d3dx9: Implement ID3DXSprite_Begin/End.

This commit is contained in:
Tony Wasserka 2008-11-07 16:50:22 +01:00 committed by Alexandre Julliard
parent af0aa2832f
commit 6fae43c0c8
2 changed files with 148 additions and 4 deletions

View File

@ -61,6 +61,7 @@ typedef struct ID3DXSpriteImpl
D3DXMATRIX transform;
D3DXMATRIX view;
DWORD flags;
BOOL ready;
/* Store the relevant caps to prevent multiple GetDeviceCaps calls */
DWORD texfilter_caps;

View File

@ -22,6 +22,15 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3dx);
/* the combination of all possible D3DXSPRITE flags */
#define D3DXSPRITE_FLAGLIMIT 511
typedef struct _SPRITEVERTEX {
D3DXVECTOR3 pos;
DWORD col;
D3DXVECTOR2 tex;
} SPRITEVERTEX;
static HRESULT WINAPI ID3DXSpriteImpl_QueryInterface(LPD3DXSPRITE iface, REFIID riid, LPVOID *object)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
@ -102,11 +111,134 @@ static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D
return E_NOTIMPL;
}
/* Helper function */
void set_states(ID3DXSpriteImpl *object)
{
D3DXMATRIX mat;
D3DVIEWPORT9 vp;
/* Miscelaneous stuff */
IDirect3DDevice9_SetVertexShader(object->device, NULL);
IDirect3DDevice9_SetPixelShader(object->device, NULL);
IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);
/* Render states */
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);
/* Texture stage states */
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
/* Sampler states */
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);
if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);
/* Matrices */
D3DXMatrixIdentity(&mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &mat);
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);
}
static HRESULT WINAPI ID3DXSpriteImpl_Begin(LPD3DXSPRITE iface, DWORD flags)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
FIXME("(%p): stub\n", This);
return E_NOTIMPL;
HRESULT hr;
TRACE("(%p): relay\n", This);
if(flags>D3DXSPRITE_FLAGLIMIT || This->ready) return D3DERR_INVALIDCALL;
/* TODO: Implement flags:
D3DXSPRITE_ALPHABLEND: enables alpha blending
D3DXSPRITE_BILLBOARD: makes the sprite always face the camera
D3DXSPRITE_DONOTMODIFY_RENDERSTATE: name says it all
D3DXSPRITE_OBJECTSPACE: do not change device transforms
D3DXSPRITE_SORT_DEPTH_BACKTOFRONT: sort by position
D3DXSPRITE_SORT_DEPTH_FRONTTOBACK: sort by position
D3DXSPRITE_SORT_TEXTURE: sort by texture (so that it doesn't change too often)
D3DXSPRITE_DO_NOT_ADDREF_TEXTURE: don't call AddRef/Release on every Draw/Flush call
D3DXSPRITE_DONOTSAVESTATE: don't restore the current device state on ID3DXSprite_End
*/
if(This->stateblock==NULL) {
/* Tell our state block what it must store */
hr=IDirect3DDevice9_BeginStateBlock(This->device);
if(hr!=D3D_OK) return hr;
set_states(This);
IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
IDirect3DDevice9_SetStreamSource(This->device, 0, NULL, 0, sizeof(SPRITEVERTEX));
IDirect3DDevice9_SetIndices(This->device, NULL);
IDirect3DDevice9_SetTexture(This->device, 0, NULL);
IDirect3DDevice9_EndStateBlock(This->device, &This->stateblock);
}
/* Save current state */
IDirect3DStateBlock9_Capture(This->stateblock);
/* Apply device state */
set_states(This);
D3DXMatrixIdentity(&This->transform);
D3DXMatrixIdentity(&This->view);
This->flags=flags;
This->ready=TRUE;
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE9 texture, CONST RECT *rect, CONST D3DXVECTOR3 *center,
@ -117,6 +249,7 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE
TRACE("(%p): relay\n", This);
if(texture==NULL) return D3DERR_INVALIDCALL;
if(!This->ready) return D3DERR_INVALIDCALL;
if(This->allocated_sprites==0) {
This->sprites=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32*sizeof(SPRITE));
@ -172,23 +305,32 @@ static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
int i;
FIXME("(%p): stub\n", This);
if(!This->ready) return D3DERR_INVALIDCALL;
for(i=0;i<This->sprite_count;i++)
if(This->sprites[i].texture)
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 E_NOTIMPL;
}
static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
FIXME("(%p): stub\n", This);
TRACE("(%p): relay\n", This);
if(!This->ready) return D3DERR_INVALIDCALL;
ID3DXSprite_Flush(iface);
if(This->stateblock) IDirect3DStateBlock9_Apply(This->stateblock); /* Restore old state */
return E_NOTIMPL;
This->ready=FALSE;
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_OnLostDevice(LPD3DXSPRITE iface)
@ -258,6 +400,7 @@ HRESULT WINAPI D3DXCreateSprite(LPDIRECT3DDEVICE9 device, LPD3DXSPRITE *sprite)
D3DXMatrixIdentity(&object->view);
object->flags=0;
object->ready=FALSE;
IDirect3DDevice9_GetDeviceCaps(device, &caps);
object->texfilter_caps=caps.TextureFilterCaps;