Sweden-Number/dlls/d3dx9_36/sprite.c

515 lines
20 KiB
C

/*
* Copyright (C) 2008 Tony Wasserka
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "wine/debug.h"
#include "d3dx9_36_private.h"
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;
TRACE("(%p): QueryInterface from %s\n", This, debugstr_guid(riid));
if(IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_ID3DXSprite)) {
IUnknown_AddRef(iface);
*object=This;
return S_OK;
}
WARN("(%p)->(%s, %p): not found\n", iface, debugstr_guid(riid), *object);
return E_NOINTERFACE;
}
static ULONG WINAPI ID3DXSpriteImpl_AddRef(LPD3DXSPRITE iface)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
ULONG ref=InterlockedIncrement(&This->ref);
TRACE("(%p)->(): AddRef from %d\n", This, ref-1);
return ref;
}
static ULONG WINAPI ID3DXSpriteImpl_Release(LPD3DXSPRITE iface)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
ULONG ref=InterlockedDecrement(&This->ref);
TRACE("(%p)->(): ReleaseRef to %d\n", This, ref);
if(ref==0) {
if(This->sprites) {
int i;
for(i=0;i<This->sprite_count;i++)
if(This->sprites[i].texture)
IDirect3DTexture9_Release(This->sprites[i].texture);
HeapFree(GetProcessHeap(), 0, This->sprites);
}
if(This->stateblock) IDirect3DStateBlock9_Release(This->stateblock);
if(This->vdecl) IDirect3DVertexDeclaration9_Release(This->vdecl);
if(This->device) IDirect3DDevice9_Release(This->device);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
static HRESULT WINAPI ID3DXSpriteImpl_GetDevice(LPD3DXSPRITE iface, LPDIRECT3DDEVICE9 *device)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
TRACE("(%p)->(%p): relay\n", This, device);
if(device==NULL) return D3DERR_INVALIDCALL;
*device=This->device;
IDirect3DDevice9_AddRef(This->device);
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(LPD3DXSPRITE iface, D3DXMATRIX *transform)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
TRACE("(%p)->(%p)\n", This, transform);
if(transform==NULL) return D3DERR_INVALIDCALL;
*transform=This->transform;
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(LPD3DXSPRITE iface, CONST D3DXMATRIX *transform)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
TRACE("(%p)->(%p)\n", This, transform);
if(transform==NULL) return D3DERR_INVALIDCALL;
This->transform=*transform;
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
FIXME("(%p)->(%p, %p): stub\n", This, world, view);
return E_NOTIMPL;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(LPD3DXSPRITE iface, CONST D3DXMATRIX *world, CONST D3DXMATRIX *view)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
FIXME("(%p)->(%p, %p): stub\n", This, world, view);
return E_NOTIMPL;
}
/* Helper function */
static 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;
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)
*/
if(This->vdecl==NULL) {
static const D3DVERTEXELEMENT9 elements[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 16, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
IDirect3DDevice9_CreateVertexDeclaration(This->device, elements, &This->vdecl);
}
if(!(flags & D3DXSPRITE_DONOTSAVESTATE)) {
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);
}
IDirect3DStateBlock9_Capture(This->stateblock); /* Save current state */
}
/* 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,
CONST D3DXVECTOR3 *position, D3DCOLOR color)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
D3DSURFACE_DESC texdesc;
TRACE("(%p)->(%p, %p, %p, %p, %#x): relay\n", This, texture, rect, center, position, color);
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));
This->allocated_sprites=32;
} else if(This->allocated_sprites<=This->sprite_count) {
This->allocated_sprites=This->allocated_sprites*3/2;
This->sprites=HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->sprites, This->allocated_sprites*sizeof(SPRITE));
}
This->sprites[This->sprite_count].texture=texture;
if(!(This->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
IDirect3DTexture9_AddRef(texture);
/* Reuse the texture desc if possible */
if(This->sprite_count) {
if(This->sprites[This->sprite_count-1].texture!=texture) {
IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
} else {
texdesc.Width=This->sprites[This->sprite_count-1].texw;
texdesc.Height=This->sprites[This->sprite_count-1].texh;
}
} else IDirect3DTexture9_GetLevelDesc(texture, 0, &texdesc);
This->sprites[This->sprite_count].texw=texdesc.Width;
This->sprites[This->sprite_count].texh=texdesc.Height;
if(rect==NULL) {
This->sprites[This->sprite_count].rect.left=0;
This->sprites[This->sprite_count].rect.top=0;
This->sprites[This->sprite_count].rect.right=texdesc.Width;
This->sprites[This->sprite_count].rect.bottom=texdesc.Height;
} else This->sprites[This->sprite_count].rect=*rect;
if(center==NULL) {
This->sprites[This->sprite_count].center.x=0.0f;
This->sprites[This->sprite_count].center.y=0.0f;
This->sprites[This->sprite_count].center.z=0.0f;
} else This->sprites[This->sprite_count].center=*center;
if(position==NULL) {
This->sprites[This->sprite_count].pos.x=0.0f;
This->sprites[This->sprite_count].pos.y=0.0f;
This->sprites[This->sprite_count].pos.z=0.0f;
} else This->sprites[This->sprite_count].pos=*position;
This->sprites[This->sprite_count].color=color;
This->sprite_count++;
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
{
ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface;
SPRITEVERTEX *vertices;
int i;
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);
for(i=0;i<This->sprite_count;i++) {
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;
}
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("(%p, %p): relay\n", device, sprite);
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;
}