mirror of
https://github.com/reactos/wine.git
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507 lines
20 KiB
C
507 lines
20 KiB
C
/*
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* Copyright (C) 2008 Tony Wasserka
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "wine/debug.h"
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#include "d3dx9_36_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
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/* the combination of all possible D3DXSPRITE flags */
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#define D3DXSPRITE_FLAGLIMIT 511
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typedef struct _SPRITEVERTEX {
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D3DXVECTOR3 pos;
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DWORD col;
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D3DXVECTOR2 tex;
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} SPRITEVERTEX;
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static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface, REFIID riid, LPVOID *object)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
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if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
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IUnknown_AddRef(iface);
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*object=This;
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return S_OK;
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}
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WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
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return E_NOINTERFACE;
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}
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static ULONG WINAPI ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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ULONG ref=InterlockedIncrement(&This->ref);
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TRACE("(%p): AddRef from %d\n", This, ref-1);
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return ref;
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}
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static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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ULONG ref=InterlockedDecrement(&This->ref);
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TRACE("(%p): ReleaseRef to %d\n", This, ref);
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if(ref==0) {
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if(This->sprites) {
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int i;
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for(i=0;i<This->sprite_count;i++)
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if(This->sprites[i].texture)
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IDirect3DTexture9_Release(This->sprites[i].texture);
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HeapFree(GetProcessHeap(), 0, This->sprites);
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}
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if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
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if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
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if(This->device) IDirect3DDevice9_Release(This->device);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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TRACE("(%p): relay\n", This);
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if(device==NULL) return D3DERR_INVALIDCALL;
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*device=This->device;
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IDirect3DDevice9_AddRef(This->device);
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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TRACE("(%p)\n", This);
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if(transform==NULL) return D3DERR_INVALIDCALL;
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*transform=This->transform;
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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TRACE("(%p)\n", This);
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if(transform==NULL) return D3DERR_INVALIDCALL;
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This->transform=*transform;
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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FIXME("(%p): stub\n", This);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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FIXME("(%p): stub\n", This);
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return E_NOTIMPL;
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}
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/* Helper function */
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static void set_states(ID3DXSpriteImpl *object)
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{
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D3DXMATRIX mat;
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D3DVIEWPORT9 vp;
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/* Miscelaneous stuff */
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IDirect3DDevice9_SetVertexShader(object->device, NULL);
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IDirect3DDevice9_SetPixelShader(object->device, NULL);
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IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
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/* Render states */
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
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D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
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IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
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/* Texture stage states */
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
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IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
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IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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/* Sampler states */
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
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else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
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if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
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else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
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else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
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IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
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/* Matrices */
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D3DXMatrixIdentity(&mat);
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IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
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IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
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IDirect3DDevice9_GetViewport(object->device, &vp);
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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);
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IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
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}
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static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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HRESULT hr;
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TRACE("(%p): relay\n", This);
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if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
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/* TODO: Implement flags:
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D3DXSPRITE_ALPHABLEND: enables alpha blending
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D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
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D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
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D3DXSPRITE_OBJECTSPACE: do not change device transforms
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D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
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D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
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D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
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*/
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if(This->vdecl==NULL) {
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static const D3DVERTEXELEMENT9 elements[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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D3DDECL_END()
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};
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IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
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}
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if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
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if(This->stateblock==NULL) {
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/* Tell our state block what it must store */
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hr=IDirect3DDevice9_BeginStateBlock(This->device);
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if(hr!=D3D_OK) return hr;
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set_states(This);
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IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
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IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
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IDirect3DDevice9_SetIndices(This->device, NULL);
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IDirect3DDevice9_SetTexture(This->device, 0, NULL);
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IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
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}
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IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
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}
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/* Apply device state */
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set_states(This);
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D3DXMatrixIdentity(&This->transform);
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D3DXMatrixIdentity(&This->view);
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This->flags=flags;
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This->ready=TRUE;
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
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CONST D3DXVECTOR3 *position, D3DCOLOR color)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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D3DSURFACE_DESC texdesc;
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TRACE("(%p): relay\n", This);
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if(texture==NULL) return D3DERR_INVALIDCALL;
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if(!This->ready) return D3DERR_INVALIDCALL;
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if(This->allocated_sprites==0) {
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This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
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This->allocated_sprites=32;
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} else if(This->allocated_sprites<=This->sprite_count) {
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This->allocated_sprites=This->allocated_sprites*3/2;
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This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
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}
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This->sprites[This->sprite_count].texture=texture;
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if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
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IDirect3DTexture9_AddRef(texture);
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/* Reuse the texture desc if possible */
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if(This->sprite_count) {
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if(This->sprites[This->sprite_count-1].texture!=texture) {
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IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
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} else {
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texdesc.Width=This->sprites[This->sprite_count-1].texw;
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texdesc.Height=This->sprites[This->sprite_count-1].texh;
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}
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} else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
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This->sprites[This->sprite_count].texw=texdesc.Width;
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This->sprites[This->sprite_count].texh=texdesc.Height;
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if(rect==NULL) {
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This->sprites[This->sprite_count].rect.left=0;
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This->sprites[This->sprite_count].rect.top=0;
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This->sprites[This->sprite_count].rect.right=texdesc.Width;
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This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
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} else This->sprites[This->sprite_count].rect=*rect;
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if(center==NULL) {
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This->sprites[This->sprite_count].center.x=0.0f;
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This->sprites[This->sprite_count].center.y=0.0f;
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This->sprites[This->sprite_count].center.z=0.0f;
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} else This->sprites[This->sprite_count].center=*center;
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if(position==NULL) {
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This->sprites[This->sprite_count].pos.x=0.0f;
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This->sprites[This->sprite_count].pos.y=0.0f;
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This->sprites[This->sprite_count].pos.z=0.0f;
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} else This->sprites[This->sprite_count].pos=*position;
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This->sprites[This->sprite_count].color=color;
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This->sprite_count++;
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
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{
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ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
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SPRITEVERTEX *vertices;
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int i;
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TRACE("(%p): relay\n", This);
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if(!This->ready) return D3DERR_INVALIDCALL;
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if(!This->sprite_count) return D3D_OK;
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/* TODO: use of a vertex buffer here */
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vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
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for(i=0;i<This->sprite_count;i++) {
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float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
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float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
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vertices[4*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
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vertices[4*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
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vertices[4*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
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vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
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vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
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vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
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vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
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vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
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vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
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vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
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vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
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vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
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vertices[4*i ].col = This->sprites[i].color;
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vertices[4*i+1].col = This->sprites[i].color;
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vertices[4*i+2].col = This->sprites[i].color;
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vertices[4*i+3].col = This->sprites[i].color;
|
|
vertices[4*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
|
|
vertices[4*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
|
|
vertices[4*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
|
|
vertices[4*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
|
|
vertices[4*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
|
|
vertices[4*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
|
|
vertices[4*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
|
|
vertices[4*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
|
|
}
|
|
|
|
D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->transform, 4*This->sprite_count);
|
|
D3DXVec3TransformCoordArray(&vertices[0].pos, sizeof(SPRITEVERTEX), &vertices[0].pos, sizeof(SPRITEVERTEX), &This->view, 4*This->sprite_count);
|
|
|
|
IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
|
|
|
|
for(i=0;i<This->sprite_count;i++) {
|
|
if(!i)
|
|
IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
|
|
else if(This->sprites[i].texture!=This->sprites[i-1].texture)
|
|
IDirect3DDevice9_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[i].texture));
|
|
|
|
IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLEFAN, 2, vertices+4*i, sizeof(SPRITEVERTEX));
|
|
}
|
|
HeapFree(GetProcessHeap(), 0, vertices);
|
|
|
|
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
|
|
for(i=0;i<This->sprite_count;i++)
|
|
IDirect3DTexture9_Release(This->sprites[i].texture);
|
|
|
|
This->sprite_count=0;
|
|
|
|
/* Flush may be called more than once, so we don't reset This->ready here */
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
|
|
{
|
|
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
|
|
TRACE("(%p): relay\n", This);
|
|
|
|
if(!This->ready) return D3DERR_INVALIDCALL;
|
|
|
|
ID3DXSprite_Flush(iface);
|
|
|
|
if(!(This->flags & D3DXSPRITE_DONOTSAVESTATE))
|
|
if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
|
|
|
|
This->ready=FALSE;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
|
|
{
|
|
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
|
|
TRACE("(%p)\n", This);
|
|
|
|
if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
|
|
if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
|
|
This->vdecl=NULL;
|
|
This->stateblock=NULL;
|
|
|
|
/* Reset some variables */
|
|
ID3DXSprite_OnResetDevice(iface);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI ID3DXSpriteImpl_OnResetDevice(LPD3DXSPRITE iface)
|
|
{
|
|
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
|
|
int i;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
for(i=0;i<This->sprite_count;i++)
|
|
if(This->sprites[i].texture)
|
|
IDirect3DTexture9_Release(This->sprites[i].texture);
|
|
|
|
This->sprite_count=0;
|
|
|
|
This->flags=0;
|
|
This->ready=FALSE;
|
|
|
|
/* keep matrices */
|
|
/* device objects get restored on Begin */
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static const ID3DXSpriteVtbl D3DXSprite_Vtbl =
|
|
{
|
|
/*** IUnknown methods ***/
|
|
ID3DXSpriteImpl_QueryInterface,
|
|
ID3DXSpriteImpl_AddRef,
|
|
ID3DXSpriteImpl_Release,
|
|
/*** ID3DXSprite methods ***/
|
|
ID3DXSpriteImpl_GetDevice,
|
|
ID3DXSpriteImpl_GetTransform,
|
|
ID3DXSpriteImpl_SetTransform,
|
|
ID3DXSpriteImpl_SetWorldViewRH,
|
|
ID3DXSpriteImpl_SetWorldViewLH,
|
|
ID3DXSpriteImpl_Begin,
|
|
ID3DXSpriteImpl_Draw,
|
|
ID3DXSpriteImpl_Flush,
|
|
ID3DXSpriteImpl_End,
|
|
ID3DXSpriteImpl_OnLostDevice,
|
|
ID3DXSpriteImpl_OnResetDevice
|
|
};
|
|
|
|
HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
|
|
{
|
|
ID3DXSpriteImpl *object;
|
|
D3DCAPS9 caps;
|
|
TRACE("(void): relay\n");
|
|
|
|
if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
|
|
|
|
object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ID3DXSpriteImpl));
|
|
if(object==NULL) {
|
|
*sprite=NULL;
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
object->lpVtbl=&D3DXSprite_Vtbl;
|
|
object->ref=1;
|
|
object->device=device;
|
|
IUnknown_AddRef(device);
|
|
|
|
object->vdecl=NULL;
|
|
object->stateblock=NULL;
|
|
|
|
D3DXMatrixIdentity(&object->transform);
|
|
D3DXMatrixIdentity(&object->view);
|
|
|
|
IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
|
object->texfilter_caps=caps.TextureFilterCaps;
|
|
object->maxanisotropy=caps.MaxAnisotropy;
|
|
object->alphacmp_caps=caps.AlphaCmpCaps;
|
|
|
|
ID3DXSprite_OnResetDevice((ID3DXSprite*)object);
|
|
|
|
object->sprites=NULL;
|
|
object->allocated_sprites=0;
|
|
*sprite=(ID3DXSprite*)object;
|
|
|
|
return D3D_OK;
|
|
}
|