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https://github.com/reactos/reactos.git
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1f6645eb19
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org> wine commit id 34c0055cfcb84e32d13556b7ec841d01acf5fe96 by Matteo Bruni <mbruni@codeweavers.com>
606 lines
22 KiB
C
606 lines
22 KiB
C
#ifdef __REACTOS__
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#include "precomp.h"
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#else
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/*
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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 "d3dx9_private.h"
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#endif /* __REACTOS__ */
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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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struct sprite_vertex
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{
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D3DXVECTOR3 pos;
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DWORD col;
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D3DXVECTOR2 tex;
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};
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struct sprite
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{
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IDirect3DTexture9 *texture;
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UINT texw, texh;
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RECT rect;
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D3DXVECTOR3 center;
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D3DXVECTOR3 pos;
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D3DCOLOR color;
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D3DXMATRIX transform;
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};
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struct d3dx9_sprite
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{
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ID3DXSprite ID3DXSprite_iface;
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LONG ref;
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IDirect3DDevice9 *device;
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IDirect3DVertexDeclaration9 *vdecl;
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IDirect3DStateBlock9 *stateblock;
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D3DXMATRIX transform;
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D3DXMATRIX view;
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DWORD flags;
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BOOL ready;
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/* Store the relevant caps to prevent multiple GetDeviceCaps calls */
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DWORD texfilter_caps;
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DWORD maxanisotropy;
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DWORD alphacmp_caps;
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struct sprite *sprites;
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int sprite_count; /* number of sprites to be drawn */
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int allocated_sprites; /* number of (pre-)allocated sprites */
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};
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static inline struct d3dx9_sprite *impl_from_ID3DXSprite(ID3DXSprite *iface)
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{
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return CONTAINING_RECORD(iface, struct d3dx9_sprite, ID3DXSprite_iface);
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}
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static HRESULT WINAPI d3dx9_sprite_QueryInterface(ID3DXSprite *iface, REFIID riid, void **out)
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{
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TRACE("iface %p, riid %s, out %p.\n", iface, debugstr_guid(riid), out);
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if (IsEqualGUID(riid, &IID_ID3DXSprite)
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|| IsEqualGUID(riid, &IID_IUnknown))
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{
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IUnknown_AddRef(iface);
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*out = iface;
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return S_OK;
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}
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WARN("%s not implemented, returning E_NOINTERFACE.\n", debugstr_guid(riid));
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*out = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI d3dx9_sprite_AddRef(ID3DXSprite *iface)
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{
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struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
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ULONG refcount = InterlockedIncrement(&sprite->ref);
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TRACE("%p increasing refcount to %u.\n", sprite, refcount);
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return refcount;
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}
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static ULONG WINAPI d3dx9_sprite_Release(ID3DXSprite *iface)
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{
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struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
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ULONG refcount = InterlockedDecrement(&sprite->ref);
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TRACE("%p decreasing refcount to %u.\n", sprite, refcount);
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if (!refcount)
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{
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if (sprite->sprites)
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{
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int i;
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if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
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{
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for (i = 0; i < sprite->sprite_count; ++i)
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{
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if (sprite->sprites[i].texture)
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IDirect3DTexture9_Release(sprite->sprites[i].texture);
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}
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}
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HeapFree(GetProcessHeap(), 0, sprite->sprites);
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}
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if (sprite->stateblock)
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IDirect3DStateBlock9_Release(sprite->stateblock);
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if (sprite->vdecl)
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IDirect3DVertexDeclaration9_Release(sprite->vdecl);
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if (sprite->device)
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IDirect3DDevice9_Release(sprite->device);
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HeapFree(GetProcessHeap(), 0, sprite);
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}
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return refcount;
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}
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static HRESULT WINAPI d3dx9_sprite_GetDevice(struct ID3DXSprite *iface, struct IDirect3DDevice9 **device)
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{
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struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
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TRACE("iface %p, device %p.\n", iface, device);
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if (!device)
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return D3DERR_INVALIDCALL;
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*device = sprite->device;
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IDirect3DDevice9_AddRef(sprite->device);
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return D3D_OK;
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}
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static HRESULT WINAPI d3dx9_sprite_GetTransform(ID3DXSprite *iface, D3DXMATRIX *transform)
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{
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struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
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TRACE("iface %p, transform %p.\n", iface, transform);
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if (!transform)
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return D3DERR_INVALIDCALL;
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*transform = sprite->transform;
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return D3D_OK;
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}
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static HRESULT WINAPI d3dx9_sprite_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
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{
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struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
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TRACE("iface %p, transform %p.\n", iface, transform);
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if (!transform)
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return D3DERR_INVALIDCALL;
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sprite->transform = *transform;
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return D3D_OK;
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}
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static HRESULT WINAPI d3dx9_sprite_SetWorldViewRH(ID3DXSprite *iface,
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const D3DXMATRIX *world, const D3DXMATRIX *view)
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{
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FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI d3dx9_sprite_SetWorldViewLH(ID3DXSprite *iface,
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const D3DXMATRIX *world, const D3DXMATRIX *view)
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{
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FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
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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(struct d3dx9_sprite *object)
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{
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D3DXMATRIX mat;
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D3DVIEWPORT9 vp;
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/* Miscellaneous 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, 0);
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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, &object->view);
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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 d3dx9_sprite_Begin(ID3DXSprite *iface, DWORD flags)
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{
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struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
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HRESULT hr;
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TRACE("iface %p, flags %#x.\n", iface, flags);
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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_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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/* Seems like alpha blending is always enabled, regardless of D3DXSPRITE_ALPHABLEND flag */
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if(flags & (D3DXSPRITE_BILLBOARD |
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D3DXSPRITE_DONOTMODIFY_RENDERSTATE | D3DXSPRITE_OBJECTSPACE |
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D3DXSPRITE_SORT_DEPTH_BACKTOFRONT))
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FIXME("Flags unsupported: %#x\n", flags);
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/* These flags should only matter to performance */
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else if(flags & (D3DXSPRITE_SORT_DEPTH_FRONTTOBACK | D3DXSPRITE_SORT_TEXTURE))
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TRACE("Flags unsupported: %#x\n", flags);
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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(struct sprite_vertex));
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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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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 d3dx9_sprite_Draw(ID3DXSprite *iface, IDirect3DTexture9 *texture,
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const RECT *rect, const D3DXVECTOR3 *center, const D3DXVECTOR3 *position, D3DCOLOR color)
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{
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struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
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struct sprite *new_sprites;
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D3DSURFACE_DESC texdesc;
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TRACE("iface %p, texture %p, rect %s, center %p, position %p, color 0x%08x.\n",
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iface, texture, wine_dbgstr_rect(rect), center, position, color);
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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)
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{
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This->sprites = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, 32 * sizeof(*This->sprites));
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This->allocated_sprites = 32;
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}
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else if (This->allocated_sprites <= This->sprite_count)
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{
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new_sprites = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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This->sprites, This->allocated_sprites * 2 * sizeof(*This->sprites));
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if (!new_sprites)
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return E_OUTOFMEMORY;
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This->sprites = new_sprites;
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This->allocated_sprites *= 2;
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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)
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This->sprites[This->sprite_count].rect = *rect;
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else
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SetRect(&This->sprites[This->sprite_count].rect, 0, 0, texdesc.Width, texdesc.Height);
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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;
|
|
} 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->sprites[This->sprite_count].transform=This->transform;
|
|
This->sprite_count++;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI d3dx9_sprite_Flush(ID3DXSprite *iface)
|
|
{
|
|
struct d3dx9_sprite *This = impl_from_ID3DXSprite(iface);
|
|
struct sprite_vertex *vertices;
|
|
int i, count=0, start;
|
|
|
|
TRACE("iface %p.\n", iface);
|
|
|
|
if(!This->ready) return D3DERR_INVALIDCALL;
|
|
if(!This->sprite_count) return D3D_OK;
|
|
|
|
/* TODO: use of a vertex buffer here */
|
|
vertices = HeapAlloc(GetProcessHeap(), 0, sizeof(*vertices) * 6 * This->sprite_count);
|
|
|
|
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[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(*vertices),
|
|
&vertices[6 * i].pos, sizeof(*vertices), &This->sprites[i].transform, 6);
|
|
count++;
|
|
i++;
|
|
}
|
|
|
|
IDirect3DDevice9_SetTexture(This->device, 0, (struct IDirect3DBaseTexture9 *)This->sprites[start].texture);
|
|
IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
|
|
|
|
IDirect3DDevice9_DrawPrimitiveUP(This->device, D3DPT_TRIANGLELIST,
|
|
2 * count, vertices + 6 * start, sizeof(*vertices));
|
|
}
|
|
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 d3dx9_sprite_End(ID3DXSprite *iface)
|
|
{
|
|
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
|
|
|
|
TRACE("iface %p.\n", iface);
|
|
|
|
if (!sprite->ready)
|
|
return D3DERR_INVALIDCALL;
|
|
|
|
ID3DXSprite_Flush(iface);
|
|
|
|
if (sprite->stateblock && !(sprite->flags & D3DXSPRITE_DONOTSAVESTATE))
|
|
IDirect3DStateBlock9_Apply(sprite->stateblock); /* Restore old state */
|
|
|
|
sprite->ready = FALSE;
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI d3dx9_sprite_OnLostDevice(ID3DXSprite *iface)
|
|
{
|
|
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
|
|
|
|
TRACE("iface %p.\n", iface);
|
|
|
|
if (sprite->stateblock)
|
|
IDirect3DStateBlock9_Release(sprite->stateblock);
|
|
if (sprite->vdecl)
|
|
IDirect3DVertexDeclaration9_Release(sprite->vdecl);
|
|
sprite->vdecl = NULL;
|
|
sprite->stateblock = NULL;
|
|
|
|
/* Reset some variables */
|
|
ID3DXSprite_OnResetDevice(iface);
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static HRESULT WINAPI d3dx9_sprite_OnResetDevice(ID3DXSprite *iface)
|
|
{
|
|
struct d3dx9_sprite *sprite = impl_from_ID3DXSprite(iface);
|
|
int i;
|
|
|
|
TRACE("iface %p.\n", iface);
|
|
|
|
if (!(sprite->flags & D3DXSPRITE_DO_NOT_ADDREF_TEXTURE))
|
|
{
|
|
for (i = 0; i < sprite->sprite_count; ++i)
|
|
{
|
|
if (sprite->sprites[i].texture)
|
|
IDirect3DTexture9_Release(sprite->sprites[i].texture);
|
|
}
|
|
}
|
|
|
|
sprite->sprite_count = 0;
|
|
sprite->flags = 0;
|
|
sprite->ready = FALSE;
|
|
|
|
/* keep matrices */
|
|
/* device objects get restored on Begin */
|
|
|
|
return D3D_OK;
|
|
}
|
|
|
|
static const ID3DXSpriteVtbl d3dx9_sprite_vtbl =
|
|
{
|
|
d3dx9_sprite_QueryInterface,
|
|
d3dx9_sprite_AddRef,
|
|
d3dx9_sprite_Release,
|
|
d3dx9_sprite_GetDevice,
|
|
d3dx9_sprite_GetTransform,
|
|
d3dx9_sprite_SetTransform,
|
|
d3dx9_sprite_SetWorldViewRH,
|
|
d3dx9_sprite_SetWorldViewLH,
|
|
d3dx9_sprite_Begin,
|
|
d3dx9_sprite_Draw,
|
|
d3dx9_sprite_Flush,
|
|
d3dx9_sprite_End,
|
|
d3dx9_sprite_OnLostDevice,
|
|
d3dx9_sprite_OnResetDevice,
|
|
};
|
|
|
|
HRESULT WINAPI D3DXCreateSprite(struct IDirect3DDevice9 *device, struct ID3DXSprite **sprite)
|
|
{
|
|
struct d3dx9_sprite *object;
|
|
D3DCAPS9 caps;
|
|
|
|
TRACE("device %p, sprite %p.\n", device, sprite);
|
|
|
|
if(device==NULL || sprite==NULL) return D3DERR_INVALIDCALL;
|
|
|
|
if (!(object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
{
|
|
*sprite = NULL;
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
object->ID3DXSprite_iface.lpVtbl = &d3dx9_sprite_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(&object->ID3DXSprite_iface);
|
|
|
|
object->sprites=NULL;
|
|
object->allocated_sprites=0;
|
|
*sprite=&object->ID3DXSprite_iface;
|
|
|
|
return D3D_OK;
|
|
}
|