imgui_impl_dx9.cpp 15 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.Data;
  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.Data, 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 viewport
  88. D3DVIEWPORT9 vp;
  89. vp.X = vp.Y = 0;
  90. vp.Width = (DWORD)io.DisplaySize.x;
  91. vp.Height = (DWORD)io.DisplaySize.y;
  92. vp.MinZ = 0.0f;
  93. vp.MaxZ = 1.0f;
  94. g_pd3dDevice->SetViewport(&vp);
  95. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
  96. g_pd3dDevice->SetPixelShader(NULL);
  97. g_pd3dDevice->SetVertexShader(NULL);
  98. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  99. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
  100. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  101. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
  102. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
  103. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  104. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  105. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  106. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
  107. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  108. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  109. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  110. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  111. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  112. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  113. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  114. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  115. // Setup orthographic projection matrix
  116. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  117. {
  118. const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
  119. 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 } };
  120. D3DMATRIX mat_projection =
  121. {
  122. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  123. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  124. 0.0f, 0.0f, 0.5f, 0.0f,
  125. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
  126. };
  127. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  128. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  129. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  130. }
  131. // Render command lists
  132. int vtx_offset = 0;
  133. int idx_offset = 0;
  134. for (int n = 0; n < draw_data->CmdListsCount; n++)
  135. {
  136. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  137. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  138. {
  139. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  140. if (pcmd->UserCallback)
  141. {
  142. pcmd->UserCallback(cmd_list, pcmd);
  143. }
  144. else
  145. {
  146. const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  147. g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
  148. g_pd3dDevice->SetScissorRect(&r);
  149. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
  150. }
  151. idx_offset += pcmd->ElemCount;
  152. }
  153. vtx_offset += cmd_list->VtxBuffer.Size;
  154. }
  155. // Restore the DX9 state
  156. d3d9_state_block->Apply();
  157. d3d9_state_block->Release();
  158. }
  159. static bool IsAnyMouseButtonDown()
  160. {
  161. ImGuiIO& io = ImGui::GetIO();
  162. for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
  163. if (io.MouseDown[n])
  164. return true;
  165. return false;
  166. }
  167. // Process Win32 mouse/keyboard inputs.
  168. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  169. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  170. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  171. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  172. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
  173. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  174. {
  175. ImGuiIO& io = ImGui::GetIO();
  176. switch (msg)
  177. {
  178. case WM_LBUTTONDOWN:
  179. case WM_RBUTTONDOWN:
  180. case WM_MBUTTONDOWN:
  181. {
  182. int button = 0;
  183. if (msg == WM_LBUTTONDOWN) button = 0;
  184. if (msg == WM_RBUTTONDOWN) button = 1;
  185. if (msg == WM_MBUTTONDOWN) button = 2;
  186. if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
  187. SetCapture(hwnd);
  188. io.MouseDown[button] = true;
  189. return 0;
  190. }
  191. case WM_LBUTTONUP:
  192. case WM_RBUTTONUP:
  193. case WM_MBUTTONUP:
  194. {
  195. int button = 0;
  196. if (msg == WM_LBUTTONUP) button = 0;
  197. if (msg == WM_RBUTTONUP) button = 1;
  198. if (msg == WM_MBUTTONUP) button = 2;
  199. io.MouseDown[button] = false;
  200. if (!IsAnyMouseButtonDown() && GetCapture() == hwnd)
  201. ReleaseCapture();
  202. return 0;
  203. }
  204. case WM_MOUSEWHEEL:
  205. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  206. return 0;
  207. case WM_MOUSEMOVE:
  208. io.MousePos.x = (signed short)(lParam);
  209. io.MousePos.y = (signed short)(lParam >> 16);
  210. return 0;
  211. case WM_KEYDOWN:
  212. case WM_SYSKEYDOWN:
  213. if (wParam < 256)
  214. io.KeysDown[wParam] = 1;
  215. return 0;
  216. case WM_KEYUP:
  217. case WM_SYSKEYUP:
  218. if (wParam < 256)
  219. io.KeysDown[wParam] = 0;
  220. return 0;
  221. case WM_CHAR:
  222. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  223. if (wParam > 0 && wParam < 0x10000)
  224. io.AddInputCharacter((unsigned short)wParam);
  225. return 0;
  226. }
  227. return 0;
  228. }
  229. bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
  230. {
  231. g_hWnd = (HWND)hwnd;
  232. g_pd3dDevice = device;
  233. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  234. return false;
  235. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  236. return false;
  237. ImGuiIO& io = ImGui::GetIO();
  238. 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.
  239. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  240. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  241. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  242. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  243. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  244. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  245. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  246. io.KeyMap[ImGuiKey_End] = VK_END;
  247. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  248. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  249. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  250. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  251. io.KeyMap[ImGuiKey_A] = 'A';
  252. io.KeyMap[ImGuiKey_C] = 'C';
  253. io.KeyMap[ImGuiKey_V] = 'V';
  254. io.KeyMap[ImGuiKey_X] = 'X';
  255. io.KeyMap[ImGuiKey_Y] = 'Y';
  256. io.KeyMap[ImGuiKey_Z] = 'Z';
  257. 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.
  258. io.ImeWindowHandle = g_hWnd;
  259. return true;
  260. }
  261. void ImGui_ImplDX9_Shutdown()
  262. {
  263. ImGui_ImplDX9_InvalidateDeviceObjects();
  264. ImGui::Shutdown();
  265. g_pd3dDevice = NULL;
  266. g_hWnd = 0;
  267. }
  268. static bool ImGui_ImplDX9_CreateFontsTexture()
  269. {
  270. // Build texture atlas
  271. ImGuiIO& io = ImGui::GetIO();
  272. unsigned char* pixels;
  273. int width, height, bytes_per_pixel;
  274. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  275. // Upload texture to graphics system
  276. g_FontTexture = NULL;
  277. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  278. return false;
  279. D3DLOCKED_RECT tex_locked_rect;
  280. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  281. return false;
  282. for (int y = 0; y < height; y++)
  283. memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  284. g_FontTexture->UnlockRect(0);
  285. // Store our identifier
  286. io.Fonts->TexID = (void *)g_FontTexture;
  287. return true;
  288. }
  289. bool ImGui_ImplDX9_CreateDeviceObjects()
  290. {
  291. if (!g_pd3dDevice)
  292. return false;
  293. if (!ImGui_ImplDX9_CreateFontsTexture())
  294. return false;
  295. return true;
  296. }
  297. void ImGui_ImplDX9_InvalidateDeviceObjects()
  298. {
  299. if (!g_pd3dDevice)
  300. return;
  301. if (g_pVB)
  302. {
  303. g_pVB->Release();
  304. g_pVB = NULL;
  305. }
  306. if (g_pIB)
  307. {
  308. g_pIB->Release();
  309. g_pIB = NULL;
  310. }
  311. // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
  312. ImGuiIO& io = ImGui::GetIO();
  313. IM_ASSERT(g_FontTexture == io.Fonts->TexID);
  314. if (g_FontTexture)
  315. g_FontTexture->Release();
  316. g_FontTexture = NULL;
  317. io.Fonts->TexID = NULL;
  318. }
  319. void ImGui_ImplDX9_NewFrame()
  320. {
  321. if (!g_FontTexture)
  322. ImGui_ImplDX9_CreateDeviceObjects();
  323. ImGuiIO& io = ImGui::GetIO();
  324. // Setup display size (every frame to accommodate for window resizing)
  325. RECT rect;
  326. GetClientRect(g_hWnd, &rect);
  327. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  328. // Setup time step
  329. INT64 current_time;
  330. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  331. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  332. g_Time = current_time;
  333. // Read keyboard modifiers inputs
  334. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  335. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  336. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  337. io.KeySuper = false;
  338. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  339. // io.MousePos : filled by WM_MOUSEMOVE events
  340. // io.MouseDown : filled by WM_*BUTTON* events
  341. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  342. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  343. if (io.WantMoveMouse)
  344. {
  345. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  346. ClientToScreen(g_hWnd, &pos);
  347. SetCursorPos(pos.x, pos.y);
  348. }
  349. // Hide OS mouse cursor if ImGui is drawing it
  350. if (io.MouseDrawCursor)
  351. SetCursor(NULL);
  352. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  353. ImGui::NewFrame();
  354. }