| // dear imgui: Renderer Backend for DirectX9 |
| // This needs to be used along with a Platform Backend (e.g. Win32) |
| |
| // Implemented features: |
| // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! |
| // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
| // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| |
| // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs |
| |
| // CHANGELOG |
| // (minor and older changes stripped away, please see git history for details) |
| // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
| // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
| // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). |
| // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. |
| // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
| // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. |
| // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). |
| // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. |
| // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. |
| // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
| // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
| // 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> |
| |
| // DirectX data |
| struct ImGui_ImplDX9_Data |
| { |
| LPDIRECT3DDEVICE9 pd3dDevice; |
| LPDIRECT3DVERTEXBUFFER9 pVB; |
| LPDIRECT3DINDEXBUFFER9 pIB; |
| LPDIRECT3DTEXTURE9 FontTexture; |
| int VertexBufferSize; |
| int IndexBufferSize; |
| |
| ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } |
| }; |
| |
| struct CUSTOMVERTEX |
| { |
| float pos[3]; |
| D3DCOLOR col; |
| float uv[2]; |
| }; |
| #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
| |
| #ifdef IMGUI_USE_BGRA_PACKED_COLOR |
| #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) |
| #else |
| #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) |
| #endif |
| |
| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
| static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() |
| { |
| return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
| } |
| |
| // Forward Declarations |
| static void ImGui_ImplDX9_InitPlatformInterface(); |
| static void ImGui_ImplDX9_ShutdownPlatformInterface(); |
| static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); |
| static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); |
| |
| // Functions |
| static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| |
| // 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; |
| bd->pd3dDevice->SetViewport(&vp); |
| |
| // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. |
| bd->pd3dDevice->SetPixelShader(nullptr); |
| bd->pd3dDevice->SetVertexShader(nullptr); |
| bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); |
| bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
| bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
| bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
| bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); |
| bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
| bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
| bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
| bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); |
| bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); |
| bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); |
| bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
| bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); |
| bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
| bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); |
| bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
| bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); |
| bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
| bd->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). DisplayPos is (0,0) for single viewport apps. |
| // 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 |
| } } }; |
| bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); |
| bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); |
| bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); |
| } |
| } |
| |
| // Render function. |
| 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 |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) |
| { |
| if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
| bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
| if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) |
| return; |
| } |
| if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) |
| { |
| if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
| bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
| if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) |
| return; |
| } |
| |
| // Backup the DX9 state |
| IDirect3DStateBlock9* d3d9_state_block = nullptr; |
| if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) |
| return; |
| if (d3d9_state_block->Capture() < 0) |
| { |
| d3d9_state_block->Release(); |
| 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; |
| bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); |
| bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); |
| bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); |
| |
| // Allocate buffers |
| CUSTOMVERTEX* vtx_dst; |
| ImDrawIdx* idx_dst; |
| if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) |
| { |
| d3d9_state_block->Release(); |
| return; |
| } |
| if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) |
| { |
| bd->pVB->Unlock(); |
| d3d9_state_block->Release(); |
| return; |
| } |
| |
| // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. |
| // FIXME-OPT: This is a minor 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; } |
| 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 = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); |
| 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; |
| } |
| bd->pVB->Unlock(); |
| bd->pIB->Unlock(); |
| bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); |
| bd->pd3dDevice->SetIndices(bd->pIB); |
| bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); |
| |
| // Setup desired DX state |
| ImGui_ImplDX9_SetupRenderState(draw_data); |
| |
| // Render command lists |
| // (Because we merged all buffers into a single one, we maintain our own offset into them) |
| int global_vtx_offset = 0; |
| int global_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 != nullptr) |
| { |
| // User callback, registered via ImDrawList::AddCallback() |
| // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
| if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
| ImGui_ImplDX9_SetupRenderState(draw_data); |
| else |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| // Project scissor/clipping rectangles into framebuffer space |
| ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); |
| ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
| continue; |
| |
| // Apply Scissor/clipping rectangle, Bind texture, Draw |
| const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
| const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); |
| bd->pd3dDevice->SetTexture(0, texture); |
| bd->pd3dDevice->SetScissorRect(&r); |
| bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); |
| } |
| } |
| global_idx_offset += cmd_list->IdxBuffer.Size; |
| global_vtx_offset += cmd_list->VtxBuffer.Size; |
| } |
| |
| // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows |
| // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) |
| if (global_vtx_offset == 0) |
| bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); |
| |
| // Restore the DX9 transform |
| bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); |
| bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); |
| bd->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(); |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
| |
| // Setup backend capabilities flags |
| ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); |
| io.BackendRendererUserData = (void*)bd; |
| io.BackendRendererName = "imgui_impl_dx9"; |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
| |
| bd->pd3dDevice = device; |
| bd->pd3dDevice->AddRef(); |
| |
| if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) |
| ImGui_ImplDX9_InitPlatformInterface(); |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX9_Shutdown() |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| ImGui_ImplDX9_ShutdownPlatformInterface(); |
| ImGui_ImplDX9_InvalidateDeviceObjects(); |
| if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } |
| io.BackendRendererName = nullptr; |
| io.BackendRendererUserData = nullptr; |
| IM_DELETE(bd); |
| } |
| |
| static bool ImGui_ImplDX9_CreateFontsTexture() |
| { |
| // Build texture atlas |
| ImGuiIO& io = ImGui::GetIO(); |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| unsigned char* pixels; |
| int width, height, bytes_per_pixel; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); |
| |
| // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) |
| #ifndef IMGUI_USE_BGRA_PACKED_COLOR |
| if (io.Fonts->TexPixelsUseColors) |
| { |
| ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); |
| for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) |
| *dst = IMGUI_COL_TO_DX9_ARGB(*src); |
| pixels = (unsigned char*)dst_start; |
| } |
| #endif |
| |
| // Upload texture to graphics system |
| bd->FontTexture = nullptr; |
| if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) |
| return false; |
| D3DLOCKED_RECT tex_locked_rect; |
| if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) |
| return false; |
| for (int y = 0; y < height; y++) |
| memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); |
| bd->FontTexture->UnlockRect(0); |
| |
| // Store our identifier |
| io.Fonts->SetTexID((ImTextureID)bd->FontTexture); |
| |
| #ifndef IMGUI_USE_BGRA_PACKED_COLOR |
| if (io.Fonts->TexPixelsUseColors) |
| ImGui::MemFree(pixels); |
| #endif |
| |
| return true; |
| } |
| |
| bool ImGui_ImplDX9_CreateDeviceObjects() |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| if (!bd || !bd->pd3dDevice) |
| return false; |
| if (!ImGui_ImplDX9_CreateFontsTexture()) |
| return false; |
| ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); |
| return true; |
| } |
| |
| void ImGui_ImplDX9_InvalidateDeviceObjects() |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| if (!bd || !bd->pd3dDevice) |
| return; |
| if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
| if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
| if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. |
| ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); |
| } |
| |
| void ImGui_ImplDX9_NewFrame() |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); |
| |
| if (!bd->FontTexture) |
| ImGui_ImplDX9_CreateDeviceObjects(); |
| } |
| |
| //-------------------------------------------------------------------------------------------------------- |
| // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
| // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
| // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
| //-------------------------------------------------------------------------------------------------------- |
| |
| // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
| struct ImGui_ImplDX9_ViewportData |
| { |
| IDirect3DSwapChain9* SwapChain; |
| D3DPRESENT_PARAMETERS d3dpp; |
| |
| ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } |
| ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } |
| }; |
| |
| static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); |
| viewport->RendererUserData = vd; |
| |
| // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). |
| // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. |
| HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
| IM_ASSERT(hwnd != 0); |
| |
| ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); |
| vd->d3dpp.Windowed = TRUE; |
| vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
| vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; |
| vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; |
| vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; |
| vd->d3dpp.hDeviceWindow = hwnd; |
| vd->d3dpp.EnableAutoDepthStencil = FALSE; |
| vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
| vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync |
| |
| HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); |
| IM_ASSERT(hr == D3D_OK); |
| IM_ASSERT(vd->SwapChain != nullptr); |
| } |
| |
| static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) |
| { |
| // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. |
| if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) |
| { |
| if (vd->SwapChain) |
| vd->SwapChain->Release(); |
| vd->SwapChain = nullptr; |
| ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); |
| IM_DELETE(vd); |
| } |
| viewport->RendererUserData = nullptr; |
| } |
| |
| static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
| if (vd->SwapChain) |
| { |
| vd->SwapChain->Release(); |
| vd->SwapChain = nullptr; |
| vd->d3dpp.BackBufferWidth = (UINT)size.x; |
| vd->d3dpp.BackBufferHeight = (UINT)size.y; |
| HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); |
| IM_ASSERT(hr == D3D_OK); |
| } |
| } |
| |
| static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
| ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
| ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
| |
| LPDIRECT3DSURFACE9 render_target = nullptr; |
| LPDIRECT3DSURFACE9 last_render_target = nullptr; |
| LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; |
| vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); |
| bd->pd3dDevice->GetRenderTarget(0, &last_render_target); |
| bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); |
| bd->pd3dDevice->SetRenderTarget(0, render_target); |
| bd->pd3dDevice->SetDepthStencilSurface(nullptr); |
| |
| if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
| { |
| D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); |
| bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); |
| } |
| |
| ImGui_ImplDX9_RenderDrawData(viewport->DrawData); |
| |
| // Restore render target |
| bd->pd3dDevice->SetRenderTarget(0, last_render_target); |
| bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); |
| render_target->Release(); |
| last_render_target->Release(); |
| if (last_depth_stencil) last_depth_stencil->Release(); |
| } |
| |
| static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) |
| { |
| ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
| HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); |
| // Let main application handle D3DERR_DEVICELOST by resetting the device. |
| IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST); |
| } |
| |
| static void ImGui_ImplDX9_InitPlatformInterface() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; |
| platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; |
| platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; |
| platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; |
| platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; |
| } |
| |
| static void ImGui_ImplDX9_ShutdownPlatformInterface() |
| { |
| ImGui::DestroyPlatformWindows(); |
| } |
| |
| static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| for (int i = 1; i < platform_io.Viewports.Size; i++) |
| if (!platform_io.Viewports[i]->RendererUserData) |
| ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); |
| } |
| |
| static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() |
| { |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
| for (int i = 1; i < platform_io.Viewports.Size; i++) |
| if (platform_io.Viewports[i]->RendererUserData) |
| ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); |
| } |