| // 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. |
| // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices. |
| |
| // 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) |
| // 2019-05-29: 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> |
| #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) |
| |
| static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) |
| { |
| // 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). 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 |
| } } }; |
| g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); |
| g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); |
| g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); |
| } |
| } |
| |
| // 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 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 != NULL) |
| { |
| // 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 |
| { |
| 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, 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; |
| } |
| |
| // 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) |
| { |
| // Setup back-end capabilities flags |
| ImGuiIO& io = ImGui::GetIO(); |
| io.BackendRendererName = "imgui_impl_dx9"; |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
| |
| g_pd3dDevice = device; |
| g_pd3dDevice->AddRef(); |
| return true; |
| } |
| |
| void ImGui_ImplDX9_Shutdown() |
| { |
| ImGui_ImplDX9_InvalidateDeviceObjects(); |
| if (g_pd3dDevice) { g_pd3dDevice->Release(); 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(); |
| } |