// dear imgui: Renderer for DirectX9 // This needs to be used along with a Platform Binding (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. #include "imgui.h" #include "imgui_impl_dx9.h" // DirectX #include <d3d9.h> #define DIRECTINPUT_VERSION 0x0800 #include <dinput.h> // DirectX data static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; struct CUSTOMVERTEX { float pos[3]; D3DCOLOR col; float uv[2]; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) // Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; // Create and grow buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } g_VertexBufferSize = draw_data->TotalVtxCount + 5000; if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) return; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } g_IndexBufferSize = draw_data->TotalIdxCount + 10000; 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) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = NULL; if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) D3DMATRIX last_world, last_view, last_projection; g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) return; if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) return; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) { vtx_dst->pos[0] = vtx_src->pos.x; vtx_dst->pos[1] = vtx_src->pos.y; vtx_dst->pos[2] = 0.0f; vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 vtx_dst->uv[0] = vtx_src->uv.x; vtx_dst->uv[1] = vtx_src->uv.y; vtx_dst++; vtx_src++; } memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); idx_dst += cmd_list->IdxBuffer.Size; } g_pVB->Unlock(); g_pIB->Unlock(); g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetIndices(g_pIB); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup viewport D3DVIEWPORT9 vp; vp.X = vp.Y = 0; vp.Width = (DWORD)draw_data->DisplaySize.x; vp.Height = (DWORD)draw_data->DisplaySize.y; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; g_pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient) g_pd3dDevice->SetPixelShader(NULL); g_pd3dDevice->SetVertexShader(NULL); g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); // Setup orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps. // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() { float L = draw_data->DisplayPos.x + 0.5f; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; float T = draw_data->DisplayPos.y + 0.5f; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; 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 } }; D3DMATRIX mat_projection = { 2.0f/(R-L), 0.0f, 0.0f, 0.0f, 0.0f, 2.0f/(T-B), 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f, }; g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } // Render command lists int vtx_offset = 0; int idx_offset = 0; ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId; g_pd3dDevice->SetTexture(0, texture); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.Size; } // Restore the DX9 transform g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection); // Restore the DX9 state d3d9_state_block->Apply(); d3d9_state_block->Release(); } bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = "imgui_impl_dx9"; g_pd3dDevice = device; return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); g_pd3dDevice = NULL; } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); // Upload texture to graphics system g_FontTexture = NULL; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); g_FontTexture->UnlockRect(0); // Store our identifier io.Fonts->TexID = (ImTextureID)g_FontTexture; return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { if (!g_pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. ImGuiIO& io = ImGui::GetIO(); IM_ASSERT(g_FontTexture == io.Fonts->TexID); if (g_FontTexture) g_FontTexture->Release(); g_FontTexture = NULL; io.Fonts->TexID = NULL; } void ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); }