl_from_ID3DXSprite(ID3DXSprite *iface)
68 {
69     return CONTAINING_RECORD(iface, ID3DXSpriteImpl, ID3DXSprite_iface);
70 }
71
72 static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(ID3DXSprite *iface, REFIID riid, void **object)
73 {
74     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
75
76     TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
77     if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
78         IUnknown_AddRef(iface);
79         *object=This;
80         return S_OK;
81     }
82     WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
83     return E_NOINTERFACE;
84 }
85
86 static ULONG WINAPI ID3DXSpriteImpl_AddRef(ID3DXSprite *iface)
87 {
88     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
89     ULONG ref=InterlockedIncrement(&This->ref);
90     TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
91     return ref;
92 }
93
94 static ULONG WINAPI ID3DXSpriteImpl_Release(ID3DXSprite *iface)
95 {
96     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
97     ULONG ref=InterlockedDecrement(&This->ref);
98
99     TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
100
101     if(ref==0) {
102         if(This->sprites) {
103             int i;
104             for(i=0;i<This->sprite_count;i++)
105                 if(This->sprites[i].texture)
106                     IDirect3DTexture9_Release(This->sprites[i].texture);
107
108             HeapFree(GetProcessHeap(), 0, This->sprites);
109         }
110         if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
111         if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
112         if(This->device) IDirect3DDevice9_Release(This->device);
113         HeapFree(GetProcessHeap(), 0, This);
114     }
115     return ref;
116 }
117
118 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(ID3DXSprite *iface, LPDIRECT3DDEVICE9 *device)
119 {
120     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
121
122     TRACE("(%p)->(%p): relay\n", This, device);
123
124     if(device==NULL) return D3DERR_INVALIDCALL;
125     *device=This->device;
126     IDirect3DDevice9_AddRef(This->device);
127
128     return D3D_OK;
129 }
130
131 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
132 {
133     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
134
135     TRACE("(%p)->(%p)\n", This, transform);
136
137     if(transform==NULL) return D3DERR_INVALIDCALL;
138     *transform=This->transform;
139
140     return D3D_OK;
141 }
142
143 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
144 {
145     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
146
147     TRACE("(%p)->(%p)\n", This, transform);
148
149     if(transform==NULL) return D3DERR_INVALIDCALL;
150     This->transform=*transform;
151
152     return D3D_OK;
153 }
154
155 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
156         CONST D3DXMATRIX *view)
157 {
158     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
159     FIXME("(%p)->(%p, %p): stub\n", This, world, view);
160     return E_NOTIMPL;
161 }
162
163 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
164         CONST D3DXMATRIX *view)
165 {
166     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
167     FIXME("(%p)->(%p, %p): stub\n", This, world, view);
168     return E_NOTIMPL;
169 }
170
171 /* Helper function */
172 static void set_states(ID3DXSpriteImpl *object)
173 {
174     D3DXMATRIX mat;
175     D3DVIEWPORT9 vp;
176
177     /* Miscelaneous stuff */
178     IDirect3DDevice9_SetVertexShader(object->device, NULL);
179     IDirect3DDevice9_SetPixelShader(object->device, NULL);
180     IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
181
182     /* Render states */
183     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
184     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
185     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
186     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
187     IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
188     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
189     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
190     IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
191                                     D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
192     IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
193     IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
194     IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
195     IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
196     IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
197     IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
198     IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
199     IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
200     IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
201     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
202     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
203     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
204     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
205     IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
206     IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
207     IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
208     IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
209
210     /* Texture stage states */
211     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
212     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
213     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
214     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
215     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
216     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
217     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
218     IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
219     IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
220     IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
221
222     /* Sampler states */
223     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
224     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
225
226     if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
227         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
228     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
229
230     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
231     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
232
233     if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
234         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
235     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
236
237     if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
238         IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
239     else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
240
241     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
242     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
243
244     /* Matrices */
245     D3DXMatrixIdentity(&mat);
246     IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
247     IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
248     IDirect3DDevice9_GetViewport(object->device, &vp);
249     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);
250     IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
251 }
252
253 static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags)
254 {
255     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
256     HRESULT hr;
257     TRACE("(%p): relay\n", This);
258
259     if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
260
261 /* TODO: Implement flags:
262 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
263 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
264 D3DXSPRITE_OBJECTSPACE: do not change device transforms
265 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
266 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
267 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
268 */
269 /* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
270     if(flags & (D3DXSPRITE_BILLBOARD |
271                 D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
272                 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
273         FIXME("Flags unsupported: %#x\n", flags);
274     /* These flags should only matter to performances */
275     else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
276         TRACE("Flags unsupported: %#x\n", flags);
277
278     if(This->vdecl==NULL) {
279         static const D3DVERTEXELEMENT9 elements[] =
280         {
281             { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
282             { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
283             { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
284             D3DDECL_END()
285         };
286         IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
287     }
288
289     if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
290         if(This->stateblock==NULL) {
291             /* Tell our state block what it must store */
292             hr=IDirect3DDevice9_BeginStateBlock(This->device);
293             if(hr!=D3D_OK) return hr;
294
295             set_states(This);
296
297             IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
298             IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
299             IDirect3DDevice9_SetIndices(This->device, NULL);
300             IDirect3DDevice9_SetTexture(This->device, 0, NULL);
301
302             IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
303         }
304         IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
305     }
306
307     /* Apply device state */
308     set_states(This);
309
310     This->flags=flags;
311     This->ready=TRUE;
312
313     return D3D_OK;
314 }
315
316 static HRESULT WINAPI ID3DXSpriteImpl_Draw(ID3DXSprite *iface, LPDIRECT3DTEXTURE9 texture,
317         CONST RECT *rect, CONST D3DXVECTOR3 *center, CONST D3DXVECTOR3 *position, D3DCOLOR color)
318 {
319     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
320     D3DSURFACE_DESC texdesc;
321
322     TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
323
324     if(texture==NULL) return D3DERR_INVALIDCALL;
325     if(!This->ready) return D3DERR_INVALIDCALL;
326
327     if(This->allocated_sprites==0) {
328         This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
329         This->allocated_sprites=32;
330     } else if(This->allocated_sprites<=This->sprite_count) {
331         This->allocated_sprites=This->allocated_sprites*3/2;
332         This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
333     }
334     This->sprites[This->sprite_count].texture=texture;
335     if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
336         IDirect3DTexture9_AddRef(texture);
337
338     /* Reuse the texture desc if possible */
339     if(This->sprite_count) {
340         if(This->sprites[This->sprite_count-1].texture!=texture) {
341             IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
342         } else {
343             texdesc.Width=This->sprites[This->sprite_count-1].texw;
344             texdesc.Height=This->sprites[This->sprite_count-1].texh;
345         }
346     } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
347
348     This->sprites[This->sprite_count].texw=texdesc.Width;
349     This->sprites[This->sprite_count].texh=texdesc.Height;
350
351     if(rect==NULL) {
352         This->sprites[This->sprite_count].rect.left=0;
353         This->sprites[This->sprite_count].rect.top=0;
354         This->sprites[This->sprite_count].rect.right=texdesc.Width;
355         This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
356     } else This->sprites[This->sprite_count].rect=*rect;
357
358     if(center==NULL) {
359         This->sprites[This->sprite_count].center.x=0.0f;
360         This->sprites[This->sprite_count].center.y=0.0f;
361         This->sprites[This->sprite_count].center.z=0.0f;
362     } else This->sprites[This->sprite_count].center=*center;
363
364     if(position==NULL) {
365         This->sprites[This->sprite_count].pos.x=0.0f;
366         This->sprites[This->sprite_count].pos.y=0.0f;
367         This->sprites[This->sprite_count].pos.z=0.0f;
368     } else This->sprites[This->sprite_count].pos=*position;
369
370     This->sprites[This->sprite_count].color=color;
371     This->sprites[This->sprite_count].transform=This->transform;
372     This->sprite_count++;
373
374     return D3D_OK;
375 }
376
377 static HRESULT WINAPI ID3DXSpriteImpl_Flush(ID3DXSprite *iface)
378 {
379     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
380     SPRITEVERTEX *vertices;
381     int i, count=0, start;
382     TRACE("(%p)->(): relay\n", This);
383
384     if(!This->ready) return D3DERR_INVALIDCALL;
385     if(!This->sprite_count) return D3D_OK;
386
387 /* TODO: use of a vertex buffer here */
388     vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
389
390     for(start=0;start<This->sprite_count;start+=count,count=0) {
391         i=start;
392         while(i<This->sprite_count &&
393               (count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
394             float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
395             float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
396
397             vertices[6*i  ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
398             vertices[6*i  ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
399             vertices[6*i  ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
400             vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
401             vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
402             vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
403             vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
404             vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
405             vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
406             vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
407             vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
408             vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
409             vertices[6*i  ].col   = This->sprites[i].color;
410             vertices[6*i+1].col   = This->sprites[i].color;
411             vertices[6*i+2].col   = This->sprites[i].color;
412             vertices[6*i+3].col   = This->sprites[i].color;
413             vertices[6*i  ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
414             vertices[6*i  ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
415             vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
416             vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
417             vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
418             vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
419             vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
420             vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
421
422             vertices[6*i+4]=vertices[6*i];
423             vertices[6*i+5]=vertices[6*i+2];
424
425             D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
426                                         &vertices[6*i].pos, sizeof(SPRITEVERTEX),
427                                         &This->sprites[i].transform, 6);
428             count++;
429             i++;
430         }
431
432         IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
433         IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
434
435         IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
436     }
437     HeapFree(GetProcessHeap(), 0, vertices);
438
439     if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
440         for(i=0;i<This->sprite_count;i++)
441             IDirect3DTexture9_Release(This->sprites[i].texture);
442
443     This->sprite_count=0;
444
445     /* Flush may be called more than once, so we don't reset This->ready here */
446
447     return D3D_OK;
448 }
449
450 static HRESULT WINAPI ID3DXSpriteImpl_End(ID3DXSprite *iface)
451 {
452     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
453
454     TRACE("(%p)->(): relay\n", This);
455
456     if(!This->ready) return D3DERR_INVALIDCALL;
457
458     ID3DXSprite_Flush(iface);
459
460     if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
461         if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
462
463     This->ready=FALSE;
464
465     return D3D_OK;
466 }
467
468 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(ID3DXSprite *iface)
469 {
470     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
471
472     TRACE("(%p)->()\n", This);
473
474     if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
475     if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
476     This->vdecl=NULL;
477     This->stateblock=NULL;
478
479     /* Reset some variables */
480     ID3DXSprite_OnResetDevice(iface);
481
482     return D3D_OK;
483 }
484
485 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(ID3DXSprite *iface)
486 {
487     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
488     int i;
489
490     TRACE("(%p)->()\n", This);
491
492     for(i=0;i<This->sprite_count;i++)
493         if(This->sprites[i].texture)
494             IDirect3DTexture9_Release(This->sprites[i].texture);
495
496     This->sprite_count=0;
497
498     This->flags=0;
499     This->ready=FALSE;
500
501     /* keep matrices */
502     /* device objects get restored on Begin */
503
504     return D3D_OK;
505 }
506
507 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
508 {
509     /*** IUnknown methods ***/
510     ID3DXSpriteImpl_QueryInterface,
511     ID3DXSpriteImpl_AddRef,
512     ID3DXSpriteImpl_Release,
513     /*** ID3DXSprite methods ***/
514     ID3DXSpriteImpl_GetDevice,
515     ID3DXSpriteImpl_GetTransform,
516     ID3DXSpriteImpl_SetTransform,
517     ID3DXSpriteImpl_SetWorldViewRH,
518     ID3DXSpriteImpl_SetWorldViewLH,
519     ID3DXSpriteImpl_Begin,
520     ID3DXSpriteImpl_Draw,
521     ID3DXSpriteImpl_Flush,
522     ID3DXSpriteImpl_End,
523     ID3DXSpriteImpl_OnLostDevice,
524     ID3DXSpriteImpl_OnResetDevice
525 };
526
527 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
528 {
529     ID3DXSpriteImpl *object;
530     D3DCAPS9 caps;
531
532     TRACE("(%p, %p): relay\n", device, sprite);
533
534     if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
535
536     object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
537     if(object==NULL) {
538         *sprite=NULL;
539         return E_OUTOFMEMORY;
540     }
541     object->ID3DXSprite_iface.lpVtbl = &D3DXSprite_Vtbl;
542     object->ref=1;
543     object->device=device;
544     IUnknown_AddRef(device);
545
546     object->vdecl=NULL;
547     object->stateblock=NULL;
548
549     D3DXMatrixIdentity(&object->transform);
550     D3DXMatrixIdentity(&object->view);
551
552     IDirect3DDevice9_GetDeviceCaps(device, &caps);
553     object->texfilter_caps=caps.TextureFilterCaps;
554     object->maxanisotropy=caps.MaxAnisotropy;
555     object->alphacmp_caps=caps.AlphaCmpCaps;
556
557     ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
558
559     object->sprites=NULL;
560     object->allocated_sprites=0;
561     *sprite=&object->ID3DXSprite_iface;
562
563     return D3D_OK;
564 }