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Merge branch 'trezanik-master'
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commit
82fa628135
@ -58,14 +58,10 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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return;
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}
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// Backup some DX9 state (not all!)
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// FIXME: Backup/restore everything else
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D3DRENDERSTATETYPE last_render_state_to_backup[] = { D3DRS_CULLMODE, D3DRS_LIGHTING, D3DRS_ZENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_SCISSORTESTENABLE };
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DWORD last_render_state_values[ARRAYSIZE(last_render_state_to_backup)] = { 0 };
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IDirect3DPixelShader9* last_ps; g_pd3dDevice->GetPixelShader( &last_ps );
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IDirect3DVertexShader9* last_vs; g_pd3dDevice->GetVertexShader( &last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->GetRenderState(last_render_state_to_backup[n], &last_render_state_values[n]);
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// Backup the DX9 state
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IDirect3DStateBlock9* d3d9_state_block = NULL;
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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@ -94,30 +90,30 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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}
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g_pVB->Unlock();
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g_pIB->Unlock();
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetIndices( g_pIB );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
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g_pd3dDevice->SetIndices(g_pIB);
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g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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g_pd3dDevice->SetPixelShader( NULL );
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g_pd3dDevice->SetVertexShader( NULL );
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
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g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
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g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
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// Setup orthographic projection matrix
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// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
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@ -152,20 +148,18 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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else
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{
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const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
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g_pd3dDevice->SetScissorRect( &r );
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g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
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g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore some modified DX9 state (not all!)
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g_pd3dDevice->SetPixelShader( last_ps );
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g_pd3dDevice->SetVertexShader( last_vs );
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for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
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g_pd3dDevice->SetRenderState(last_render_state_to_backup[n], last_render_state_values[n]);
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// Restore the DX9 state
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d3d9_state_block->Apply();
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d3d9_state_block->Release();
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}
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IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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