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)
225 D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
226 D3DXSPRITE_DONOTSAVESTATE: don't restore the current device state on ID3DXSprite_End
228 if(This->stateblock==NULL) {
229 /* Tell our state block what it must store */
230 hr=IDirect3DDevice9_BeginStateBlock(This->device);
231 if(hr!=D3D_OK) return hr;
235 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
236 IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
237 IDirect3DDevice9_SetIndices(This->device, NULL);
238 IDirect3DDevice9_SetTexture(This->device, 0, NULL);
240 IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
242 /* Save current state */
243 IDirect3DStateBlock9_Capture(This->stateblock);
245 /* Apply device state */
248 D3DXMatrixIdentity(&This->transform);
249 D3DXMatrixIdentity(&This->view);
257 static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
258 CONST D3DXVECTOR3 *position, D3DCOLOR color)
260 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
261 D3DSURFACE_DESC texdesc;
262 TRACE("(%p): relay\n", This);
264 if(texture==NULL) return D3DERR_INVALIDCALL;
265 if(!This->ready) return D3DERR_INVALIDCALL;
267 if(This->allocated_sprites==0) {
268 This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
269 This->allocated_sprites=32;
270 } else if(This->allocated_sprites<=This->sprite_count) {
271 This->allocated_sprites=This->allocated_sprites*3/2;
272 This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
274 This->sprites[This->sprite_count].texture=texture;
275 IUnknown_AddRef(texture);
277 /* Reuse the texture desc if possible */
278 if(This->sprite_count) {
279 if(This->sprites[This->sprite_count-1].texture!=texture) {
280 IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
282 texdesc.Width=This->sprites[This->sprite_count-1].texw;
283 texdesc.Height=This->sprites[This->sprite_count-1].texh;
285 } else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
287 This->sprites[This->sprite_count].texw=texdesc.Width;
288 This->sprites[This->sprite_count].texh=texdesc.Height;
291 This->sprites[This->sprite_count].rect.left=0;
292 This->sprites[This->sprite_count].rect.top=0;
293 This->sprites[This->sprite_count].rect.right=texdesc.Width;
294 This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
295 } else This->sprites[This->sprite_count].rect=*rect;
298 This->sprites[This->sprite_count].center.x=0.0f;
299 This->sprites[This->sprite_count].center.y=0.0f;
300 This->sprites[This->sprite_count].center.z=0.0f;
301 } else This->sprites[This->sprite_count].center=*center;
304 This->sprites[This->sprite_count].pos.x=0.0f;
305 This->sprites[This->sprite_count].pos.y=0.0f;
306 This->sprites[This->sprite_count].pos.z=0.0f;
307 } else This->sprites[This->sprite_count].pos=*position;
309 This->sprites[This->sprite_count].color=color;
310 This->sprite_count++;
315 static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
317 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
318 SPRITEVERTEX *vertices;
320 TRACE("(%p): relay\n", This);
322 if(!This->ready) return D3DERR_INVALIDCALL;
323 if(!This->sprite_count) return D3D_OK;
325 /* TODO: use of a vertex buffer here */
326 vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
328 for(i=0;i<This->sprite_count;i++) {
329 float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
330 float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
332 vertices[4*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
333 vertices[4*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
334 vertices[4*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
335 vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
336 vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
337 vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
338 vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
339 vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
340 vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
341 vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
342 vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
343 vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
344 vertices[4*i ].col = This->sprites[i].color;
345 vertices[4*i+1].col = This->sprites[i].color;
346 vertices[4*i+2].col = This->sprites[i].color;
347 vertices[4*i+3].col = This->sprites[i].color;
348 vertices[4*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
349 vertices[4*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
350 vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
351 vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
352 vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
353 vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
354 vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
355 vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
358 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
359 D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view, 4*This->sprite_count);
361 IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
363 for(i=0;i<This->sprite_count;i++) {
365 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
366 else if(This->sprites[i].texture!=This->sprites[i-1].texture)
367 IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
369 IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
371 HeapFree(GetProcessHeap(), 0, vertices);
373 for(i=0;i<This->sprite_count;i++)
374 if(This->sprites[i].texture)
375 IDirect3DTexture9_Release(This->sprites[i].texture);
377 This->sprite_count=0;
379 /* Flush may be called more than once, so we don't reset This->ready here */
384 static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
386 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
387 TRACE("(%p): relay\n", This);
389 if(!This->ready) return D3DERR_INVALIDCALL;
391 ID3DXSprite_Flush(iface);
392 if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
399 static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
401 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
402 FIXME("(%p): stub\n", This);
406 static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
408 ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
409 FIXME("(%p): stub\n", This);
413 static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
415 /*** IUnknown methods ***/
416 ID3DXSpriteImpl_QueryInterface,
417 ID3DXSpriteImpl_AddRef,
418 ID3DXSpriteImpl_Release,
419 /*** ID3DXSprite methods ***/
420 ID3DXSpriteImpl_GetDevice,
421 ID3DXSpriteImpl_GetTransform,
422 ID3DXSpriteImpl_SetTransform,
423 ID3DXSpriteImpl_SetWorldViewRH,
424 ID3DXSpriteImpl_SetWorldViewLH,
425 ID3DXSpriteImpl_Begin,
426 ID3DXSpriteImpl_Draw,
427 ID3DXSpriteImpl_Flush,
429 ID3DXSpriteImpl_OnLostDevice,
430 ID3DXSpriteImpl_OnResetDevice
433 HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
435 ID3DXSpriteImpl *object;
437 static const D3DVERTEXELEMENT9 elements[] =
439 { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
440 { 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
441 { 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
445 TRACE("(void): relay\n");
447 if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
449 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
452 return E_OUTOFMEMORY;
454 object->lpVtbl=&D3DXSprite_Vtbl;
456 object->device=device;
457 IUnknown_AddRef(device);
459 IDirect3DDevice9_CreateVertexDeclaration(object->device, elements, &object->vdecl);
460 object->stateblock=NULL;
462 D3DXMatrixIdentity(&object->transform);
463 D3DXMatrixIdentity(&object->view);
468 IDirect3DDevice9_GetDeviceCaps(device, &caps);
469 object->texfilter_caps=caps.TextureFilterCaps;
470 object->maxanisotropy=caps.MaxAnisotropy;
471 object->alphacmp_caps=caps.AlphaCmpCaps;
473 object->sprites=NULL;
474 object->sprite_count=0;
475 object->allocated_sprites=0;
477 *sprite=(ID3DXSprite*)object;