d3dx9: Don't return a pointer to the implementation in ID3DXEffectPoolImpl_QueryInter...
[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 **out)
73 {
74     TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
75
76     if (IsEqualGUID(riid, &IID_ID3DXSprite)
77             || IsEqualGUID(riid, &IID_IUnknown))
78     {
79         IUnknown_AddRef(iface);
80         *out = iface;
81         return S_OK;
82     }
83
84     WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
85
86     *out = NULL;
87     return E_NOINTERFACE;
88 }
89
90 static ULONG WINAPI ID3DXSpriteImpl_AddRef(ID3DXSprite *iface)
91 {
92     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
93     ULONG ref=InterlockedIncrement(&This->ref);
94     TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
95     return ref;
96 }
97
98 static ULONG WINAPI ID3DXSpriteImpl_Release(ID3DXSprite *iface)
99 {
100     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
101     ULONG ref=InterlockedDecrement(&This->ref);
102
103     TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
104
105     if(ref==0) {
106         if(This->sprites) {
107             int i;
108             for(i=0;i<This->sprite_count;i++)
109                 if(This->sprites[i].texture)
110                     IDirect3DTexture9_Release(This->sprites[i].texture);
111
112             HeapFree(GetProcessHeap(), 0, This->sprites);
113         }
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);
118     }
119     return ref;
120 }
121
122 static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(ID3DXSprite *iface, LPDIRECT3DDEVICE9 *device)
123 {
124     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
125
126     TRACE("(%p)->(%p): relay\n", This, device);
127
128     if(device==NULL) return D3DERR_INVALIDCALL;
129     *device=This->device;
130     IDirect3DDevice9_AddRef(This->device);
131
132     return D3D_OK;
133 }
134
135 static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
136 {
137     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
138
139     TRACE("(%p)->(%p)\n", This, transform);
140
141     if(transform==NULL) return D3DERR_INVALIDCALL;
142     *transform=This->transform;
143
144     return D3D_OK;
145 }
146
147 static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
148 {
149     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
150
151     TRACE("(%p)->(%p)\n", This, transform);
152
153     if(transform==NULL) return D3DERR_INVALIDCALL;
154     This->transform=*transform;
155
156     return D3D_OK;
157 }
158
159 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
160         CONST D3DXMATRIX *view)
161 {
162     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
163     FIXME("(%p)->(%p, %p): stub\n", This, world, view);
164     return E_NOTIMPL;
165 }
166
167 static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
168         CONST D3DXMATRIX *view)
169 {
170     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
171     FIXME("(%p)->(%p, %p): stub\n", This, world, view);
172     return E_NOTIMPL;
173 }
174
175 /* Helper function */
176 static void set_states(ID3DXSpriteImpl *object)
177 {
178     D3DXMATRIX mat;
179     D3DVIEWPORT9 vp;
180
181     /* Miscelaneous stuff */
182     IDirect3DDevice9_SetVertexShader(object->device, NULL);
183     IDirect3DDevice9_SetPixelShader(object->device, NULL);
184     IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
185
186     /* Render states */
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);
213
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);
225
226     /* Sampler states */
227     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
228     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
229
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);
233
234     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
235     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
236
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);
240
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);
244
245     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
246     IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
247
248     /* Matrices */
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);
255 }
256
257 static HRESULT WINAPI ID3DXSpriteImpl_Begin(ID3DXSprite *iface, DWORD flags)
258 {
259     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
260     HRESULT hr;
261     TRACE("(%p): relay\n", This);
262
263     if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
264
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)
272 */
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);
281
282     if(This->vdecl==NULL) {
283         static const D3DVERTEXELEMENT9 elements[] =
284         {
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 },
288             D3DDECL_END()
289         };
290         IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
291     }
292
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;
298
299             set_states(This);
300
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);
305
306             IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
307         }
308         IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
309     }
310
311     /* Apply device state */
312     set_states(This);
313
314     This->flags=flags;
315     This->ready=TRUE;
316
317     return D3D_OK;
318 }
319
320 static HRESULT WINAPI ID3DXSpriteImpl_Draw(ID3DXSprite *iface, LPDIRECT3DTEXTURE9 texture,
321         CONST RECT *rect, CONST D3DXVECTOR3 *center, CONST D3DXVECTOR3 *position, D3DCOLOR color)
322 {
323     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
324     D3DSURFACE_DESC texdesc;
325
326     TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
327
328     if(texture==NULL) return D3DERR_INVALIDCALL;
329     if(!This->ready) return D3DERR_INVALIDCALL;
330
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));
337     }
338     This->sprites[This->sprite_count].texture=texture;
339     if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
340         IDirect3DTexture9_AddRef(texture);
341
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);
346         } else {
347             texdesc.Width=This->sprites[This->sprite_count-1].texw;
348             texdesc.Height=This->sprites[This->sprite_count-1].texh;
349         }
350     } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
351
352     This->sprites[This->sprite_count].texw=texdesc.Width;
353     This->sprites[This->sprite_count].texh=texdesc.Height;
354
355     if(rect==NULL) {
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;
361
362     if(center==NULL) {
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;
367
368     if(position==NULL) {
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;
373
374     This->sprites[This->sprite_count].color=color;
375     This->sprites[This->sprite_count].transform=This->transform;
376     This->sprite_count++;
377
378     return D3D_OK;
379 }
380
381 static HRESULT WINAPI ID3DXSpriteImpl_Flush(ID3DXSprite *iface)
382 {
383     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
384     SPRITEVERTEX *vertices;
385     int i, count=0, start;
386     TRACE("(%p)->(): relay\n", This);
387
388     if(!This->ready) return D3DERR_INVALIDCALL;
389     if(!This->sprite_count) return D3D_OK;
390
391 /* TODO: use of a vertex buffer here */
392     vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
393
394     for(start=0;start<This->sprite_count;start+=count,count=0) {
395         i=start;
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;
400
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;
425
426             vertices[6*i+4]=vertices[6*i];
427             vertices[6*i+5]=vertices[6*i+2];
428
429             D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
430                                         &vertices[6*i].pos, sizeof(SPRITEVERTEX),
431                                         &This->sprites[i].transform, 6);
432             count++;
433             i++;
434         }
435
436         IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
437         IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
438
439         IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
440     }
441     HeapFree(GetProcessHeap(), 0, vertices);
442
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);
446
447     This->sprite_count=0;
448
449     /* Flush may be called more than once, so we don't reset This->ready here */
450
451     return D3D_OK;
452 }
453
454 static HRESULT WINAPI ID3DXSpriteImpl_End(ID3DXSprite *iface)
455 {
456     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
457
458     TRACE("(%p)->(): relay\n", This);
459
460     if(!This->ready) return D3DERR_INVALIDCALL;
461
462     ID3DXSprite_Flush(iface);
463
464     if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
465         if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
466
467     This->ready=FALSE;
468
469     return D3D_OK;
470 }
471
472 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(ID3DXSprite *iface)
473 {
474     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
475
476     TRACE("(%p)->()\n", This);
477
478     if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
479     if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
480     This->vdecl=NULL;
481     This->stateblock=NULL;
482
483     /* Reset some variables */
484     ID3DXSprite_OnResetDevice(iface);
485
486     return D3D_OK;
487 }
488
489 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(ID3DXSprite *iface)
490 {
491     ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
492     int i;
493
494     TRACE("(%p)->()\n", This);
495
496     for(i=0;i<This->sprite_count;i++)
497         if(This->sprites[i].texture)
498             IDirect3DTexture9_Release(This->sprites[i].texture);
499
500     This->sprite_count=0;
501
502     This->flags=0;
503     This->ready=FALSE;
504
505     /* keep matrices */
506     /* device objects get restored on Begin */
507
508     return D3D_OK;
509 }
510
511 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
512 {
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,
526     ID3DXSpriteImpl_End,
527     ID3DXSpriteImpl_OnLostDevice,
528     ID3DXSpriteImpl_OnResetDevice
529 };
530
531 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
532 {
533     ID3DXSpriteImpl *object;
534     D3DCAPS9 caps;
535
536     TRACE("(%p, %p): relay\n", device, sprite);
537
538     if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
539
540     object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
541     if(object==NULL) {
542         *sprite=NULL;
543         return E_OUTOFMEMORY;
544     }
545     object->ID3DXSprite_iface.lpVtbl = &D3DXSprite_Vtbl;
546     object->ref=1;
547     object->device=device;
548     IUnknown_AddRef(device);
549
550     object->vdecl=NULL;
551     object->stateblock=NULL;
552
553     D3DXMatrixIdentity(&object->transform);
554     D3DXMatrixIdentity(&object->view);
555
556     IDirect3DDevice9_GetDeviceCaps(device, &caps);
557     object->texfilter_caps=caps.TextureFilterCaps;
558     object->maxanisotropy=caps.MaxAnisotropy;
559     object->alphacmp_caps=caps.AlphaCmpCaps;
560
561     ID3DXSprite_OnResetDevice(&object->ID3DXSprite_iface);
562
563     object->sprites=NULL;
564     object->allocated_sprites=0;
565     *sprite=&object->ID3DXSprite_iface;
566
567     return D3D_OK;
568 }