Module: wine Branch: master Commit: 67dadeb7c8ad95bec85e65b17fce1052453999bc URL: http://source.winehq.org/git/wine.git/?a=commit;h=67dadeb7c8ad95bec85e65b17f...
Author: Tony Wasserka tony.wasserka@freenet.de Date: Fri Nov 7 17:01:27 2008 +0100
d3dx9: Implement ID3DXSprite_Flush.
---
dlls/d3dx9_36/sprite.c | 54 ++++++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 52 insertions(+), 2 deletions(-)
diff --git a/dlls/d3dx9_36/sprite.c b/dlls/d3dx9_36/sprite.c index 95ceb5f..fb68c9b 100644 --- a/dlls/d3dx9_36/sprite.c +++ b/dlls/d3dx9_36/sprite.c @@ -302,10 +302,60 @@ static HRESULT WINAPI ID3DXSpriteImpl_Draw(LPD3DXSPRITE iface, LPDIRECT3DTEXTURE static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface) { ID3DXSpriteImpl *This=(ID3DXSpriteImpl*)iface; + SPRITEVERTEX *vertices; int i; - FIXME("(%p): stub\n", This); + 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);
for(i=0;i<This->sprite_count;i++) if(This->sprites[i].texture) @@ -315,7 +365,7 @@ static HRESULT WINAPI ID3DXSpriteImpl_Flush(LPD3DXSPRITE iface)
/* Flush may be called more than once, so we don't reset This->ready here */
- return E_NOTIMPL; + return D3D_OK; }
static HRESULT WINAPI ID3DXSpriteImpl_End(LPD3DXSPRITE iface)