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 FIXME("(%p): stub\n", This);
98 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
100 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
101 FIXME("(%p): stub\n", This);
105 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
107 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
108 FIXME("(%p): stub\n", This);
112 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
114 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
115 FIXME("(%p): stub\n", This);
119 /* Helper function */
120 static void set_states(ID3DXSpriteImpl *object)
125 /* Miscelaneous stuff */
126 IDirect3DDevice9_SetVertexShader(object->device, NULL);
127 IDirect3DDevice9_SetPixelShader(object->device, NULL);
128 IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
131 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
132 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
133 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
134 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
135 IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
136 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
137 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
138 IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
139 D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
140 IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
141 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
142 IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
143 IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
144 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
145 IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
146 IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
147 IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
148 IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
149 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
150 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
151 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
152 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
153 IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
154 IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
155 IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
156 IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
158 /* Texture stage states */
159 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
160 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
161 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
162 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
163 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
164 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
165 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
166 IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
167 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
168 IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
171 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
172 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
174 if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
175 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
176 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
178 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
179 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
181 if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
182 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
183 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
185 if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
186 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
187 else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
189 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
190 IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
193 D3DXMatrixIdentity(&mat);
194 IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
195 IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
196 IDirect3DDevice9_GetViewport(object->device, &vp);
197 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);
198 IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
201 static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
203 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
205 TRACE("(%p): relay\n", This);
207 if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
209 /* TODO: Implement flags:
210 D3DXSPRITE_ALPHABLEND: enables alpha blending
211 D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
212 D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
213 D3DXSPRITE_OBJECTSPACE: do not change device transforms
214 D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
215 D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
216 D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
217 D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
218 D3DXSPRITE_DONOTSAVESTATE: don't restore the current device state on ID3DXSprite_End
220 if(This->stateblock==NULL) {
221 /* Tell our state block what it must store */
222 hr=IDirect3DDevice9_BeginStateBlock(This->device);
223 if(hr!=D3D_OK) return hr;
227 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
228 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
229 IDirect3DDevice9_SetIndices(This->device, NULL);
230 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
232 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
234 /* Save current state */
235 IDirect3DStateBlock9_Capture(This->stateblock);
237 /* Apply device state */
240 D3DXMatrixIdentity(&This->transform);
241 D3DXMatrixIdentity(&This->view);
249 static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
250 CONST D3DXVECTOR3 *position, D3DCOLOR color)
252 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
253 D3DSURFACE_DESC texdesc;
254 TRACE("(%p): relay\n", This);
256 if(texture==NULL) return D3DERR_INVALIDCALL;
257 if(!This->ready) return D3DERR_INVALIDCALL;
259 if(This->allocated_sprites==0) {
260 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
261 This->allocated_sprites=32;
262 } else if(This->allocated_sprites<=This->sprite_count) {
263 This->allocated_sprites=This->allocated_sprites*3/2;
264 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
266 This->sprites[This->sprite_count].texture=texture;
267 IUnknown_AddRef(texture);
269 /* Reuse the texture desc if possible */
270 if(This->sprite_count) {
271 if(This->sprites[This->sprite_count-1].texture!=texture) {
272 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
274 texdesc.Width=This->sprites[This->sprite_count-1].texw;
275 texdesc.Height=This->sprites[This->sprite_count-1].texh;
277 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
279 This->sprites[This->sprite_count].texw=texdesc.Width;
280 This->sprites[This->sprite_count].texh=texdesc.Height;
283 This->sprites[This->sprite_count].rect.left=0;
284 This->sprites[This->sprite_count].rect.top=0;
285 This->sprites[This->sprite_count].rect.right=texdesc.Width;
286 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
287 } else This->sprites[This->sprite_count].rect=*rect;
290 This->sprites[This->sprite_count].center.x=0.0f;
291 This->sprites[This->sprite_count].center.y=0.0f;
292 This->sprites[This->sprite_count].center.z=0.0f;
293 } else This->sprites[This->sprite_count].center=*center;
296 This->sprites[This->sprite_count].pos.x=0.0f;
297 This->sprites[This->sprite_count].pos.y=0.0f;
298 This->sprites[This->sprite_count].pos.z=0.0f;
299 } else This->sprites[This->sprite_count].pos=*position;
301 This->sprites[This->sprite_count].color=color;
302 This->sprite_count++;
307 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
309 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
310 SPRITEVERTEX *vertices;
312 TRACE("(%p): relay\n", This);
314 if(!This->ready) return D3DERR_INVALIDCALL;
315 if(!This->sprite_count) return D3D_OK;
317 /* TODO: use of a vertex buffer here */
318 vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
320 for(i=0;i<This->sprite_count;i++) {
321 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
322 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
324 vertices[4*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
325 vertices[4*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
326 vertices[4*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
327 vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
328 vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
329 vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
330 vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
331 vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
332 vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
333 vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
334 vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
335 vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
336 vertices[4*i ].col = This->sprites[i].color;
337 vertices[4*i+1].col = This->sprites[i].color;
338 vertices[4*i+2].col = This->sprites[i].color;
339 vertices[4*i+3].col = This->sprites[i].color;
340 vertices[4*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
341 vertices[4*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
342 vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
343 vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
344 vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
345 vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
346 vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
347 vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
350 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
351 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view, 4*This->sprite_count);
353 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
355 for(i=0;i<This->sprite_count;i++) {
357 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
358 else if(This->sprites[i].texture!=This->sprites[i-1].texture)
359 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
361 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
363 HeapFree(GetProcessHeap(), 0, vertices);
365 for(i=0;i<This->sprite_count;i++)
366 if(This->sprites[i].texture)
367 IDirect3DTexture9_Release(This->sprites[i].texture);
369 This->sprite_count=0;
371 /* Flush may be called more than once, so we don't reset This->ready here */
376 static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
378 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
379 TRACE("(%p): relay\n", This);
381 if(!This->ready) return D3DERR_INVALIDCALL;
383 ID3DXSprite_Flush(iface);
384 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
391 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
393 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
394 FIXME("(%p): stub\n", This);
398 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
400 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
401 FIXME("(%p): stub\n", This);
405 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
407 /*** IUnknown methods ***/
408 ID3DXSpriteImpl_QueryInterface,
409 ID3DXSpriteImpl_AddRef,
410 ID3DXSpriteImpl_Release,
411 /*** ID3DXSprite methods ***/
412 ID3DXSpriteImpl_GetDevice,
413 ID3DXSpriteImpl_GetTransform,
414 ID3DXSpriteImpl_SetTransform,
415 ID3DXSpriteImpl_SetWorldViewRH,
416 ID3DXSpriteImpl_SetWorldViewLH,
417 ID3DXSpriteImpl_Begin,
418 ID3DXSpriteImpl_Draw,
419 ID3DXSpriteImpl_Flush,
421 ID3DXSpriteImpl_OnLostDevice,
422 ID3DXSpriteImpl_OnResetDevice
425 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
427 ID3DXSpriteImpl *object;
429 static const D3DVERTEXELEMENT9 elements[] =
431 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
432 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
433 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
437 TRACE("(void): relay\n");
439 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
441 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
444 return E_OUTOFMEMORY;
446 object->lpVtbl=&D3DXSprite_Vtbl;
448 object->device=device;
449 IUnknown_AddRef(device);
451 IDirect3DDevice9_CreateVertexDeclaration(object->device, elements, &object->vdecl);
452 object->stateblock=NULL;
454 D3DXMatrixIdentity(&object->transform);
455 D3DXMatrixIdentity(&object->view);
460 IDirect3DDevice9_GetDeviceCaps(device, &caps);
461 object->texfilter_caps=caps.TextureFilterCaps;
462 object->maxanisotropy=caps.MaxAnisotropy;
463 object->alphacmp_caps=caps.AlphaCmpCaps;
465 object->sprites=NULL;
466 object->sprite_count=0;
467 object->allocated_sprites=0;
469 *sprite=(ID3DXSprite*)object;