imgui_impl_dx9.cpp 20 KB

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  1. // dear imgui: Renderer Backend for DirectX9
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
  6. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  7. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  8. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  9. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  10. // CHANGELOG
  11. // (minor and older changes stripped away, please see git history for details)
  12. // 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
  13. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  14. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  15. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  16. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  17. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  18. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  19. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  20. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  21. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  22. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  23. #include "imgui.h"
  24. #include "imgui_impl_dx9.h"
  25. // DirectX
  26. #include <d3d9.h>
  27. #define DIRECTINPUT_VERSION 0x0800
  28. #include <dinput.h>
  29. // DirectX data
  30. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  31. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  32. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  33. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  34. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  35. struct CUSTOMVERTEX
  36. {
  37. float pos[3];
  38. D3DCOLOR col;
  39. float uv[2];
  40. };
  41. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  42. // Forward Declarations
  43. static void ImGui_ImplDX9_InitPlatformInterface();
  44. static void ImGui_ImplDX9_ShutdownPlatformInterface();
  45. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  46. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  47. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  48. {
  49. // Setup viewport
  50. D3DVIEWPORT9 vp;
  51. vp.X = vp.Y = 0;
  52. vp.Width = (DWORD)draw_data->DisplaySize.x;
  53. vp.Height = (DWORD)draw_data->DisplaySize.y;
  54. vp.MinZ = 0.0f;
  55. vp.MaxZ = 1.0f;
  56. g_pd3dDevice->SetViewport(&vp);
  57. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
  58. g_pd3dDevice->SetPixelShader(NULL);
  59. g_pd3dDevice->SetVertexShader(NULL);
  60. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  61. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  62. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  63. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  64. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  65. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  66. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  67. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  68. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  69. g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  70. g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  71. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  72. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  73. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  74. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  75. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  76. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  77. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  78. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  79. // Setup orthographic projection matrix
  80. // 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.
  81. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  82. {
  83. float L = draw_data->DisplayPos.x + 0.5f;
  84. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  85. float T = draw_data->DisplayPos.y + 0.5f;
  86. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  87. 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 } } };
  88. D3DMATRIX mat_projection =
  89. { { {
  90. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  91. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  92. 0.0f, 0.0f, 0.5f, 0.0f,
  93. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  94. } } };
  95. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  96. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  97. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  98. }
  99. }
  100. // Render function.
  101. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  102. {
  103. // Avoid rendering when minimized
  104. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  105. return;
  106. // Create and grow buffers if needed
  107. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  108. {
  109. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  110. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  111. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  112. return;
  113. }
  114. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  115. {
  116. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  117. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  118. 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)
  119. return;
  120. }
  121. // Backup the DX9 state
  122. IDirect3DStateBlock9* d3d9_state_block = NULL;
  123. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  124. return;
  125. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  126. D3DMATRIX last_world, last_view, last_projection;
  127. g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  128. g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  129. g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  130. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  131. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
  132. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  133. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  134. CUSTOMVERTEX* vtx_dst;
  135. ImDrawIdx* idx_dst;
  136. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  137. return;
  138. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  139. return;
  140. for (int n = 0; n < draw_data->CmdListsCount; n++)
  141. {
  142. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  143. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  144. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  145. {
  146. vtx_dst->pos[0] = vtx_src->pos.x;
  147. vtx_dst->pos[1] = vtx_src->pos.y;
  148. vtx_dst->pos[2] = 0.0f;
  149. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  150. vtx_dst->uv[0] = vtx_src->uv.x;
  151. vtx_dst->uv[1] = vtx_src->uv.y;
  152. vtx_dst++;
  153. vtx_src++;
  154. }
  155. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  156. idx_dst += cmd_list->IdxBuffer.Size;
  157. }
  158. g_pVB->Unlock();
  159. g_pIB->Unlock();
  160. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  161. g_pd3dDevice->SetIndices(g_pIB);
  162. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  163. // Setup desired DX state
  164. ImGui_ImplDX9_SetupRenderState(draw_data);
  165. // Render command lists
  166. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  167. int global_vtx_offset = 0;
  168. int global_idx_offset = 0;
  169. ImVec2 clip_off = draw_data->DisplayPos;
  170. for (int n = 0; n < draw_data->CmdListsCount; n++)
  171. {
  172. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  173. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  174. {
  175. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  176. if (pcmd->UserCallback != NULL)
  177. {
  178. // User callback, registered via ImDrawList::AddCallback()
  179. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  180. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  181. ImGui_ImplDX9_SetupRenderState(draw_data);
  182. else
  183. pcmd->UserCallback(cmd_list, pcmd);
  184. }
  185. else
  186. {
  187. 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) };
  188. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
  189. g_pd3dDevice->SetTexture(0, texture);
  190. g_pd3dDevice->SetScissorRect(&r);
  191. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  192. }
  193. }
  194. global_idx_offset += cmd_list->IdxBuffer.Size;
  195. global_vtx_offset += cmd_list->VtxBuffer.Size;
  196. }
  197. // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
  198. // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
  199. if (global_vtx_offset == 0)
  200. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
  201. // Restore the DX9 transform
  202. g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  203. g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  204. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  205. // Restore the DX9 state
  206. d3d9_state_block->Apply();
  207. d3d9_state_block->Release();
  208. }
  209. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  210. {
  211. // Setup backend capabilities flags
  212. ImGuiIO& io = ImGui::GetIO();
  213. io.BackendRendererName = "imgui_impl_dx9";
  214. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  215. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
  216. g_pd3dDevice = device;
  217. g_pd3dDevice->AddRef();
  218. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  219. ImGui_ImplDX9_InitPlatformInterface();
  220. return true;
  221. }
  222. void ImGui_ImplDX9_Shutdown()
  223. {
  224. ImGui_ImplDX9_ShutdownPlatformInterface();
  225. ImGui_ImplDX9_InvalidateDeviceObjects();
  226. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  227. }
  228. static bool ImGui_ImplDX9_CreateFontsTexture()
  229. {
  230. // Build texture atlas
  231. ImGuiIO& io = ImGui::GetIO();
  232. unsigned char* pixels;
  233. int width, height, bytes_per_pixel;
  234. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  235. // Upload texture to graphics system
  236. g_FontTexture = NULL;
  237. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  238. return false;
  239. D3DLOCKED_RECT tex_locked_rect;
  240. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  241. return false;
  242. for (int y = 0; y < height; y++)
  243. memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  244. g_FontTexture->UnlockRect(0);
  245. // Store our identifier
  246. io.Fonts->TexID = (ImTextureID)g_FontTexture;
  247. return true;
  248. }
  249. bool ImGui_ImplDX9_CreateDeviceObjects()
  250. {
  251. if (!g_pd3dDevice)
  252. return false;
  253. if (!ImGui_ImplDX9_CreateFontsTexture())
  254. return false;
  255. ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
  256. return true;
  257. }
  258. void ImGui_ImplDX9_InvalidateDeviceObjects()
  259. {
  260. if (!g_pd3dDevice)
  261. return;
  262. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  263. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  264. 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.
  265. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
  266. }
  267. void ImGui_ImplDX9_NewFrame()
  268. {
  269. if (!g_FontTexture)
  270. ImGui_ImplDX9_CreateDeviceObjects();
  271. }
  272. //--------------------------------------------------------------------------------------------------------
  273. // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
  274. // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
  275. // 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..
  276. //--------------------------------------------------------------------------------------------------------
  277. // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
  278. struct ImGuiViewportDataDx9
  279. {
  280. IDirect3DSwapChain9* SwapChain;
  281. D3DPRESENT_PARAMETERS d3dpp;
  282. ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
  283. ~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
  284. };
  285. static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
  286. {
  287. ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
  288. viewport->RendererUserData = data;
  289. // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
  290. // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
  291. HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
  292. IM_ASSERT(hwnd != 0);
  293. ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  294. data->d3dpp.Windowed = TRUE;
  295. data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  296. data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
  297. data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
  298. data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  299. data->d3dpp.hDeviceWindow = hwnd;
  300. data->d3dpp.EnableAutoDepthStencil = FALSE;
  301. data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  302. data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
  303. HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
  304. IM_ASSERT(hr == D3D_OK);
  305. IM_ASSERT(data->SwapChain != NULL);
  306. }
  307. static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
  308. {
  309. // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
  310. if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
  311. {
  312. if (data->SwapChain)
  313. data->SwapChain->Release();
  314. data->SwapChain = NULL;
  315. ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
  316. IM_DELETE(data);
  317. }
  318. viewport->RendererUserData = NULL;
  319. }
  320. static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
  321. {
  322. ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
  323. if (data->SwapChain)
  324. {
  325. data->SwapChain->Release();
  326. data->SwapChain = NULL;
  327. data->d3dpp.BackBufferWidth = (UINT)size.x;
  328. data->d3dpp.BackBufferHeight = (UINT)size.y;
  329. HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
  330. IM_ASSERT(hr == D3D_OK);
  331. }
  332. }
  333. static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
  334. {
  335. ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
  336. ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
  337. LPDIRECT3DSURFACE9 render_target = NULL;
  338. LPDIRECT3DSURFACE9 last_render_target = NULL;
  339. LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
  340. data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
  341. g_pd3dDevice->GetRenderTarget(0, &last_render_target);
  342. g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
  343. g_pd3dDevice->SetRenderTarget(0, render_target);
  344. g_pd3dDevice->SetDepthStencilSurface(NULL);
  345. if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
  346. {
  347. 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));
  348. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
  349. }
  350. ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
  351. // Restore render target
  352. g_pd3dDevice->SetRenderTarget(0, last_render_target);
  353. g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
  354. render_target->Release();
  355. last_render_target->Release();
  356. if (last_depth_stencil) last_depth_stencil->Release();
  357. }
  358. static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
  359. {
  360. ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
  361. HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
  362. // Let main application handle D3DERR_DEVICELOST by resetting the device.
  363. IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
  364. }
  365. static void ImGui_ImplDX9_InitPlatformInterface()
  366. {
  367. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  368. platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
  369. platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
  370. platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
  371. platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
  372. platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
  373. }
  374. static void ImGui_ImplDX9_ShutdownPlatformInterface()
  375. {
  376. ImGui::DestroyPlatformWindows();
  377. }
  378. static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
  379. {
  380. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  381. for (int i = 1; i < platform_io.Viewports.Size; i++)
  382. if (!platform_io.Viewports[i]->RendererUserData)
  383. ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
  384. }
  385. static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
  386. {
  387. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  388. for (int i = 1; i < platform_io.Viewports.Size; i++)
  389. if (platform_io.Viewports[i]->RendererUserData)
  390. ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
  391. }