mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 23:06:36 +00:00
275 lines
12 KiB
C++
275 lines
12 KiB
C++
// 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)
|
|
// 2018-06-08: 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).
|
|
// 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)
|
|
{
|
|
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();
|
|
}
|