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add renderstate D3DRS_SHADEMODE for Dx9 impl
add backuping transform for Dx9 impl (#1790, #1687)
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@ -76,6 +76,12 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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// Backup the DX9 transform
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D3DMATRIX last_world, last_view, last_projection;
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g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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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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ImDrawIdx* idx_dst;
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@ -116,7 +122,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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vp.MaxZ = 1.0f;
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g_pd3dDevice->SetViewport(&vp);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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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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@ -128,6 +134,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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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->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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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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@ -179,6 +186,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// Restore the DX9 transform
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
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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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