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- // ImGui Win32 + DirectX9 binding
- // In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
- // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
- // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
- // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
- // https://github.com/ocornut/imgui
- #include <imgui.h>
- #include "imgui_impl_dx9.h"
- // DirectX
- #include <d3d9.h>
- #define DIRECTINPUT_VERSION 0x0800
- #include <dinput.h>
- // Data
- static HWND g_hWnd = 0;
- static INT64 g_Time = 0;
- static INT64 g_TicksPerSecond = 0;
- static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
- static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
- static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
- static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
- static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
- struct CUSTOMVERTEX
- {
- float pos[3];
- D3DCOLOR col;
- float uv[2];
- };
- #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
- {
- // Avoid rendering when minimized
- ImGuiIO& io = ImGui::GetIO();
- if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
- return;
- // Create and grow buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
- return;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- 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)
- return;
- }
- // Backup the DX9 state
- IDirect3DStateBlock9* d3d9_state_block = NULL;
- if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
- return;
- // Copy and convert all vertices into a single contiguous buffer
- CUSTOMVERTEX* vtx_dst;
- ImDrawIdx* idx_dst;
- if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
- return;
- if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
- return;
- 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 = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
- 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;
- }
- g_pVB->Unlock();
- g_pIB->Unlock();
- g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
- g_pd3dDevice->SetIndices(g_pIB);
- g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
- // Setup viewport
- D3DVIEWPORT9 vp;
- vp.X = vp.Y = 0;
- vp.Width = (DWORD)io.DisplaySize.x;
- vp.Height = (DWORD)io.DisplaySize.y;
- vp.MinZ = 0.0f;
- vp.MaxZ = 1.0f;
- g_pd3dDevice->SetViewport(&vp);
- // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
- g_pd3dDevice->SetPixelShader(NULL);
- g_pd3dDevice->SetVertexShader(NULL);
- g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
- g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
- g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
- g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
- g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
- g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
- g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
- g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
- g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
- // Setup orthographic projection matrix
- // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
- {
- const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.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,
- };
- g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
- g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
- g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
- }
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- 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)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
- g_pd3dDevice->SetScissorRect(&r);
- g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.Size;
- }
- // Restore the DX9 state
- d3d9_state_block->Apply();
- d3d9_state_block->Release();
- }
- IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MBUTTONDOWN:
- io.MouseDown[2] = true;
- return true;
- case WM_MBUTTONUP:
- io.MouseDown[2] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_KEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- }
- return 0;
- }
- bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
- {
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
- ImGuiIO& io = ImGui::GetIO();
- 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.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- 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.
- io.ImeWindowHandle = g_hWnd;
- return true;
- }
- void ImGui_ImplDX9_Shutdown()
- {
- ImGui_ImplDX9_InvalidateDeviceObjects();
- ImGui::Shutdown();
- g_pd3dDevice = NULL;
- g_hWnd = 0;
- }
- static bool ImGui_ImplDX9_CreateFontsTexture()
- {
- // Build texture atlas
- ImGuiIO& io = ImGui::GetIO();
- unsigned char* pixels;
- int width, height, bytes_per_pixel;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
- // Upload texture to graphics system
- g_FontTexture = NULL;
- if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
- return false;
- D3DLOCKED_RECT tex_locked_rect;
- if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
- return false;
- for (int y = 0; y < height; y++)
- memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
- g_FontTexture->UnlockRect(0);
- // Store our identifier
- io.Fonts->TexID = (void *)g_FontTexture;
- return true;
- }
- bool ImGui_ImplDX9_CreateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return false;
- if (!ImGui_ImplDX9_CreateFontsTexture())
- return false;
- return true;
- }
- void ImGui_ImplDX9_InvalidateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return;
- if (g_pVB)
- {
- g_pVB->Release();
- g_pVB = NULL;
- }
- if (g_pIB)
- {
- g_pIB->Release();
- g_pIB = NULL;
- }
- // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
- ImGuiIO& io = ImGui::GetIO();
- IM_ASSERT(g_FontTexture == io.Fonts->TexID);
- if (g_FontTexture)
- g_FontTexture->Release();
- g_FontTexture = NULL;
- io.Fonts->TexID = NULL;
- }
- void ImGui_ImplDX9_NewFrame()
- {
- if (!g_FontTexture)
- ImGui_ImplDX9_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- io.KeySuper = false;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
- // Hide OS mouse cursor if ImGui is drawing it
- if (io.MouseDrawCursor)
- SetCursor(NULL);
- // Start the frame
- ImGui::NewFrame();
- }
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