|  | // dear imgui: Renderer for DirectX9 | 
|  | // This needs to be used along with a Platform Binding (e.g. Win32) | 
|  |  | 
|  | // Implemented features: | 
|  | //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. | 
|  |  | 
|  | // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. | 
|  | // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. | 
|  | // https://github.com/ocornut/imgui | 
|  |  | 
|  | // CHANGELOG | 
|  | // (minor and older changes stripped away, please see git history for details) | 
|  | //  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). | 
|  | //  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. | 
|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. | 
|  | //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. | 
|  | //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. | 
|  | //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. | 
|  | //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. | 
|  | //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. | 
|  |  | 
|  | #include "imgui.h" | 
|  | #include "imgui_impl_dx9.h" | 
|  |  | 
|  | // DirectX | 
|  | #include <d3d9.h> | 
|  | #define DIRECTINPUT_VERSION 0x0800 | 
|  | #include <dinput.h> | 
|  |  | 
|  | // DirectX data | 
|  | static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL; | 
|  | static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL; | 
|  | static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL; | 
|  | static LPDIRECT3DTEXTURE9       g_FontTexture = NULL; | 
|  | static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; | 
|  |  | 
|  | struct CUSTOMVERTEX | 
|  | { | 
|  | float    pos[3]; | 
|  | D3DCOLOR col; | 
|  | float    uv[2]; | 
|  | }; | 
|  | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) | 
|  |  | 
|  | // Render function. | 
|  | // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) | 
|  | void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) | 
|  | { | 
|  | // Avoid rendering when minimized | 
|  | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) | 
|  | return; | 
|  |  | 
|  | // Create and grow buffers if needed | 
|  | if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) | 
|  | { | 
|  | if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | 
|  | g_VertexBufferSize = draw_data->TotalVtxCount + 5000; | 
|  | if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) | 
|  | return; | 
|  | } | 
|  | if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) | 
|  | { | 
|  | if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | 
|  | g_IndexBufferSize = draw_data->TotalIdxCount + 10000; | 
|  | if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) | 
|  | return; | 
|  | } | 
|  |  | 
|  | // Backup the DX9 state | 
|  | IDirect3DStateBlock9* d3d9_state_block = NULL; | 
|  | if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) | 
|  | return; | 
|  |  | 
|  | // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) | 
|  | D3DMATRIX last_world, last_view, last_projection; | 
|  | g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); | 
|  | g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); | 
|  | g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); | 
|  |  | 
|  | // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. | 
|  | // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and | 
|  | //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR | 
|  | //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } | 
|  | CUSTOMVERTEX* vtx_dst; | 
|  | ImDrawIdx* idx_dst; | 
|  | if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) | 
|  | return; | 
|  | if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) | 
|  | return; | 
|  | for (int n = 0; n < draw_data->CmdListsCount; n++) | 
|  | { | 
|  | const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
|  | const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; | 
|  | for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) | 
|  | { | 
|  | vtx_dst->pos[0] = vtx_src->pos.x; | 
|  | vtx_dst->pos[1] = vtx_src->pos.y; | 
|  | vtx_dst->pos[2] = 0.0f; | 
|  | vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9 | 
|  | vtx_dst->uv[0] = vtx_src->uv.x; | 
|  | vtx_dst->uv[1] = vtx_src->uv.y; | 
|  | vtx_dst++; | 
|  | vtx_src++; | 
|  | } | 
|  | memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | 
|  | idx_dst += cmd_list->IdxBuffer.Size; | 
|  | } | 
|  | g_pVB->Unlock(); | 
|  | g_pIB->Unlock(); | 
|  | g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); | 
|  | g_pd3dDevice->SetIndices(g_pIB); | 
|  | g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); | 
|  |  | 
|  | // Setup viewport | 
|  | D3DVIEWPORT9 vp; | 
|  | vp.X = vp.Y = 0; | 
|  | vp.Width = (DWORD)draw_data->DisplaySize.x; | 
|  | vp.Height = (DWORD)draw_data->DisplaySize.y; | 
|  | vp.MinZ = 0.0f; | 
|  | vp.MaxZ = 1.0f; | 
|  | g_pd3dDevice->SetViewport(&vp); | 
|  |  | 
|  | // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) | 
|  | g_pd3dDevice->SetPixelShader(NULL); | 
|  | g_pd3dDevice->SetVertexShader(NULL); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); | 
|  | g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | 
|  | g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | 
|  | g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); | 
|  | g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); | 
|  |  | 
|  | // Setup orthographic projection matrix | 
|  | // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). | 
|  | // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() | 
|  | { | 
|  | float L = draw_data->DisplayPos.x + 0.5f; | 
|  | float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; | 
|  | float T = draw_data->DisplayPos.y + 0.5f; | 
|  | float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; | 
|  | D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } } }; | 
|  | D3DMATRIX mat_projection = | 
|  | { { { | 
|  | 2.0f/(R-L),   0.0f,         0.0f,  0.0f, | 
|  | 0.0f,         2.0f/(T-B),   0.0f,  0.0f, | 
|  | 0.0f,         0.0f,         0.5f,  0.0f, | 
|  | (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f | 
|  | } } }; | 
|  | g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); | 
|  | g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); | 
|  | g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); | 
|  | } | 
|  |  | 
|  | // Render command lists | 
|  | int vtx_offset = 0; | 
|  | int idx_offset = 0; | 
|  | ImVec2 clip_off = draw_data->DisplayPos; | 
|  | for (int n = 0; n < draw_data->CmdListsCount; n++) | 
|  | { | 
|  | const ImDrawList* cmd_list = draw_data->CmdLists[n]; | 
|  | for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | 
|  | { | 
|  | const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | 
|  | if (pcmd->UserCallback) | 
|  | { | 
|  | pcmd->UserCallback(cmd_list, pcmd); | 
|  | } | 
|  | else | 
|  | { | 
|  | const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; | 
|  | const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; | 
|  | g_pd3dDevice->SetTexture(0, texture); | 
|  | g_pd3dDevice->SetScissorRect(&r); | 
|  | g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); | 
|  | } | 
|  | idx_offset += pcmd->ElemCount; | 
|  | } | 
|  | vtx_offset += cmd_list->VtxBuffer.Size; | 
|  | } | 
|  |  | 
|  | // Restore the DX9 transform | 
|  | g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); | 
|  | g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); | 
|  | g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); | 
|  |  | 
|  | // Restore the DX9 state | 
|  | d3d9_state_block->Apply(); | 
|  | d3d9_state_block->Release(); | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) | 
|  | { | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | io.BackendRendererName = "imgui_impl_dx9"; | 
|  |  | 
|  | g_pd3dDevice = device; | 
|  | return true; | 
|  | } | 
|  |  | 
|  | void ImGui_ImplDX9_Shutdown() | 
|  | { | 
|  | ImGui_ImplDX9_InvalidateDeviceObjects(); | 
|  | g_pd3dDevice = NULL; | 
|  | } | 
|  |  | 
|  | static bool ImGui_ImplDX9_CreateFontsTexture() | 
|  | { | 
|  | // Build texture atlas | 
|  | ImGuiIO& io = ImGui::GetIO(); | 
|  | unsigned char* pixels; | 
|  | int width, height, bytes_per_pixel; | 
|  | io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); | 
|  |  | 
|  | // Upload texture to graphics system | 
|  | g_FontTexture = NULL; | 
|  | if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) | 
|  | return false; | 
|  | D3DLOCKED_RECT tex_locked_rect; | 
|  | if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) | 
|  | return false; | 
|  | for (int y = 0; y < height; y++) | 
|  | memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); | 
|  | g_FontTexture->UnlockRect(0); | 
|  |  | 
|  | // Store our identifier | 
|  | io.Fonts->TexID = (ImTextureID)g_FontTexture; | 
|  |  | 
|  | return true; | 
|  | } | 
|  |  | 
|  | bool ImGui_ImplDX9_CreateDeviceObjects() | 
|  | { | 
|  | if (!g_pd3dDevice) | 
|  | return false; | 
|  | if (!ImGui_ImplDX9_CreateFontsTexture()) | 
|  | return false; | 
|  | return true; | 
|  | } | 
|  |  | 
|  | void ImGui_ImplDX9_InvalidateDeviceObjects() | 
|  | { | 
|  | if (!g_pd3dDevice) | 
|  | return; | 
|  | if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | 
|  | if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | 
|  | if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. | 
|  | } | 
|  |  | 
|  | void ImGui_ImplDX9_NewFrame() | 
|  | { | 
|  | if (!g_FontTexture) | 
|  | ImGui_ImplDX9_CreateDeviceObjects(); | 
|  | } |