imgui_impl_dx9.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283
  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: Support for large meshes (64k+ vertices) with 16-bit indices.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  7. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
  8. // https://github.com/ocornut/imgui
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  12. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  13. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  14. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  15. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  16. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  17. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  18. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  19. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  20. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  21. #include "imgui.h"
  22. #include "imgui_impl_dx9.h"
  23. // DirectX
  24. #include <d3d9.h>
  25. #define DIRECTINPUT_VERSION 0x0800
  26. #include <dinput.h>
  27. // DirectX data
  28. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  29. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  30. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  31. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  32. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  33. struct CUSTOMVERTEX
  34. {
  35. float pos[3];
  36. D3DCOLOR col;
  37. float uv[2];
  38. };
  39. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  40. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  41. {
  42. // Setup viewport
  43. D3DVIEWPORT9 vp;
  44. vp.X = vp.Y = 0;
  45. vp.Width = (DWORD)draw_data->DisplaySize.x;
  46. vp.Height = (DWORD)draw_data->DisplaySize.y;
  47. vp.MinZ = 0.0f;
  48. vp.MaxZ = 1.0f;
  49. g_pd3dDevice->SetViewport(&vp);
  50. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
  51. g_pd3dDevice->SetPixelShader(NULL);
  52. g_pd3dDevice->SetVertexShader(NULL);
  53. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  54. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  55. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  56. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  57. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  58. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  59. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  60. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  61. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  62. g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  63. g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  64. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  65. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  66. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  67. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  68. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  69. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  70. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  71. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  72. // Setup orthographic projection matrix
  73. // 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.
  74. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  75. {
  76. float L = draw_data->DisplayPos.x + 0.5f;
  77. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  78. float T = draw_data->DisplayPos.y + 0.5f;
  79. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  80. 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 } } };
  81. D3DMATRIX mat_projection =
  82. { { {
  83. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  84. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  85. 0.0f, 0.0f, 0.5f, 0.0f,
  86. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  87. } } };
  88. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  89. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  90. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  91. }
  92. }
  93. // Render function.
  94. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  95. {
  96. // Avoid rendering when minimized
  97. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  98. return;
  99. // Create and grow buffers if needed
  100. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  101. {
  102. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  103. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  104. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  105. return;
  106. }
  107. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  108. {
  109. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  110. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  111. 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)
  112. return;
  113. }
  114. // Backup the DX9 state
  115. IDirect3DStateBlock9* d3d9_state_block = NULL;
  116. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  117. return;
  118. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  119. D3DMATRIX last_world, last_view, last_projection;
  120. g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  121. g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  122. g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  123. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  124. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
  125. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  126. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  127. CUSTOMVERTEX* vtx_dst;
  128. ImDrawIdx* idx_dst;
  129. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  130. return;
  131. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  132. return;
  133. for (int n = 0; n < draw_data->CmdListsCount; n++)
  134. {
  135. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  136. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  137. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  138. {
  139. vtx_dst->pos[0] = vtx_src->pos.x;
  140. vtx_dst->pos[1] = vtx_src->pos.y;
  141. vtx_dst->pos[2] = 0.0f;
  142. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  143. vtx_dst->uv[0] = vtx_src->uv.x;
  144. vtx_dst->uv[1] = vtx_src->uv.y;
  145. vtx_dst++;
  146. vtx_src++;
  147. }
  148. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  149. idx_dst += cmd_list->IdxBuffer.Size;
  150. }
  151. g_pVB->Unlock();
  152. g_pIB->Unlock();
  153. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  154. g_pd3dDevice->SetIndices(g_pIB);
  155. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  156. // Setup desired DX state
  157. ImGui_ImplDX9_SetupRenderState(draw_data);
  158. // Render command lists
  159. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  160. int global_vtx_offset = 0;
  161. int global_idx_offset = 0;
  162. ImVec2 clip_off = draw_data->DisplayPos;
  163. for (int n = 0; n < draw_data->CmdListsCount; n++)
  164. {
  165. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  166. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  167. {
  168. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  169. if (pcmd->UserCallback != NULL)
  170. {
  171. // User callback, registered via ImDrawList::AddCallback()
  172. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  173. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  174. ImGui_ImplDX9_SetupRenderState(draw_data);
  175. else
  176. pcmd->UserCallback(cmd_list, pcmd);
  177. }
  178. else
  179. {
  180. 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) };
  181. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
  182. g_pd3dDevice->SetTexture(0, texture);
  183. g_pd3dDevice->SetScissorRect(&r);
  184. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  185. }
  186. }
  187. global_idx_offset += cmd_list->IdxBuffer.Size;
  188. global_vtx_offset += cmd_list->VtxBuffer.Size;
  189. }
  190. // Restore the DX9 transform
  191. g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  192. g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  193. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  194. // Restore the DX9 state
  195. d3d9_state_block->Apply();
  196. d3d9_state_block->Release();
  197. }
  198. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  199. {
  200. // Setup backend capabilities flags
  201. ImGuiIO& io = ImGui::GetIO();
  202. io.BackendRendererName = "imgui_impl_dx9";
  203. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  204. g_pd3dDevice = device;
  205. g_pd3dDevice->AddRef();
  206. return true;
  207. }
  208. void ImGui_ImplDX9_Shutdown()
  209. {
  210. ImGui_ImplDX9_InvalidateDeviceObjects();
  211. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  212. }
  213. static bool ImGui_ImplDX9_CreateFontsTexture()
  214. {
  215. // Build texture atlas
  216. ImGuiIO& io = ImGui::GetIO();
  217. unsigned char* pixels;
  218. int width, height, bytes_per_pixel;
  219. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  220. // Upload texture to graphics system
  221. g_FontTexture = NULL;
  222. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  223. return false;
  224. D3DLOCKED_RECT tex_locked_rect;
  225. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  226. return false;
  227. for (int y = 0; y < height; y++)
  228. memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  229. g_FontTexture->UnlockRect(0);
  230. // Store our identifier
  231. io.Fonts->TexID = (ImTextureID)g_FontTexture;
  232. return true;
  233. }
  234. bool ImGui_ImplDX9_CreateDeviceObjects()
  235. {
  236. if (!g_pd3dDevice)
  237. return false;
  238. if (!ImGui_ImplDX9_CreateFontsTexture())
  239. return false;
  240. return true;
  241. }
  242. void ImGui_ImplDX9_InvalidateDeviceObjects()
  243. {
  244. if (!g_pd3dDevice)
  245. return;
  246. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  247. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  248. 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.
  249. }
  250. void ImGui_ImplDX9_NewFrame()
  251. {
  252. if (!g_FontTexture)
  253. ImGui_ImplDX9_CreateDeviceObjects();
  254. }