imgui_impl_dx9.cpp 10.0 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. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  12. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  13. #include "imgui.h"
  14. #include "imgui_impl_dx9.h"
  15. // DirectX
  16. #include <d3d9.h>
  17. #define DIRECTINPUT_VERSION 0x0800
  18. #include <dinput.h>
  19. // DirectX data
  20. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  21. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  22. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  23. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  24. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  25. struct CUSTOMVERTEX
  26. {
  27. float pos[3];
  28. D3DCOLOR col;
  29. float uv[2];
  30. };
  31. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  32. // Render function.
  33. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  34. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  35. {
  36. // Avoid rendering when minimized
  37. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  38. return;
  39. // Create and grow buffers if needed
  40. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  41. {
  42. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  43. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  44. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  45. return;
  46. }
  47. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  48. {
  49. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  50. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  51. 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)
  52. return;
  53. }
  54. // Backup the DX9 state
  55. IDirect3DStateBlock9* d3d9_state_block = NULL;
  56. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  57. return;
  58. // Copy and convert all vertices into a single contiguous buffer
  59. CUSTOMVERTEX* vtx_dst;
  60. ImDrawIdx* idx_dst;
  61. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  62. return;
  63. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  64. return;
  65. for (int n = 0; n < draw_data->CmdListsCount; n++)
  66. {
  67. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  68. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  69. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  70. {
  71. vtx_dst->pos[0] = vtx_src->pos.x;
  72. vtx_dst->pos[1] = vtx_src->pos.y;
  73. vtx_dst->pos[2] = 0.0f;
  74. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  75. vtx_dst->uv[0] = vtx_src->uv.x;
  76. vtx_dst->uv[1] = vtx_src->uv.y;
  77. vtx_dst++;
  78. vtx_src++;
  79. }
  80. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  81. idx_dst += cmd_list->IdxBuffer.Size;
  82. }
  83. g_pVB->Unlock();
  84. g_pIB->Unlock();
  85. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  86. g_pd3dDevice->SetIndices(g_pIB);
  87. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  88. // Setup viewport
  89. D3DVIEWPORT9 vp;
  90. vp.X = vp.Y = 0;
  91. vp.Width = (DWORD)draw_data->DisplaySize.x;
  92. vp.Height = (DWORD)draw_data->DisplaySize.y;
  93. vp.MinZ = 0.0f;
  94. vp.MaxZ = 1.0f;
  95. g_pd3dDevice->SetViewport(&vp);
  96. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
  97. g_pd3dDevice->SetPixelShader(NULL);
  98. g_pd3dDevice->SetVertexShader(NULL);
  99. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  100. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
  101. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  102. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
  103. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
  104. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  105. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  106. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  107. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
  108. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  109. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  110. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  111. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  112. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  113. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  114. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  115. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  116. // Setup orthographic projection matrix
  117. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  118. {
  119. float L = draw_data->DisplayPos.x + 0.5f;
  120. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  121. float T = draw_data->DisplayPos.y + 0.5f;
  122. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  123. 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 } };
  124. D3DMATRIX mat_projection =
  125. {
  126. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  127. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  128. 0.0f, 0.0f, 0.5f, 0.0f,
  129. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  130. };
  131. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  132. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  133. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  134. }
  135. // Render command lists
  136. int vtx_offset = 0;
  137. int idx_offset = 0;
  138. for (int n = 0; n < draw_data->CmdListsCount; n++)
  139. {
  140. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  141. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  142. {
  143. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  144. if (pcmd->UserCallback)
  145. {
  146. pcmd->UserCallback(cmd_list, pcmd);
  147. }
  148. else
  149. {
  150. const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  151. g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
  152. g_pd3dDevice->SetScissorRect(&r);
  153. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
  154. }
  155. idx_offset += pcmd->ElemCount;
  156. }
  157. vtx_offset += cmd_list->VtxBuffer.Size;
  158. }
  159. // Restore the DX9 state
  160. d3d9_state_block->Apply();
  161. d3d9_state_block->Release();
  162. }
  163. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  164. {
  165. g_pd3dDevice = device;
  166. return true;
  167. }
  168. void ImGui_ImplDX9_Shutdown()
  169. {
  170. ImGui_ImplDX9_InvalidateDeviceObjects();
  171. g_pd3dDevice = NULL;
  172. }
  173. static bool ImGui_ImplDX9_CreateFontsTexture()
  174. {
  175. // Build texture atlas
  176. ImGuiIO& io = ImGui::GetIO();
  177. unsigned char* pixels;
  178. int width, height, bytes_per_pixel;
  179. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  180. // Upload texture to graphics system
  181. g_FontTexture = NULL;
  182. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  183. return false;
  184. D3DLOCKED_RECT tex_locked_rect;
  185. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  186. return false;
  187. for (int y = 0; y < height; y++)
  188. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  189. g_FontTexture->UnlockRect(0);
  190. // Store our identifier
  191. io.Fonts->TexID = (void *)g_FontTexture;
  192. return true;
  193. }
  194. bool ImGui_ImplDX9_CreateDeviceObjects()
  195. {
  196. if (!g_pd3dDevice)
  197. return false;
  198. if (!ImGui_ImplDX9_CreateFontsTexture())
  199. return false;
  200. return true;
  201. }
  202. void ImGui_ImplDX9_InvalidateDeviceObjects()
  203. {
  204. if (!g_pd3dDevice)
  205. return;
  206. if (g_pVB)
  207. {
  208. g_pVB->Release();
  209. g_pVB = NULL;
  210. }
  211. if (g_pIB)
  212. {
  213. g_pIB->Release();
  214. g_pIB = NULL;
  215. }
  216. // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
  217. ImGuiIO& io = ImGui::GetIO();
  218. IM_ASSERT(g_FontTexture == io.Fonts->TexID);
  219. if (g_FontTexture)
  220. g_FontTexture->Release();
  221. g_FontTexture = NULL;
  222. io.Fonts->TexID = NULL;
  223. }
  224. void ImGui_ImplDX9_NewFrame()
  225. {
  226. if (!g_FontTexture)
  227. ImGui_ImplDX9_CreateDeviceObjects();
  228. }