Matteo Bruni : d3dx9: Store transform matrix per-sprite.
Alexandre Julliard
julliard at winehq.org
Mon Oct 18 13:36:51 CDT 2010
Module: wine
Branch: master
Commit: 40d57b70ed91d3aa6e4a693b231170481a61675e
URL: http://source.winehq.org/git/wine.git/?a=commit;h=40d57b70ed91d3aa6e4a693b231170481a61675e
Author: Matteo Bruni <mbruni at codeweavers.com>
Date: Tue Oct 5 23:06:15 2010 +0200
d3dx9: Store transform matrix per-sprite.
---
dlls/d3dx9_36/d3dx9_36_private.h | 1 +
dlls/d3dx9_36/sprite.c | 96 +++++++++++++++++++------------------
2 files changed, 50 insertions(+), 47 deletions(-)
diff --git a/dlls/d3dx9_36/d3dx9_36_private.h b/dlls/d3dx9_36/d3dx9_36_private.h
index 6857196..b452a8f 100644
--- a/dlls/d3dx9_36/d3dx9_36_private.h
+++ b/dlls/d3dx9_36/d3dx9_36_private.h
@@ -119,6 +119,7 @@ typedef struct _SPRITE {
D3DXVECTOR3 center;
D3DXVECTOR3 pos;
D3DCOLOR color;
+ D3DXMATRIX transform;
} SPRITE;
typedef struct ID3DXSpriteImpl
diff --git a/dlls/d3dx9_36/sprite.c b/dlls/d3dx9_36/sprite.c
index 1a0038e..c7b4240 100644
--- a/dlls/d3dx9_36/sprite.c
+++ b/dlls/d3dx9_36/sprite.c
@@ -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);
-
- 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);
+ vertices=HeapAlloc(GetProcessHeap(), 0, sizeof(SPRITEVERTEX)*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(SPRITEVERTEX),
+ &vertices[6*i].pos, sizeof(SPRITEVERTEX),
+ &This->sprites[i].transform, 6);
+ count++;
+ i++;
+ }
- 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_SetTexture(This->device, 0, (LPDIRECT3DBASETEXTURE9)(This->sprites[start].texture));
+ IDirect3DDevice9_SetVertexDeclaration(This->device, This->vdecl);
- 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);
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