Examples: DirectX9: Removing spaces (#663)

This commit is contained in:
ocornut 2016-05-16 10:54:52 +02:00
parent e41fbb0390
commit 1349d0aacf

View File

@ -60,7 +60,7 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
// Backup the DX9 state // Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL; IDirect3DStateBlock9* d3d9_state_block = NULL;
if ( g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0 ) if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return; return;
// Copy and convert all vertices into a single contiguous buffer // Copy and convert all vertices into a single contiguous buffer
@ -90,30 +90,30 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
} }
g_pVB->Unlock(); g_pVB->Unlock();
g_pIB->Unlock(); g_pIB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetIndices( g_pIB ); g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetPixelShader( NULL ); g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader( NULL ); g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false ); g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false ); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true ); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false ); g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD ); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix // 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() // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
@ -148,9 +148,9 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
else else
{ {
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; 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->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
g_pd3dDevice->SetScissorRect( &r ); g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 ); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
} }
idx_offset += pcmd->ElemCount; idx_offset += pcmd->ElemCount;
} }