| // 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 use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). | 
 | // If you are new to ImGui, see examples/README.txt and 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) | 
 | //  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->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->DisplayPps (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 pos = 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 - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; | 
 |                 g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); | 
 |                 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) | 
 | { | 
 |     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 = (void *)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; | 
 |     } | 
 |  | 
 |     // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. | 
 |     ImGuiIO& io = ImGui::GetIO(); | 
 |     IM_ASSERT(g_FontTexture == io.Fonts->TexID); | 
 |     if (g_FontTexture) | 
 |         g_FontTexture->Release(); | 
 |     g_FontTexture = NULL; | 
 |     io.Fonts->TexID = NULL; | 
 | } | 
 |  | 
 | void ImGui_ImplDX9_NewFrame() | 
 | { | 
 |     if (!g_FontTexture) | 
 |         ImGui_ImplDX9_CreateDeviceObjects(); | 
 | } |