
#include "stdafx.h"
#include "UIAnim.h"

#if (_MSC_VER < 1300)
#pragma comment(lib, "Delayimp.lib")
#pragma comment(linker, "/DelayLoad:d3d9.dll")
#endif // _MSC_VER
#pragma comment(lib, "d3d9.lib")


/////////////////////////////////////////////////////////////////////////////////////
//
//

#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)

#ifndef PI
   #define PI 3.1415926535897932384626433832795029L
#endif


/////////////////////////////////////////////////////////////////////////////////////
//

CAnimJobUI::CAnimJobUI(const CAnimJobUI& src)
{   
   *this = src;
}

CAnimJobUI::CAnimJobUI(UITYPE_ANIM AnimType, DWORD dwStartTick, DWORD dwDuration, COLORREF clrBack, COLORREF clrKey, RECT rcFrom, int xtrans, int ytrans, int ztrans, int alpha, FLOAT zrot)
{
   this->AnimType = AnimType;
   this->dwStartTick = dwStartTick;
   this->dwDuration = dwDuration;
   data.plot.clrBack = clrBack;
   data.plot.clrKey = clrKey;
   data.plot.rcFrom = rcFrom;
   data.plot.mFrom.xtrans = xtrans;
   data.plot.mFrom.ytrans = ytrans;
   data.plot.mFrom.ztrans = ztrans;
   data.plot.mFrom.alpha = alpha;
   data.plot.mFrom.zrot = zrot;
   data.plot.iInterpolate = INTERPOLATE_COS;
}


/////////////////////////////////////////////////////////////////////////////////////
//
//

CAnimationSpooler::CAnimationSpooler() :
   m_hWnd(NULL),
   m_bIsAnimating(false),
   m_bIsInitialized(false),
   m_pD3D(NULL),
   m_p3DDevice(NULL),
   m_p3DBackSurface(NULL),
   m_nBuffers(0)
{
   ::ZeroMemory(m_p3DVertices, sizeof(m_p3DVertices));
   ::ZeroMemory(m_p3DTextures, sizeof(m_p3DTextures));
}

CAnimationSpooler::~CAnimationSpooler()
{
   Term();
}

bool CAnimationSpooler::Init(HWND hWnd)
{
   ASSERT(::IsWindow(hWnd));
   if( m_bIsInitialized ) return true;
   // This is our master window
   m_hWnd = hWnd;
   // Gather window information
   RECT rcWindow = { 0 };
   ::GetWindowRect(hWnd, &rcWindow);
   if( ::IsRectEmpty(&rcWindow) ) return false;
   // Is window topmost?
   HWND hWndFocus = hWnd;
   while( ::GetParent(hWndFocus) != NULL ) hWndFocus = ::GetParent(hWndFocus);
   // Is DirectX v9 available at all?
   HMODULE hMod = ::LoadLibrary(_T("D3D9.DLL"));
   if( hMod == NULL ) return false;
   ::FreeLibrary(hMod);
   // Initialize Direct3D
   // Fortunately we can delay-load the DirectX9 library so we
   // don't actually have a link dependency on it.
   if( m_pD3D != NULL ) m_pD3D->Release();
   m_pD3D = ::Direct3DCreate9(D3D_SDK_VERSION);
   if( m_pD3D == NULL ) return false;
   HRESULT Hr;
   D3DDISPLAYMODE d3ddm = { 0 };
   Hr = m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
   if( FAILED(Hr) ) return false;
   m_ColorFormat = d3ddm.Format;
   Hr = m_pD3D->CheckDeviceType(D3DADAPTER_DEFAULT,
                                D3DDEVTYPE_HAL,
                                m_ColorFormat,
                                m_ColorFormat,
                                TRUE);
   if( FAILED(Hr) ) return false;
   D3DPRESENT_PARAMETERS d3dpp = { 0 };
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;; //D3DSWAPEFFECT_FLIP
   d3dpp.Windowed = TRUE;
   d3dpp.hDeviceWindow = hWnd;
   d3dpp.BackBufferCount = 1;
   d3dpp.BackBufferFormat = m_ColorFormat;
   d3dpp.EnableAutoDepthStencil = FALSE;
   d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
   d3dpp.PresentationInterval   = D3DPRESENT_INTERVAL_IMMEDIATE;
   Hr = m_pD3D->CreateDevice(D3DADAPTER_DEFAULT,
                             D3DDEVTYPE_HAL,
                             hWndFocus,
                             D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                             &d3dpp,
                             &m_p3DDevice);
   if( FAILED(Hr) ) return false;       
   // Check device caps
   D3DCAPS9 caps;
   Hr = m_p3DDevice->GetDeviceCaps(&caps);
   if( caps.MaxTextureWidth < 128 ) return false;
   if( (caps.Caps3 & D3DCAPS3_COPY_TO_VIDMEM) == 0 ) return false;
   if( FAILED(Hr) ) return false;
   // Set viewport
   D3DVIEWPORT9 vp;
   vp.X = vp.Y = 0;
   vp.Width = rcWindow.right - rcWindow.left;
   vp.Height = rcWindow.bottom - rcWindow.top;
   vp.MinZ = 0.0;
   vp.MaxZ = 1.0;
   Hr = m_p3DDevice->SetViewport(&vp);
   if( FAILED(Hr) ) return false;
   // Set the render flags.
   m_p3DDevice->SetRenderState(D3DRS_COLORVERTEX, TRUE);
   m_p3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
   m_p3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
   m_p3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
   // Set miscellaneous render states
   m_p3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
   m_p3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
   m_p3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
   m_p3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
   m_p3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); 
   m_p3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
   m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); 
   m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);     // Use alpha from texture
   m_p3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);     // Use vertex alpha 
   m_p3DDevice->SetVertexShader(NULL);
   // Signal go...
   m_bIsInitialized = true;
   return true;
}

void CAnimationSpooler::Term()
{
   // Get rid of the animation jobs
   int i;
   for( i = 0; i < m_aJobs.GetSize(); i++ ) delete static_cast<CAnimJobUI*>(m_aJobs[i]);
   m_aJobs.Empty();
   // Release Direct3D references
   for( i = 0; i < m_nBuffers; i++ ) {
      m_p3DVertices[i]->Release();
      m_p3DTextures[i]->Release();
   }
   m_nBuffers = 0;
   if( m_p3DBackSurface != NULL ) m_p3DBackSurface->Release();
   m_p3DBackSurface = NULL;
   if( m_p3DDevice != NULL ) m_p3DDevice->Release();
   m_p3DDevice = NULL;
   if( m_pD3D != NULL ) m_pD3D->Release();
   m_pD3D = NULL;
   // Almost done...
   m_bIsAnimating = false;
   m_bIsInitialized = false;
}

bool CAnimationSpooler::AddJob(CAnimJobUI* pJob)
{
   return m_aJobs.Add(pJob);
}

bool CAnimationSpooler::IsAnimating() const
{
   return m_bIsAnimating;
}

bool CAnimationSpooler::IsJobScheduled() const
{
   return m_aJobs.GetSize() > 0 && !m_bIsAnimating;
}

bool CAnimationSpooler::PrepareAnimation(HWND hWnd)
{
   if( !m_bIsInitialized ) return false;
   // Release old image of window
   if( m_p3DBackSurface != NULL ) m_p3DBackSurface->Release();
   m_p3DBackSurface= NULL;
   // Create the backdrop surface
   RECT rcClient;
   ::GetClientRect(m_hWnd, &rcClient);
   int cx = rcClient.right - rcClient.left;
   int cy = rcClient.bottom - rcClient.top;
   HRESULT Hr = m_p3DDevice->CreateOffscreenPlainSurface(cx, cy, m_ColorFormat, D3DPOOL_SYSTEMMEM, &m_p3DBackSurface, NULL);
   if( FAILED(Hr) ) return false;
   // Paint the background
   HDC hDC = NULL;
   Hr = m_p3DBackSurface->GetDC(&hDC);
   if( FAILED(Hr) ) return false;
   ::SendMessage(hWnd, WM_PRINTCLIENT, (WPARAM) hDC, PRF_CHECKVISIBLE | PRF_CLIENT | PRF_ERASEBKGND | PRF_CHILDREN);
   m_p3DBackSurface->ReleaseDC(hDC);
   // Allow each job to prepare its 3D objects
   for( int i = 0; i < m_aJobs.GetSize(); i++ ) {
      CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[i]);
      switch( pJob->AnimType ) {
      case UIANIMTYPE_FLAT:
         if( !PrepareJob_Flat(pJob) ) return false;
         break;
      }
   }
   // Assign start time
   DWORD dwTick = ::timeGetTime();
   for( int j = 0; j < m_aJobs.GetSize(); j++ ) {
      CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[j]);
      pJob->dwStartTick += dwTick;
   }
   m_bIsAnimating = true;
   return true;
}

bool CAnimationSpooler::Render()
{
   if( !m_bIsAnimating ) return false;
   if( !m_bIsInitialized ) return false;
   // Get render target
   HRESULT Hr;
   LPDIRECT3DSURFACE9 p3DTargetSurface;
   Hr = m_p3DDevice->GetRenderTarget(0, &p3DTargetSurface);
   if( FAILED(Hr) ) return false;
   CSafeRelease<IDirect3DSurface9> RefTargetSurface = p3DTargetSurface;
   // Copy backdrop
   Hr = m_p3DDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0L);
   Hr = m_p3DDevice->UpdateSurface(m_p3DBackSurface, NULL, p3DTargetSurface, NULL);
   // Here begins the rendering loop.
   Hr = m_p3DDevice->BeginScene();
   if( FAILED(Hr) ) return false;
   int nAnimated = 0;
   DWORD dwTick = ::timeGetTime();
   for( int i = 0; i < m_aJobs.GetSize(); i++ ) {
      const CAnimJobUI* pJob = static_cast<CAnimJobUI*>(m_aJobs[i]);
      if( dwTick < pJob->dwStartTick ) continue;
      DWORD dwTickNow = MIN(dwTick, pJob->dwStartTick + pJob->dwDuration);
      switch( pJob->AnimType ) {
      case UIANIMTYPE_FLAT:
         RenderJob_Flat(pJob, p3DTargetSurface, dwTickNow);
         break;
      }
      if( dwTick < pJob->dwStartTick + pJob->dwDuration ) nAnimated++;
   }
   m_p3DDevice->EndScene();
   m_p3DDevice->Present(NULL, NULL, NULL, NULL);
   // No more frames to animate?
   if( nAnimated == 0 ) Term();
   return true;
}

void CAnimationSpooler::CancelJobs()
{
   Term();
}


/////////////////////////////////////////////////////////////////////////////////////
//
//

static double LinearInterpolate(double y1, double y2, double mu)
{
   return y1 * (1.0 - mu) + y2 * mu;
}

static double CosineInterpolate(double y1, double y2, double mu)
{
   double mu2 = (1.0 - cos(mu * PI)) / 2.0;
   return y1 * (1.0 - mu2) + y2 * mu2;
}


/////////////////////////////////////////////////////////////////////////////////////
//
//

COLORREF CAnimationSpooler::TranslateColor(LPDIRECT3DSURFACE9 pSurface, COLORREF clrColor) const
{
   ASSERT(pSurface);
   if( clrColor == CLR_INVALID ) return clrColor;
   // The only way to actually determine what color a certain RGB value gets, is
   // to put a pixel on the surface and taste it.
   HDC hDC = NULL;
   HRESULT Hr = pSurface->GetDC(&hDC);
   if( FAILED(Hr) ) return false;
   COLORREF clrOld = ::GetPixel(hDC, 0, 0);
   ::SetPixel(hDC, 0, 0, clrColor);
   clrColor = ::GetPixel(hDC, 0,0);
   ::SetPixel(hDC, 0, 0, clrOld);
   pSurface->ReleaseDC(hDC);
   return clrColor;
}

bool CAnimationSpooler::SetColorKey(LPDIRECT3DTEXTURE9 pTexture, LPDIRECT3DSURFACE9 pSurface, int iTexSize, COLORREF clrColorKey)
{
   ASSERT(pTexture);
   ASSERT(pSurface);

   if( clrColorKey == CLR_INVALID ) return true;

   // Get colorkey's red, green, and blue components
   // and put the colorkey in the texture's native format
   DWORD r = GetRValue(clrColorKey);
   DWORD g = GetGValue(clrColorKey);
   DWORD b = GetBValue(clrColorKey);
   DWORD dwColorKey = D3DCOLOR_ARGB(255,r,g,b);

   HRESULT Hr;
   LPDIRECT3DTEXTURE9 pTex = NULL;
   Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pTex, NULL);
   if( FAILED(Hr) ) return false;
   CSafeRelease<IDirect3DTexture9> RefTex = pTex;
   LPDIRECT3DSURFACE9 pTexSurf = NULL;
   Hr = pTex->GetSurfaceLevel(0, &pTexSurf);
   if( FAILED(Hr) ) return false;
   CSafeRelease<IDirect3DSurface9> RefTexSurf = pTexSurf;
   Hr = m_p3DDevice->GetRenderTargetData(pSurface, pTexSurf);
   if( FAILED(Hr) ) return false;

   // Lock the texture and scan through each pixel, replacing the colorkey pixels
   D3DLOCKED_RECT d3dlr;
   Hr = pTex->LockRect(0, &d3dlr, 0, 0);
   if( FAILED(Hr) ) return false;
   DWORD* pBits = static_cast<DWORD*>(d3dlr.pBits);
   for( int y = 0; y < iTexSize; y++ ) {
      for( int x = 0; x < iTexSize; x++ ) {
         if( pBits[x] == dwColorKey ) pBits[x] = 0x00000000;
      }
      pBits += d3dlr.Pitch / sizeof(DWORD);
   }
   pTex->UnlockRect(0);

   // Copy modified data back
   POINT pt = { 0, 0 };
   RECT rcDest = { 0, 0, iTexSize, iTexSize };
   Hr = m_p3DDevice->UpdateSurface(pTexSurf, &rcDest, pSurface, &pt);

   return false;
}

bool CAnimationSpooler::PrepareJob_Flat(CAnimJobUI* pJob)
{
   // Determine actual colorkey
   pJob->data.plot.clrKey = TranslateColor(m_p3DBackSurface, pJob->data.plot.clrKey);
   // Prepare surfaces
   HRESULT Hr;
   RECT rc = pJob->data.plot.rcFrom;
   int cx = rc.right - rc.left;
   int cy = rc.bottom - rc.left;
   FLOAT z = 0.1f;
   FLOAT rhw = 1.0f / (z * 990.0f + 10.0f);
   D3DCOLOR col = 0xffffffff;
   // Determine texture size
   int iTexSize = 128;
   if( cx < 64 ) iTexSize = 64;
   if( cx < 32 ) iTexSize = 32;
   FLOAT fTexSize = (FLOAT) iTexSize;
   // Start building tiles
   pJob->iBufferStart = m_nBuffers;
   for( int x = rc.left; x < rc.right; x += iTexSize ) {
      for( int y = rc.top; y < rc.bottom; y += iTexSize ) {
         RECT rcTile = { x, y, MIN(rc.right, x + iTexSize), MIN(rc.bottom, y + iTexSize) };
         // Adjust texture coordinates, because last tile may only use parts
         // of the texture...
         FLOAT tcoordx = (iTexSize - (x + fTexSize - rc.right)) / fTexSize;
         FLOAT tcoordy = (iTexSize - (y + fTexSize - rc.bottom)) / fTexSize;
         if( tcoordx > 1.0f ) tcoordx = 1.0f;
         if( tcoordy > 1.0f ) tcoordy = 1.0f;
         // Create the vertex buffer
         CUSTOMFAN verts = 
         {
            { rcTile.left - 0.5f,  rcTile.top - 0.5f,    z, rhw, col, 0.0f, 0.0f },
            { rcTile.right - 0.5f, rcTile.top - 0.5f,    z, rhw, col, tcoordx, 0.0f },
            { rcTile.right - 0.5f, rcTile.bottom - 0.5f, z, rhw, col, tcoordx, tcoordy },
            { rcTile.left - 0.5f,  rcTile.bottom - 0.5f, z, rhw, col, 0.0f, tcoordy }
         };
         LPDIRECT3DVERTEXBUFFER9 pVertex = NULL;
         Hr = m_p3DDevice->CreateVertexBuffer(4 * sizeof(CUSTOMVERTEX), D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &pVertex, NULL);
         if( FAILED(Hr) ) return false;
         CSafeRelease<IDirect3DVertexBuffer9> RefVertex = pVertex;
         memcpy(m_fans[m_nBuffers], verts, sizeof(verts));

         LPDIRECT3DTEXTURE9 pTex1 = NULL;
         Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, 0, m_ColorFormat, D3DPOOL_DEFAULT, &pTex1, NULL);
         if( FAILED(Hr) ) return false;
         CSafeRelease<IDirect3DTexture9> RefTex1 = pTex1;
         LPDIRECT3DSURFACE9 pTexSurf1 = NULL;
         Hr = pTex1->GetSurfaceLevel(0, &pTexSurf1);
         if( FAILED(Hr) ) return false;
         CSafeRelease<IDirect3DSurface9> RefTexSurf1 = pTexSurf1;
         POINT pt = { 0, 0 };         
         Hr = m_p3DDevice->UpdateSurface(m_p3DBackSurface, &rcTile, pTexSurf1, &pt);
         if( FAILED(Hr) ) return false;
         LPDIRECT3DTEXTURE9 pTex2 = NULL;
         RECT rcDest = { 0, 0, rcTile.right - rcTile.left, rcTile.bottom - rcTile.top };
         Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pTex2, NULL);
         if( FAILED(Hr) ) return false;
         CSafeRelease<IDirect3DTexture9> RefTex2 = pTex2;
         LPDIRECT3DSURFACE9 pTexSurf2 = NULL;
         Hr = pTex2->GetSurfaceLevel(0, &pTexSurf2);
         if( FAILED(Hr) ) return false;
         CSafeRelease<IDirect3DSurface9> RefTexSurf2 = pTexSurf2;
         Hr = m_p3DDevice->StretchRect(pTexSurf1, &rcDest, pTexSurf2, &rcDest, D3DTEXF_NONE);
         if( FAILED(Hr) ) return false;
         // Replace colorkey pixels with alpha
         SetColorKey(pTex2, pTexSurf2, iTexSize, pJob->data.plot.clrKey);
         // Finally, assign the texture
         m_p3DTextures[m_nBuffers] = RefTex2.Detach();
         m_p3DVertices[m_nBuffers] = RefVertex.Detach();
         m_nBuffers++;
      }
   }
   pJob->iBufferEnd = m_nBuffers;
   ASSERT(m_nBuffers<MAX_BUFFERS);
   // Clear the background so the sprite can take its place
   COLORREF clrBack = pJob->data.plot.clrBack;
   if( clrBack != CLR_INVALID) {
      HDC hDC = NULL;
      Hr = m_p3DBackSurface->GetDC(&hDC);
      if( FAILED(Hr) ) return false;
      HBRUSH hBrush = ::CreateSolidBrush(clrBack);
      ::FillRect(hDC, &rc, hBrush);
      ::DeleteObject(hBrush);
      m_p3DBackSurface->ReleaseDC(hDC);
   }
   return true;
}

bool CAnimationSpooler::RenderJob_Flat(const CAnimJobUI* pJob, LPDIRECT3DSURFACE9 /*pSurface*/, DWORD dwTick)
{
   RECT rc = pJob->data.plot.rcFrom;
   FLOAT mu = (FLOAT)(pJob->dwStartTick + pJob->dwDuration - dwTick) / (FLOAT) pJob->dwDuration;
   FLOAT scale1 = 0.0;
   if( pJob->data.plot.iInterpolate == CAnimJobUI::INTERPOLATE_LINEAR ) scale1 = (FLOAT) LinearInterpolate(0.0, 1.0, mu);
   if( pJob->data.plot.iInterpolate == CAnimJobUI::INTERPOLATE_COS ) scale1 = (FLOAT) CosineInterpolate(0.0, 1.0, mu);
   FLOAT scale2 = 1.0f - scale1;
   D3DVECTOR ptCenter = { rc.left + ((rc.right - rc.left) / 2.0f), rc.top + ((rc.bottom - rc.top) / 2.0f) };
   FLOAT xtrans = (FLOAT) pJob->data.plot.mFrom.xtrans * scale1;
   FLOAT ytrans = (FLOAT) pJob->data.plot.mFrom.ytrans * scale1;
   FLOAT ztrans = 1.0f + ((FLOAT) abs(pJob->data.plot.mFrom.ztrans) * (pJob->data.plot.mFrom.ztrans >= 0.0 ? scale1 : scale2));
   FLOAT fSin = (FLOAT) sin(pJob->data.plot.mFrom.zrot * scale1);
   FLOAT fCos = (FLOAT) cos(pJob->data.plot.mFrom.zrot * scale1);
   DWORD clrAlpha = ((DWORD)(0xFF - (FLOAT) abs(pJob->data.plot.mFrom.alpha) * (pJob->data.plot.mFrom.alpha >= 0 ? scale1 : scale2)) << 24) | 0xffffff;
   HRESULT Hr = 0;
   for( int iBuffer = pJob->iBufferStart; iBuffer < pJob->iBufferEnd; iBuffer++ ) {
      // Lock the vertex buffer and apply transformation
      LPDIRECT3DVERTEXBUFFER9 pVBuffer = m_p3DVertices[iBuffer];
      LPVOID pVertices = NULL;
      Hr = pVBuffer->Lock(0, sizeof(CUSTOMFAN), &pVertices, 0);
      if( FAILED(Hr) ) return false;
      CUSTOMFAN verts;
      memcpy(verts, m_fans[iBuffer], sizeof(CUSTOMFAN));
      for( int i = 0; i < sizeof(CUSTOMFAN) / sizeof(CUSTOMVERTEX); i++ ) {
         verts[i].x -= ptCenter.x;
         verts[i].y -= ptCenter.y;
         verts[i].x += xtrans;                         // Translate
         verts[i].y += ytrans;
         verts[i].x = verts[i].x * ztrans;             // Scale
         verts[i].y = verts[i].y * ztrans;
         FLOAT x = verts[i].x; FLOAT y = verts[i].y;   // Rotate around Z
         verts[i].x = x * fCos - y * fSin;
         verts[i].y = x * fSin + y * fCos;
         verts[i].x += ptCenter.x;
         verts[i].y += ptCenter.y;
         verts[i].color = clrAlpha;
      }
      memcpy(pVertices, verts, sizeof(CUSTOMFAN));
      pVBuffer->Unlock();
      // Paint it
      Hr = m_p3DDevice->SetStreamSource(0, pVBuffer, 0, sizeof(CUSTOMVERTEX));
      Hr = m_p3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
      Hr = m_p3DDevice->SetTexture(0, m_p3DTextures[iBuffer]);
      Hr = m_p3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
   }
   return true;
}

