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Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3369, #3844)
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@ -45,6 +45,12 @@ struct CUSTOMVERTEX
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};
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
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#else
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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{
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// Setup viewport
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// Setup viewport
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@ -157,11 +163,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[1] = vtx_src->pos.y;
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vtx_dst->pos[1] = vtx_src->pos.y;
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vtx_dst->pos[2] = 0.0f;
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vtx_dst->pos[2] = 0.0f;
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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
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vtx_dst->col = vtx_src->col;
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#else
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vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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#endif
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vtx_dst->uv[0] = vtx_src->uv.x;
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vtx_dst->uv[0] = vtx_src->uv.x;
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vtx_dst->uv[1] = vtx_src->uv.y;
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vtx_dst->uv[1] = vtx_src->uv.y;
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vtx_dst++;
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vtx_dst++;
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@ -248,6 +250,13 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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int width, height, bytes_per_pixel;
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Convert RGBA32 to BGRA32 as the earlier is not well supported by DX9 devices
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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for (ImU32* p = (ImU32*)pixels, *p_end = p + width * height; p < p_end; p++)
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*p = IMGUI_COL_TO_DX9_ARGB(*p);
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#endif
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// Upload texture to graphics system
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// Upload texture to graphics system
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g_FontTexture = NULL;
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g_FontTexture = NULL;
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
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@ -63,6 +63,7 @@ Other Changes:
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accross all backends), facilitating compositing of the output buffer with another buffer.
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accross all backends), facilitating compositing of the output buffer with another buffer.
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
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- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
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- Examples: Reworked setup of clear color to be compatible with transparent values.
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- Examples: Reworked setup of clear color to be compatible with transparent values.
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- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
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- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
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scheduled builds builds are not required. [@rokups]
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scheduled builds builds are not required. [@rokups]
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