imgui_impl_dx9.cpp 13 KB

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  1. // ImGui Win32 + DirectX9 binding
  2. // In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. #include <imgui.h>
  8. #include "imgui_impl_dx9.h"
  9. // DirectX
  10. #include <d3d9.h>
  11. #define DIRECTINPUT_VERSION 0x0800
  12. #include <dinput.h>
  13. // Data
  14. static HWND g_hWnd = 0;
  15. static INT64 g_Time = 0;
  16. static INT64 g_TicksPerSecond = 0;
  17. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  18. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  19. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  20. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  21. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  22. struct CUSTOMVERTEX
  23. {
  24. float pos[3];
  25. D3DCOLOR col;
  26. float uv[2];
  27. };
  28. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  29. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  30. // If text or lines are blurry when integrating ImGui in your engine:
  31. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  32. void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
  33. {
  34. // Avoid rendering when minimized
  35. ImGuiIO& io = ImGui::GetIO();
  36. if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
  37. return;
  38. // Create and grow buffers if needed
  39. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  40. {
  41. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  42. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  43. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  44. return;
  45. }
  46. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  47. {
  48. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  49. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  50. 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)
  51. return;
  52. }
  53. // Backup the DX9 state
  54. IDirect3DStateBlock9* d3d9_state_block = NULL;
  55. if ( g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0 )
  56. return;
  57. // Copy and convert all vertices into a single contiguous buffer
  58. CUSTOMVERTEX* vtx_dst;
  59. ImDrawIdx* idx_dst;
  60. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  61. return;
  62. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  63. return;
  64. for (int n = 0; n < draw_data->CmdListsCount; n++)
  65. {
  66. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  67. const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
  68. for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
  69. {
  70. vtx_dst->pos[0] = vtx_src->pos.x;
  71. vtx_dst->pos[1] = vtx_src->pos.y;
  72. vtx_dst->pos[2] = 0.0f;
  73. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  74. vtx_dst->uv[0] = vtx_src->uv.x;
  75. vtx_dst->uv[1] = vtx_src->uv.y;
  76. vtx_dst++;
  77. vtx_src++;
  78. }
  79. memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
  80. idx_dst += cmd_list->IdxBuffer.size();
  81. }
  82. g_pVB->Unlock();
  83. g_pIB->Unlock();
  84. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  85. g_pd3dDevice->SetIndices( g_pIB );
  86. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  87. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
  88. g_pd3dDevice->SetPixelShader( NULL );
  89. g_pd3dDevice->SetVertexShader( NULL );
  90. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  91. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  92. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  93. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  94. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  95. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  96. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  97. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  98. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  99. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  100. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  101. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  102. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  103. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  104. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  105. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
  106. g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
  107. // Setup orthographic projection matrix
  108. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  109. {
  110. const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
  111. 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 } };
  112. D3DMATRIX mat_projection =
  113. {
  114. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  115. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  116. 0.0f, 0.0f, 0.5f, 0.0f,
  117. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  118. };
  119. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  120. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  121. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  122. }
  123. // Render command lists
  124. int vtx_offset = 0;
  125. int idx_offset = 0;
  126. for (int n = 0; n < draw_data->CmdListsCount; n++)
  127. {
  128. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  129. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
  130. {
  131. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  132. if (pcmd->UserCallback)
  133. {
  134. pcmd->UserCallback(cmd_list, pcmd);
  135. }
  136. else
  137. {
  138. const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  139. g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
  140. g_pd3dDevice->SetScissorRect( &r );
  141. g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
  142. }
  143. idx_offset += pcmd->ElemCount;
  144. }
  145. vtx_offset += cmd_list->VtxBuffer.size();
  146. }
  147. // Restore the DX9 state
  148. d3d9_state_block->Apply();
  149. d3d9_state_block->Release();
  150. }
  151. IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
  152. {
  153. ImGuiIO& io = ImGui::GetIO();
  154. switch (msg)
  155. {
  156. case WM_LBUTTONDOWN:
  157. io.MouseDown[0] = true;
  158. return true;
  159. case WM_LBUTTONUP:
  160. io.MouseDown[0] = false;
  161. return true;
  162. case WM_RBUTTONDOWN:
  163. io.MouseDown[1] = true;
  164. return true;
  165. case WM_RBUTTONUP:
  166. io.MouseDown[1] = false;
  167. return true;
  168. case WM_MBUTTONDOWN:
  169. io.MouseDown[2] = true;
  170. return true;
  171. case WM_MBUTTONUP:
  172. io.MouseDown[2] = false;
  173. return true;
  174. case WM_MOUSEWHEEL:
  175. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  176. return true;
  177. case WM_MOUSEMOVE:
  178. io.MousePos.x = (signed short)(lParam);
  179. io.MousePos.y = (signed short)(lParam >> 16);
  180. return true;
  181. case WM_KEYDOWN:
  182. if (wParam < 256)
  183. io.KeysDown[wParam] = 1;
  184. return true;
  185. case WM_KEYUP:
  186. if (wParam < 256)
  187. io.KeysDown[wParam] = 0;
  188. return true;
  189. case WM_CHAR:
  190. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  191. if (wParam > 0 && wParam < 0x10000)
  192. io.AddInputCharacter((unsigned short)wParam);
  193. return true;
  194. }
  195. return 0;
  196. }
  197. bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
  198. {
  199. g_hWnd = (HWND)hwnd;
  200. g_pd3dDevice = device;
  201. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  202. return false;
  203. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  204. return false;
  205. ImGuiIO& io = ImGui::GetIO();
  206. 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.
  207. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  208. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  209. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  210. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  211. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  212. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  213. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  214. io.KeyMap[ImGuiKey_End] = VK_END;
  215. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  216. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  217. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  218. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  219. io.KeyMap[ImGuiKey_A] = 'A';
  220. io.KeyMap[ImGuiKey_C] = 'C';
  221. io.KeyMap[ImGuiKey_V] = 'V';
  222. io.KeyMap[ImGuiKey_X] = 'X';
  223. io.KeyMap[ImGuiKey_Y] = 'Y';
  224. io.KeyMap[ImGuiKey_Z] = 'Z';
  225. io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  226. io.ImeWindowHandle = g_hWnd;
  227. return true;
  228. }
  229. void ImGui_ImplDX9_Shutdown()
  230. {
  231. ImGui_ImplDX9_InvalidateDeviceObjects();
  232. ImGui::Shutdown();
  233. g_pd3dDevice = NULL;
  234. g_hWnd = 0;
  235. }
  236. static bool ImGui_ImplDX9_CreateFontsTexture()
  237. {
  238. // Build texture atlas
  239. ImGuiIO& io = ImGui::GetIO();
  240. unsigned char* pixels;
  241. int width, height, bytes_per_pixel;
  242. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  243. // Upload texture to graphics system
  244. g_FontTexture = NULL;
  245. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  246. return false;
  247. D3DLOCKED_RECT tex_locked_rect;
  248. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  249. return false;
  250. for (int y = 0; y < height; y++)
  251. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  252. g_FontTexture->UnlockRect(0);
  253. // Store our identifier
  254. io.Fonts->TexID = (void *)g_FontTexture;
  255. return true;
  256. }
  257. bool ImGui_ImplDX9_CreateDeviceObjects()
  258. {
  259. if (!g_pd3dDevice)
  260. return false;
  261. if (!ImGui_ImplDX9_CreateFontsTexture())
  262. return false;
  263. return true;
  264. }
  265. void ImGui_ImplDX9_InvalidateDeviceObjects()
  266. {
  267. if (!g_pd3dDevice)
  268. return;
  269. if (g_pVB)
  270. {
  271. g_pVB->Release();
  272. g_pVB = NULL;
  273. }
  274. if (g_pIB)
  275. {
  276. g_pIB->Release();
  277. g_pIB = NULL;
  278. }
  279. if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
  280. {
  281. tex->Release();
  282. ImGui::GetIO().Fonts->TexID = 0;
  283. }
  284. g_FontTexture = NULL;
  285. }
  286. void ImGui_ImplDX9_NewFrame()
  287. {
  288. if (!g_FontTexture)
  289. ImGui_ImplDX9_CreateDeviceObjects();
  290. ImGuiIO& io = ImGui::GetIO();
  291. // Setup display size (every frame to accommodate for window resizing)
  292. RECT rect;
  293. GetClientRect(g_hWnd, &rect);
  294. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  295. // Setup time step
  296. INT64 current_time;
  297. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  298. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  299. g_Time = current_time;
  300. // Read keyboard modifiers inputs
  301. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  302. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  303. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  304. io.KeySuper = false;
  305. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  306. // io.MousePos : filled by WM_MOUSEMOVE events
  307. // io.MouseDown : filled by WM_*BUTTON* events
  308. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  309. // Hide OS mouse cursor if ImGui is drawing it
  310. SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
  311. // Start the frame
  312. ImGui::NewFrame();
  313. }