imgui_impl_dx9.cpp 13 KB

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  1. // dear imgui: Renderer Backend for DirectX9
  2. // This needs to be used along with a Platform Backend (e.g. Win32)
  3. // Implemented features:
  4. // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
  5. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  6. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  7. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  8. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  9. // CHANGELOG
  10. // (minor and older changes stripped away, please see git history for details)
  11. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
  12. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  13. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
  14. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
  15. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
  16. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
  17. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
  18. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
  19. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
  20. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
  21. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  22. #include "imgui.h"
  23. #include "imgui_impl_dx9.h"
  24. // DirectX
  25. #include <d3d9.h>
  26. #define DIRECTINPUT_VERSION 0x0800
  27. #include <dinput.h>
  28. // DirectX data
  29. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
  30. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
  31. static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
  32. static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
  33. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  34. struct CUSTOMVERTEX
  35. {
  36. float pos[3];
  37. D3DCOLOR col;
  38. float uv[2];
  39. };
  40. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  41. static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
  42. {
  43. // Setup viewport
  44. D3DVIEWPORT9 vp;
  45. vp.X = vp.Y = 0;
  46. vp.Width = (DWORD)draw_data->DisplaySize.x;
  47. vp.Height = (DWORD)draw_data->DisplaySize.y;
  48. vp.MinZ = 0.0f;
  49. vp.MaxZ = 1.0f;
  50. g_pd3dDevice->SetViewport(&vp);
  51. // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
  52. g_pd3dDevice->SetPixelShader(NULL);
  53. g_pd3dDevice->SetVertexShader(NULL);
  54. g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
  55. g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
  56. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
  57. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
  58. g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
  59. g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
  60. g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
  61. g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
  62. g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
  63. g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
  64. g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
  65. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
  66. g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
  67. g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
  68. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
  69. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  70. g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
  71. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
  72. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
  73. g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
  74. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
  75. g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
  76. // Setup orthographic projection matrix
  77. // 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.
  78. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
  79. {
  80. float L = draw_data->DisplayPos.x + 0.5f;
  81. float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
  82. float T = draw_data->DisplayPos.y + 0.5f;
  83. float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
  84. 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 } } };
  85. D3DMATRIX mat_projection =
  86. { { {
  87. 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
  88. 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
  89. 0.0f, 0.0f, 0.5f, 0.0f,
  90. (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
  91. } } };
  92. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
  93. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
  94. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
  95. }
  96. }
  97. // Render function.
  98. void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
  99. {
  100. // Avoid rendering when minimized
  101. if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
  102. return;
  103. // Create and grow buffers if needed
  104. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  105. {
  106. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  107. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  108. if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  109. return;
  110. }
  111. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  112. {
  113. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  114. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  115. 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)
  116. return;
  117. }
  118. // Backup the DX9 state
  119. IDirect3DStateBlock9* d3d9_state_block = NULL;
  120. if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
  121. return;
  122. // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
  123. D3DMATRIX last_world, last_view, last_projection;
  124. g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
  125. g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
  126. g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
  127. // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
  128. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
  129. // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
  130. // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
  131. CUSTOMVERTEX* vtx_dst;
  132. ImDrawIdx* idx_dst;
  133. if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  134. return;
  135. if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
  136. return;
  137. for (int n = 0; n < draw_data->CmdListsCount; n++)
  138. {
  139. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  140. const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
  141. for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
  142. {
  143. vtx_dst->pos[0] = vtx_src->pos.x;
  144. vtx_dst->pos[1] = vtx_src->pos.y;
  145. vtx_dst->pos[2] = 0.0f;
  146. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  147. vtx_dst->uv[0] = vtx_src->uv.x;
  148. vtx_dst->uv[1] = vtx_src->uv.y;
  149. vtx_dst++;
  150. vtx_src++;
  151. }
  152. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  153. idx_dst += cmd_list->IdxBuffer.Size;
  154. }
  155. g_pVB->Unlock();
  156. g_pIB->Unlock();
  157. g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  158. g_pd3dDevice->SetIndices(g_pIB);
  159. g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  160. // Setup desired DX state
  161. ImGui_ImplDX9_SetupRenderState(draw_data);
  162. // Render command lists
  163. // (Because we merged all buffers into a single one, we maintain our own offset into them)
  164. int global_vtx_offset = 0;
  165. int global_idx_offset = 0;
  166. ImVec2 clip_off = draw_data->DisplayPos;
  167. for (int n = 0; n < draw_data->CmdListsCount; n++)
  168. {
  169. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  170. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  171. {
  172. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  173. if (pcmd->UserCallback != NULL)
  174. {
  175. // User callback, registered via ImDrawList::AddCallback()
  176. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  177. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  178. ImGui_ImplDX9_SetupRenderState(draw_data);
  179. else
  180. pcmd->UserCallback(cmd_list, pcmd);
  181. }
  182. else
  183. {
  184. const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
  185. const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
  186. g_pd3dDevice->SetTexture(0, texture);
  187. g_pd3dDevice->SetScissorRect(&r);
  188. g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
  189. }
  190. }
  191. global_idx_offset += cmd_list->IdxBuffer.Size;
  192. global_vtx_offset += cmd_list->VtxBuffer.Size;
  193. }
  194. // Restore the DX9 transform
  195. g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
  196. g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
  197. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
  198. // Restore the DX9 state
  199. d3d9_state_block->Apply();
  200. d3d9_state_block->Release();
  201. }
  202. bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
  203. {
  204. // Setup backend capabilities flags
  205. ImGuiIO& io = ImGui::GetIO();
  206. io.BackendRendererName = "imgui_impl_dx9";
  207. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  208. g_pd3dDevice = device;
  209. g_pd3dDevice->AddRef();
  210. return true;
  211. }
  212. void ImGui_ImplDX9_Shutdown()
  213. {
  214. ImGui_ImplDX9_InvalidateDeviceObjects();
  215. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  216. }
  217. static bool ImGui_ImplDX9_CreateFontsTexture()
  218. {
  219. // Build texture atlas
  220. ImGuiIO& io = ImGui::GetIO();
  221. unsigned char* pixels;
  222. int width, height, bytes_per_pixel;
  223. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
  224. // Upload texture to graphics system
  225. g_FontTexture = NULL;
  226. if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
  227. return false;
  228. D3DLOCKED_RECT tex_locked_rect;
  229. if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
  230. return false;
  231. for (int y = 0; y < height; y++)
  232. memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
  233. g_FontTexture->UnlockRect(0);
  234. // Store our identifier
  235. io.Fonts->SetTexID((ImTextureID)g_FontTexture);
  236. return true;
  237. }
  238. bool ImGui_ImplDX9_CreateDeviceObjects()
  239. {
  240. if (!g_pd3dDevice)
  241. return false;
  242. if (!ImGui_ImplDX9_CreateFontsTexture())
  243. return false;
  244. return true;
  245. }
  246. void ImGui_ImplDX9_InvalidateDeviceObjects()
  247. {
  248. if (!g_pd3dDevice)
  249. return;
  250. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  251. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  252. if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  253. }
  254. void ImGui_ImplDX9_NewFrame()
  255. {
  256. if (!g_FontTexture)
  257. ImGui_ImplDX9_CreateDeviceObjects();
  258. }