d3dx9: Store transform matrix per-sprite.

This commit is contained in:
Matteo Bruni 2010-10-05 23:06:15 +02:00 committed by Alexandre Julliard
parent 550abd41a2
commit 40d57b70ed
2 changed files with 46 additions and 43 deletions

View File

@ -119,6 +119,7 @@ typedef struct _SPRITE {
D3DXVECTOR3 center;
D3DXVECTOR3 pos;
D3DCOLOR color;
D3DXMATRIX transform;
} SPRITE;
typedef struct ID3DXSpriteImpl

View File

@ -204,7 +204,7 @@ static void set_states(ID3DXSpriteImpl *object)
/* Matrices */
D3DXMatrixIdentity(&mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
IDirect3DDevice9_GetViewport(object->device, &vp);
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);
IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
@ -259,9 +259,6 @@ D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
/* Apply device state */
set_states(This);
D3DXMatrixIdentity(&This->transform);
D3DXMatrixIdentity(&This->view);
This->flags=flags;
This->ready=TRUE;
@ -323,6 +320,7 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE
} else This->sprites[This->sprite_count].pos=*position;
This->sprites[This->sprite_count].color=color;
This->sprites[This->sprite_count].transform=This->transform;
This->sprite_count++;
return D3D_OK;
@ -332,57 +330,61 @@ static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
SPRITEVERTEX *vertices;
int i;
int i, count, start;
TRACE("(%p)->(): relay\n", This);
if(!This->ready) return D3DERR_INVALIDCALL;
if(!This->sprite_count) return D3D_OK;
/* TODO: use of a vertex buffer here */
vertices=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(SPRITEVERTEX)*4*This->sprite_count);
vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*6*This->sprite_count);
for(i=0;i<This->sprite_count;i++) {
for(start=0;start<This->sprite_count;start+=count,count=0) {
i=start;
while(i<This->sprite_count &&
(count==0 || This->sprites[i].texture==This->sprites[i-1].texture)) {
float spritewidth=(float)This->sprites[i].rect.right-(float)This->sprites[i].rect.left;
float spriteheight=(float)This->sprites[i].rect.bottom-(float)This->sprites[i].rect.top;
vertices[4*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[4*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[4*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[4*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[4*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[4*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[4*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[4*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[4*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[4*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[4*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[4*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[4*i ].col = This->sprites[i].color;
vertices[4*i+1].col = This->sprites[i].color;
vertices[4*i+2].col = This->sprites[i].color;
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;
vertices[6*i ].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i ].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i ].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+1].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+1].pos.y = This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+1].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+2].pos.x = spritewidth + This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+2].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+2].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i+3].pos.x = This->sprites[i].pos.x - This->sprites[i].center.x;
vertices[6*i+3].pos.y = spriteheight + This->sprites[i].pos.y - This->sprites[i].center.y;
vertices[6*i+3].pos.z = This->sprites[i].pos.z - This->sprites[i].center.z;
vertices[6*i ].col = This->sprites[i].color;
vertices[6*i+1].col = This->sprites[i].color;
vertices[6*i+2].col = This->sprites[i].color;
vertices[6*i+3].col = This->sprites[i].color;
vertices[6*i ].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
vertices[6*i ].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
vertices[6*i+1].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
vertices[6*i+1].tex.y = (float)This->sprites[i].rect.top / (float)This->sprites[i].texh;
vertices[6*i+2].tex.x = (float)This->sprites[i].rect.right / (float)This->sprites[i].texw;
vertices[6*i+2].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
vertices[6*i+3].tex.x = (float)This->sprites[i].rect.left / (float)This->sprites[i].texw;
vertices[6*i+3].tex.y = (float)This->sprites[i].rect.bottom / (float)This->sprites[i].texh;
vertices[6*i+4]=vertices[6*i];
vertices[6*i+5]=vertices[6*i+2];
D3DXVec3TransformCoordArray(&vertices[6*i].pos, sizeof(SPRITEVERTEX),
&vertices[6*i].pos, sizeof(SPRITEVERTEX),
&This->sprites[i].transform, 6);
count++;
i++;
}
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_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
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));
IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST, 2*count, vertices+6*start, sizeof(SPRITEVERTEX));
}
HeapFree(GetProcessHeap(), 0, vertices);