// dear imgui: Renderer Backend for DirectX9 // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. // Read online: https://github.com/ocornut/imgui/tree/master/docs // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. // 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> // DirectX data struct ImGui_ImplDX9_Data { LPDIRECT3DDEVICE9 pd3dDevice; LPDIRECT3DVERTEXBUFFER9 pVB; LPDIRECT3DINDEXBUFFER9 pIB; LPDIRECT3DTEXTURE9 FontTexture; int VertexBufferSize; int IndexBufferSize; ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } }; struct CUSTOMVERTEX { float pos[3]; D3DCOLOR col; float uv[2]; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) #else #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) #endif // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } // Functions static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); // 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; bd->pd3dDevice->SetViewport(&vp); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. bd->pd3dDevice->SetPixelShader(nullptr); bd->pd3dDevice->SetVertexShader(nullptr); bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->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). DisplayPos 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 } } }; bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); } } // Render function. 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 ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) return; } if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) { if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = nullptr; if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() < 0) { d3d9_state_block->Release(); 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; bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); // Allocate buffers CUSTOMVERTEX* vtx_dst; ImDrawIdx* idx_dst; if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) { d3d9_state_block->Release(); return; } if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) { bd->pVB->Unlock(); d3d9_state_block->Release(); return; } // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. // FIXME-OPT: This is a minor 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; } 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 = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); 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; } bd->pVB->Unlock(); bd->pIB->Unlock(); bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); bd->pd3dDevice->SetIndices(bd->pIB); bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); // Setup desired DX state ImGui_ImplDX9_SetupRenderState(draw_data); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_vtx_offset = 0; int global_idx_offset = 0; ImVec2 clip_off = 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 != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX9_SetupRenderState(draw_data); else pcmd->UserCallback(cmd_list, pcmd); } else { // Project scissor/clipping rectangles into framebuffer space ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) continue; // Apply Scissor/clipping rectangle, Bind texture, Draw const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); bd->pd3dDevice->SetTexture(0, texture); bd->pd3dDevice->SetScissorRect(&r); bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_vtx_offset += cmd_list->VtxBuffer.Size; } // Restore the DX9 transform bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world); bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view); bd->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(); IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Setup backend capabilities flags ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. bd->pd3dDevice = device; bd->pd3dDevice->AddRef(); return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_InvalidateDeviceObjects(); if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) { ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel); for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++) *dst = IMGUI_COL_TO_DX9_ARGB(*src); pixels = (unsigned char*)dst_start; } #endif // Upload texture to graphics system bd->FontTexture = nullptr; if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) return false; for (int y = 0; y < height; y++) memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel); bd->FontTexture->UnlockRect(0); // Store our identifier io.Fonts->SetTexID((ImTextureID)bd->FontTexture); #ifndef IMGUI_USE_BGRA_PACKED_COLOR if (io.Fonts->TexPixelsUseColors) ImGui::MemFree(pixels); #endif return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return; if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. } void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?"); if (!bd->FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); }