| // ImGui Win32 + DirectX9 binding |
| // https://github.com/ocornut/imgui |
| |
| #include <imgui.h> |
| #include "imgui_impl_dx9.h" |
| |
| // DirectX |
| #include <d3dx9.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| |
| // Data |
| static HWND g_hWnd = 0; |
| static INT64 g_Time = 0; |
| static INT64 g_TicksPerSecond = 0; |
| static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; |
| static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; |
| static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; |
| static int VERTEX_BUFFER_SIZE = 20000; // TODO: Make buffers smaller and grow dynamically as needed. |
| static int INDEX_BUFFER_SIZE = 40000; // TODO: Make buffers smaller and grow dynamically as needed. |
| |
| struct CUSTOMVERTEX |
| { |
| D3DXVECTOR3 pos; |
| D3DCOLOR col; |
| D3DXVECTOR2 uv; |
| }; |
| #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
| |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
| // If text or lines are blurry when integrating ImGui in your engine: |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
| static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) |
| { |
| // Copy and convert all vertices into a single contiguous buffer |
| 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[0]; |
| for (int i = 0; i < cmd_list->VtxBuffer.size(); i++) |
| { |
| vtx_dst->pos.x = vtx_src->pos.x; |
| vtx_dst->pos.y = vtx_src->pos.y; |
| vtx_dst->pos.z = 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.x = vtx_src->uv.x; |
| vtx_dst->uv.y = vtx_src->uv.y; |
| vtx_dst++; |
| vtx_src++; |
| } |
| memcpy(idx_dst, &cmd_list->IdxBuffer[0], 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 render state: fixed-pipeline, alpha-blending, no face culling, no depth testing |
| 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_BLENDOP, D3DBLENDOP_ADD ); |
| g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false ); |
| g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); |
| g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); |
| g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); |
| g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, 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 |
| D3DXMATRIXA16 mat; |
| D3DXMatrixIdentity(&mat); |
| g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); |
| g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); |
| D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f); |
| g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); |
| |
| // Render command lists |
| int vtx_offset = 0; |
| int idx_offset = 0; |
| 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, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
| 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(); |
| } |
| } |
| |
| LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| switch (msg) |
| { |
| case WM_LBUTTONDOWN: |
| io.MouseDown[0] = true; |
| return true; |
| case WM_LBUTTONUP: |
| io.MouseDown[0] = false; |
| return true; |
| case WM_RBUTTONDOWN: |
| io.MouseDown[1] = true; |
| return true; |
| case WM_RBUTTONUP: |
| io.MouseDown[1] = false; |
| return true; |
| case WM_MOUSEWHEEL: |
| io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
| return true; |
| case WM_MOUSEMOVE: |
| io.MousePos.x = (signed short)(lParam); |
| io.MousePos.y = (signed short)(lParam >> 16); |
| return true; |
| case WM_KEYDOWN: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 1; |
| return true; |
| case WM_KEYUP: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 0; |
| return true; |
| case WM_CHAR: |
| // You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
| if (wParam > 0 && wParam < 0x10000) |
| io.AddInputCharacter((unsigned short)wParam); |
| return true; |
| } |
| return 0; |
| } |
| |
| bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) |
| { |
| g_hWnd = (HWND)hwnd; |
| g_pd3dDevice = device; |
| |
| if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
| return false; |
| if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
| return false; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. |
| io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
| io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
| io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
| io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
| io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
| io.KeyMap[ImGuiKey_Home] = VK_HOME; |
| io.KeyMap[ImGuiKey_End] = VK_END; |
| io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
| io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
| io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
| io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
| io.KeyMap[ImGuiKey_A] = 'A'; |
| io.KeyMap[ImGuiKey_C] = 'C'; |
| io.KeyMap[ImGuiKey_V] = 'V'; |
| io.KeyMap[ImGuiKey_X] = 'X'; |
| io.KeyMap[ImGuiKey_Y] = 'Y'; |
| io.KeyMap[ImGuiKey_Z] = 'Z'; |
| |
| io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; |
| io.ImeWindowHandle = g_hWnd; |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX9_Shutdown() |
| { |
| ImGui_ImplDX9_InvalidateDeviceObjects(); |
| ImGui::Shutdown(); |
| g_pd3dDevice = NULL; |
| g_hWnd = 0; |
| } |
| |
| static void ImGui_ImplDX9_CreateFontsTexture() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Build |
| unsigned char* pixels; |
| int width, height, bytes_per_pixel; |
| io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel); |
| |
| // Create DX9 texture |
| LPDIRECT3DTEXTURE9 pTexture = NULL; |
| if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| D3DLOCKED_RECT tex_locked_rect; |
| if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) |
| { |
| IM_ASSERT(0); |
| return; |
| } |
| 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)); |
| pTexture->UnlockRect(0); |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)pTexture; |
| |
| // Cleanup (don't clear the input data if you want to append new fonts later) |
| io.Fonts->ClearInputData(); |
| io.Fonts->ClearTexData(); |
| } |
| |
| bool ImGui_ImplDX9_CreateDeviceObjects() |
| { |
| if (!g_pd3dDevice) |
| return false; |
| |
| if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) |
| return false; |
| |
| if (g_pd3dDevice->CreateIndexBuffer(INDEX_BUFFER_SIZE * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0) |
| return false; |
| |
| ImGui_ImplDX9_CreateFontsTexture(); |
| 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 (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID) |
| { |
| tex->Release(); |
| ImGui::GetIO().Fonts->TexID = 0; |
| } |
| } |
| |
| void ImGui_ImplDX9_NewFrame() |
| { |
| if (!g_pVB) |
| ImGui_ImplDX9_CreateDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| RECT rect; |
| GetClientRect(g_hWnd, &rect); |
| io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
| |
| // Setup time step |
| INT64 current_time; |
| QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
| io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
| g_Time = current_time; |
| |
| // Read keyboard modifiers inputs |
| io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; |
| io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; |
| io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; |
| // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events |
| // io.MousePos : filled by WM_MOUSEMOVE events |
| // io.MouseDown : filled by WM_*BUTTON* events |
| // io.MouseWheel : filled by WM_MOUSEWHEEL events |
| |
| // Hide OS mouse cursor if ImGui is drawing it |
| SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |