mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-21 07:16:34 +00:00
444 lines
20 KiB
C++
444 lines
20 KiB
C++
// dear imgui: Renderer for DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
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// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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#include "imgui.h"
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3d9.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// DirectX data
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
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static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct CUSTOMVERTEX
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{
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float pos[3];
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D3DCOLOR col;
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float uv[2];
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// Forward Declarations
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static void ImGui_ImplDX9_InitPlatformInterface();
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static void ImGui_ImplDX9_ShutdownPlatformInterface();
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static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
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static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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// Setup viewport
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D3DVIEWPORT9 vp;
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vp.X = vp.Y = 0;
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vp.Width = (DWORD)draw_data->DisplaySize.x;
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vp.Height = (DWORD)draw_data->DisplaySize.y;
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vp.MinZ = 0.0f;
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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, 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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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->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
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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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// 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.
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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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{
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float L = draw_data->DisplayPos.x + 0.5f;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
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float T = draw_data->DisplayPos.y + 0.5f;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
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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 } } };
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D3DMATRIX mat_projection =
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{ { {
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2.0f/(R-L), 0.0f, 0.0f, 0.0f,
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0.0f, 2.0f/(T-B), 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
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} } };
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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}
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}
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
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return;
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// Create and grow buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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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)
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return;
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}
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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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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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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, convert colors to DX9 default format.
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// FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
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// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
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// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
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for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
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{
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[1] = vtx_src->pos.y;
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vtx_dst->pos[2] = 0.0f;
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vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
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vtx_dst->uv[0] = vtx_src->uv.x;
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vtx_dst->uv[1] = vtx_src->uv.y;
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vtx_dst++;
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vtx_src++;
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}
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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idx_dst += cmd_list->IdxBuffer.Size;
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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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// Setup desired DX state
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ImGui_ImplDX9_SetupRenderState(draw_data);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX9_SetupRenderState(draw_data);
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
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// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
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if (global_vtx_offset == 0)
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
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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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}
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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g_pd3dDevice = device;
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g_pd3dDevice->AddRef();
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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ImGui_ImplDX9_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplDX9_Shutdown()
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{
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ImGui_ImplDX9_ShutdownPlatformInterface();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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static bool ImGui_ImplDX9_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
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return false;
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D3DLOCKED_RECT tex_locked_rect;
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
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return false;
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for (int y = 0; y < height; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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g_FontTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)g_FontTexture;
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return true;
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}
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bool ImGui_ImplDX9_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return false;
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if (!ImGui_ImplDX9_CreateFontsTexture())
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return false;
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ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows();
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return true;
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}
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void ImGui_ImplDX9_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
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}
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void ImGui_ImplDX9_NewFrame()
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{
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if (!g_FontTexture)
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
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// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
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// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx9
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{
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IDirect3DSwapChain9* SwapChain;
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D3DPRESENT_PARAMETERS d3dpp;
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ImGuiViewportDataDx9() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
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~ImGuiViewportDataDx9() { IM_ASSERT(SwapChain == NULL); }
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};
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static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport)
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{
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ImGuiViewportDataDx9* data = IM_NEW(ImGuiViewportDataDx9)();
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viewport->RendererUserData = data;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
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data->d3dpp.Windowed = TRUE;
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data->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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data->d3dpp.BackBufferWidth = (UINT)viewport->Size.x;
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data->d3dpp.BackBufferHeight = (UINT)viewport->Size.y;
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data->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
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data->d3dpp.hDeviceWindow = hwnd;
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data->d3dpp.EnableAutoDepthStencil = FALSE;
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data->d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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data->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync
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HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
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IM_ASSERT(hr == D3D_OK);
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IM_ASSERT(data->SwapChain != NULL);
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}
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static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
|
|
if (ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData)
|
|
{
|
|
if (data->SwapChain)
|
|
data->SwapChain->Release();
|
|
data->SwapChain = NULL;
|
|
ZeroMemory(&data->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
|
|
IM_DELETE(data);
|
|
}
|
|
viewport->RendererUserData = NULL;
|
|
}
|
|
|
|
static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size)
|
|
{
|
|
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
|
|
if (data->SwapChain)
|
|
{
|
|
data->SwapChain->Release();
|
|
data->SwapChain = NULL;
|
|
data->d3dpp.BackBufferWidth = (UINT)size.x;
|
|
data->d3dpp.BackBufferHeight = (UINT)size.y;
|
|
HRESULT hr = g_pd3dDevice->CreateAdditionalSwapChain(&data->d3dpp, &data->SwapChain); IM_UNUSED(hr);
|
|
IM_ASSERT(hr == D3D_OK);
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
|
|
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
LPDIRECT3DSURFACE9 render_target = NULL;
|
|
LPDIRECT3DSURFACE9 last_render_target = NULL;
|
|
LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
|
|
data->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target);
|
|
g_pd3dDevice->GetRenderTarget(0, &last_render_target);
|
|
g_pd3dDevice->GetDepthStencilSurface(&last_depth_stencil);
|
|
g_pd3dDevice->SetRenderTarget(0, render_target);
|
|
g_pd3dDevice->SetDepthStencilSurface(NULL);
|
|
|
|
if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear))
|
|
{
|
|
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
|
|
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
|
|
}
|
|
|
|
ImGui_ImplDX9_RenderDrawData(viewport->DrawData);
|
|
|
|
// Restore render target
|
|
g_pd3dDevice->SetRenderTarget(0, last_render_target);
|
|
g_pd3dDevice->SetDepthStencilSurface(last_depth_stencil);
|
|
render_target->Release();
|
|
last_render_target->Release();
|
|
if (last_depth_stencil) last_depth_stencil->Release();
|
|
}
|
|
|
|
static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
|
|
{
|
|
ImGuiViewportDataDx9* data = (ImGuiViewportDataDx9*)viewport->RendererUserData;
|
|
HRESULT hr = data->SwapChain->Present(NULL, NULL, data->d3dpp.hDeviceWindow, NULL, NULL);
|
|
IM_ASSERT(hr == D3D_OK);
|
|
}
|
|
|
|
static void ImGui_ImplDX9_InitPlatformInterface()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow;
|
|
platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow;
|
|
platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize;
|
|
platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow;
|
|
platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers;
|
|
}
|
|
|
|
static void ImGui_ImplDX9_ShutdownPlatformInterface()
|
|
{
|
|
ImGui::DestroyPlatformWindows();
|
|
}
|
|
|
|
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
|
if (!platform_io.Viewports[i]->RendererUserData)
|
|
ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]);
|
|
}
|
|
|
|
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows()
|
|
{
|
|
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
|
|
for (int i = 1; i < platform_io.Viewports.Size; i++)
|
|
if (platform_io.Viewports[i]->RendererUserData)
|
|
ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]);
|
|
}
|