imgui_impl_dx9.cpp 12 KB

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  1. // ImGui Renderer for: DirectX9
  2. // This needs to be used along with a Platform Binding (e.g. Win32)
  3. // Implemented features:
  4. // [X] User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  5. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  6. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  7. // If you are new to ImGui, see examples/README.txt and 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. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  12. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  13. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  14. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  15. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  16. #include "imgui.h"
  17. #include "imgui_impl_dx9.h"
  18. // DirectX
  19. #include <d3d9.h>
  20. #define DIRECTINPUT_VERSION 0x0800
  21. #include <dinput.h>
  22. // DirectX data
  23. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  24. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  25. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  26. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  27. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  28. struct CUSTOMVERTEX
  29. {
  30. float pos[3];
  31. D3DCOLOR col;
  32. float uv[2];
  33. };
  34. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  35. // Render function.
  36. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  37. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  38. {
  39. // Avoid rendering when minimized
  40. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  41. return;
  42. // Create and grow buffers if needed
  43. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  44. {
  45. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  46. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  47. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  48. return;
  49. }
  50. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  51. {
  52. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  53. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  54. 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)
  55. return;
  56. }
  57. // Backup the DX9 state
  58. IDirect3DStateBlock9* d3d9_state_block = NULL;
  59. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  60. return;
  61. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  62. D3DMATRIX last_world, last_view, last_projection;
  63. g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  64. g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  65. g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  66. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  67. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
  68. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  69. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  70. CUSTOMVERTEX* vtx_dst;
  71. ImDrawIdx* idx_dst;
  72. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  73. return;
  74. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  75. return;
  76. for (int n = 0; n < draw_data->CmdListsCount; n++)
  77. {
  78. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  79. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  80. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  81. {
  82. vtx_dst->pos[0] = vtx_src->pos.x;
  83. vtx_dst->pos[1] = vtx_src->pos.y;
  84. vtx_dst->pos[2] = 0.0f;
  85. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  86. vtx_dst->uv[0] = vtx_src->uv.x;
  87. vtx_dst->uv[1] = vtx_src->uv.y;
  88. vtx_dst++;
  89. vtx_src++;
  90. }
  91. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  92. idx_dst += cmd_list->IdxBuffer.Size;
  93. }
  94. g_pVB->Unlock();
  95. g_pIB->Unlock();
  96. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  97. g_pd3dDevice->SetIndices(g_pIB);
  98. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  99. // Setup viewport
  100. D3DVIEWPORT9 vp;
  101. vp.X = vp.Y = 0;
  102. vp.Width = (DWORD)draw_data->DisplaySize.x;
  103. vp.Height = (DWORD)draw_data->DisplaySize.y;
  104. vp.MinZ = 0.0f;
  105. vp.MaxZ = 1.0f;
  106. g_pd3dDevice->SetViewport(&vp);
  107. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
  108. g_pd3dDevice->SetPixelShader(NULL);
  109. g_pd3dDevice->SetVertexShader(NULL);
  110. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  111. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
  112. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  113. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
  114. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
  115. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  116. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  117. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  118. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
  119. g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  120. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  121. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  122. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  123. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  124. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  125. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  126. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  127. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  128. // Setup orthographic projection matrix
  129. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
  130. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  131. {
  132. float L = draw_data->DisplayPos.x + 0.5f;
  133. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  134. float T = draw_data->DisplayPos.y + 0.5f;
  135. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  136. 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 } };
  137. D3DMATRIX mat_projection =
  138. {
  139. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  140. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  141. 0.0f, 0.0f, 0.5f, 0.0f,
  142. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  143. };
  144. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  145. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  146. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  147. }
  148. // Render command lists
  149. int vtx_offset = 0;
  150. int idx_offset = 0;
  151. ImVec2 pos = draw_data->DisplayPos;
  152. for (int n = 0; n < draw_data->CmdListsCount; n++)
  153. {
  154. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  155. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  156. {
  157. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  158. if (pcmd->UserCallback)
  159. {
  160. pcmd->UserCallback(cmd_list, pcmd);
  161. }
  162. else
  163. {
  164. const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
  165. g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
  166. g_pd3dDevice->SetScissorRect(&r);
  167. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
  168. }
  169. idx_offset += pcmd->ElemCount;
  170. }
  171. vtx_offset += cmd_list->VtxBuffer.Size;
  172. }
  173. // Restore the DX9 transform
  174. g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  175. g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  176. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  177. // Restore the DX9 state
  178. d3d9_state_block->Apply();
  179. d3d9_state_block->Release();
  180. }
  181. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  182. {
  183. g_pd3dDevice = device;
  184. return true;
  185. }
  186. void ImGui_ImplDX9_Shutdown()
  187. {
  188. ImGui_ImplDX9_InvalidateDeviceObjects();
  189. g_pd3dDevice = NULL;
  190. }
  191. static bool ImGui_ImplDX9_CreateFontsTexture()
  192. {
  193. // Build texture atlas
  194. ImGuiIO& io = ImGui::GetIO();
  195. unsigned char* pixels;
  196. int width, height, bytes_per_pixel;
  197. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  198. // Upload texture to graphics system
  199. g_FontTexture = NULL;
  200. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  201. return false;
  202. D3DLOCKED_RECT tex_locked_rect;
  203. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  204. return false;
  205. for (int y = 0; y < height; y++)
  206. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  207. g_FontTexture->UnlockRect(0);
  208. // Store our identifier
  209. io.Fonts->TexID = (void *)g_FontTexture;
  210. return true;
  211. }
  212. bool ImGui_ImplDX9_CreateDeviceObjects()
  213. {
  214. if (!g_pd3dDevice)
  215. return false;
  216. if (!ImGui_ImplDX9_CreateFontsTexture())
  217. return false;
  218. return true;
  219. }
  220. void ImGui_ImplDX9_InvalidateDeviceObjects()
  221. {
  222. if (!g_pd3dDevice)
  223. return;
  224. if (g_pVB)
  225. {
  226. g_pVB->Release();
  227. g_pVB = NULL;
  228. }
  229. if (g_pIB)
  230. {
  231. g_pIB->Release();
  232. g_pIB = NULL;
  233. }
  234. // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
  235. ImGuiIO& io = ImGui::GetIO();
  236. IM_ASSERT(g_FontTexture == io.Fonts->TexID);
  237. if (g_FontTexture)
  238. g_FontTexture->Release();
  239. g_FontTexture = NULL;
  240. io.Fonts->TexID = NULL;
  241. }
  242. void ImGui_ImplDX9_NewFrame()
  243. {
  244. if (!g_FontTexture)
  245. ImGui_ImplDX9_CreateDeviceObjects();
  246. }