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- // dear imgui: Renderer Backend for DirectX9
- // This needs to be used along with a Platform Backend (e.g. Win32)
- // Implemented features:
- // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
- // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
- // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
- // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
- // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
- // Learn about Dear ImGui:
- // - FAQ https://dearimgui.com/faq
- // - Getting Started https://dearimgui.com/getting-started
- // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
- // - Introduction, links and more at the top of imgui.cpp
- // CHANGELOG
- // (minor and older changes stripped away, please see git history for details)
- // 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
- // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
- // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
- // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
- // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
- // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
- // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
- // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
- // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
- // 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"
- #ifndef IMGUI_DISABLE
- #include "imgui_impl_dx9.h"
- // DirectX
- #include <d3d9.h>
- // DirectX data
- struct ImGui_ImplDX9_Data
- {
- LPDIRECT3DDEVICE9 pd3dDevice;
- LPDIRECT3DVERTEXBUFFER9 pVB;
- LPDIRECT3DINDEXBUFFER9 pIB;
- LPDIRECT3DTEXTURE9 FontTexture;
- int VertexBufferSize;
- int IndexBufferSize;
- ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
- };
- struct CUSTOMVERTEX
- {
- float pos[3];
- D3DCOLOR col;
- float uv[2];
- };
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
- #ifdef IMGUI_USE_BGRA_PACKED_COLOR
- #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
- #else
- #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
- #endif
- // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
- // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
- static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
- {
- return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
- }
- // Forward Declarations
- static void ImGui_ImplDX9_InitPlatformInterface();
- static void ImGui_ImplDX9_ShutdownPlatformInterface();
- static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
- static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
- // Functions
- static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- // 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;
- bd->pd3dDevice->SetViewport(&vp);
- // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
- bd->pd3dDevice->SetPixelShader(nullptr);
- bd->pd3dDevice->SetVertexShader(nullptr);
- bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
- bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
- bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
- bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
- bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
- bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
- bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
- bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
- bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
- bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
- bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
- bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- bd->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
- } } };
- bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
- bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
- bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
- }
- }
- // Render function.
- 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
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
- bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
- if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
- return;
- }
- if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
- bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
- if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
- return;
- }
- // Backup the DX9 state
- IDirect3DStateBlock9* d3d9_state_block = nullptr;
- if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
- return;
- if (d3d9_state_block->Capture() < 0)
- {
- d3d9_state_block->Release();
- 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;
- bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
- bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
- bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
- // Allocate buffers
- CUSTOMVERTEX* vtx_dst;
- ImDrawIdx* idx_dst;
- if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
- {
- d3d9_state_block->Release();
- return;
- }
- if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
- {
- bd->pVB->Unlock();
- d3d9_state_block->Release();
- return;
- }
- // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
- // FIXME-OPT: This is a minor 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; }
- 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 = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
- 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;
- }
- bd->pVB->Unlock();
- bd->pIB->Unlock();
- bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
- bd->pd3dDevice->SetIndices(bd->pIB);
- bd->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 != nullptr)
- {
- // 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
- {
- // Project scissor/clipping rectangles into framebuffer space
- ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
- ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
- if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
- continue;
- // Apply Scissor/clipping rectangle, Bind texture, Draw
- const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
- const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
- bd->pd3dDevice->SetTexture(0, texture);
- bd->pd3dDevice->SetScissorRect(&r);
- bd->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;
- }
- // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
- // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
- if (global_vtx_offset == 0)
- bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
- // Restore the DX9 transform
- bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
- bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
- bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
- // Restore the DX9 state
- d3d9_state_block->Apply();
- d3d9_state_block->Release();
- }
- bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
- {
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
- // Setup backend capabilities flags
- ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
- io.BackendRendererUserData = (void*)bd;
- io.BackendRendererName = "imgui_impl_dx9";
- io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
- io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
- bd->pd3dDevice = device;
- bd->pd3dDevice->AddRef();
- if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplDX9_InitPlatformInterface();
- return true;
- }
- void ImGui_ImplDX9_Shutdown()
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX9_ShutdownPlatformInterface();
- ImGui_ImplDX9_InvalidateDeviceObjects();
- if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
- io.BackendRendererName = nullptr;
- io.BackendRendererUserData = nullptr;
- io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports);
- IM_DELETE(bd);
- }
- static bool ImGui_ImplDX9_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- unsigned char* pixels;
- int width, height, bytes_per_pixel;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
- // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
- #ifndef IMGUI_USE_BGRA_PACKED_COLOR
- if (io.Fonts->TexPixelsUseColors)
- {
- ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
- for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
- *dst = IMGUI_COL_TO_DX9_ARGB(*src);
- pixels = (unsigned char*)dst_start;
- }
- #endif
- // Upload texture to graphics system
- bd->FontTexture = nullptr;
- if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
- return false;
- D3DLOCKED_RECT tex_locked_rect;
- if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
- return false;
- for (int y = 0; y < height; y++)
- memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
- bd->FontTexture->UnlockRect(0);
- // Store our identifier
- io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
- #ifndef IMGUI_USE_BGRA_PACKED_COLOR
- if (io.Fonts->TexPixelsUseColors)
- ImGui::MemFree(pixels);
- #endif
- return true;
- }
- bool ImGui_ImplDX9_CreateDeviceObjects()
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- if (!bd || !bd->pd3dDevice)
- return false;
- if (!ImGui_ImplDX9_CreateFontsTexture())
- return false;
- ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
- return true;
- }
- void ImGui_ImplDX9_InvalidateDeviceObjects()
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- if (!bd || !bd->pd3dDevice)
- return;
- if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
- if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
- if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
- ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
- }
- void ImGui_ImplDX9_NewFrame()
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
- if (!bd->FontTexture)
- ImGui_ImplDX9_CreateDeviceObjects();
- }
- //--------------------------------------------------------------------------------------------------------
- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
- // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
- // 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..
- //--------------------------------------------------------------------------------------------------------
- // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
- struct ImGui_ImplDX9_ViewportData
- {
- IDirect3DSwapChain9* SwapChain;
- D3DPRESENT_PARAMETERS d3dpp;
- ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
- ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); }
- };
- static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)();
- viewport->RendererUserData = vd;
- // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
- // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
- HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
- IM_ASSERT(hwnd != 0);
- ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
- vd->d3dpp.Windowed = TRUE;
- vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
- vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
- vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
- vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
- vd->d3dpp.hDeviceWindow = hwnd;
- vd->d3dpp.EnableAutoDepthStencil = FALSE;
- vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
- vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
- HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
- IM_ASSERT(hr == D3D_OK);
- IM_ASSERT(vd->SwapChain != nullptr);
- }
- static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
- {
- // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
- if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
- {
- if (vd->SwapChain)
- vd->SwapChain->Release();
- vd->SwapChain = nullptr;
- ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
- IM_DELETE(vd);
- }
- viewport->RendererUserData = nullptr;
- }
- static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
- if (vd->SwapChain)
- {
- vd->SwapChain->Release();
- vd->SwapChain = nullptr;
- vd->d3dpp.BackBufferWidth = (UINT)size.x;
- vd->d3dpp.BackBufferHeight = (UINT)size.y;
- HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr);
- IM_ASSERT(hr == D3D_OK);
- }
- }
- static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
- {
- ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
- ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
- ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
- LPDIRECT3DSURFACE9 render_target = nullptr;
- LPDIRECT3DSURFACE9 last_render_target = nullptr;
- LPDIRECT3DSURFACE9 last_depth_stencil = nullptr;
- vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
- bd->pd3dDevice->GetRenderTarget(0, &last_render_target);
- bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
- bd->pd3dDevice->SetRenderTarget(0, render_target);
- bd->pd3dDevice->SetDepthStencilSurface(nullptr);
- if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
- {
- 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));
- bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
- }
- ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
- // Restore render target
- bd->pd3dDevice->SetRenderTarget(0, last_render_target);
- bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
- render_target->Release();
- last_render_target->Release();
- if (last_depth_stencil) last_depth_stencil->Release();
- }
- static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
- {
- ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
- HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
- // Let main application handle D3DERR_DEVICELOST by resetting the device.
- IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
- }
- static void ImGui_ImplDX9_InitPlatformInterface()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
- platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
- platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
- platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
- platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
- }
- static void ImGui_ImplDX9_ShutdownPlatformInterface()
- {
- ImGui::DestroyPlatformWindows();
- }
- static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int i = 1; i < platform_io.Viewports.Size; i++)
- if (!platform_io.Viewports[i]->RendererUserData)
- ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
- }
- static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
- {
- ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
- for (int i = 1; i < platform_io.Viewports.Size; i++)
- if (platform_io.Viewports[i]->RendererUserData)
- ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
- }
- //-----------------------------------------------------------------------------
- #endif // #ifndef IMGUI_DISABLE
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