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// 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.
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// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// 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)
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// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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// 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"
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# ifndef IMGUI_DISABLE
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# 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 ( )
{
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return ImGui : : GetCurrentContext ( ) ? ( ImGui_ImplDX9_Data * ) ImGui : : GetIO ( ) . BackendRendererUserData : nullptr ;
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}
// Forward Declarations
static void ImGui_ImplDX9_InitPlatformInterface ( ) ;
static void ImGui_ImplDX9_ShutdownPlatformInterface ( ) ;
static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows ( ) ;
static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows ( ) ;
// 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.
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bd - > pd3dDevice - > SetPixelShader ( nullptr ) ;
bd - > pd3dDevice - > SetVertexShader ( nullptr ) ;
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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 )
{
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if ( bd - > pVB ) { bd - > pVB - > Release ( ) ; bd - > pVB = nullptr ; }
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bd - > VertexBufferSize = draw_data - > TotalVtxCount + 5000 ;
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if ( bd - > pd3dDevice - > CreateVertexBuffer ( bd - > VertexBufferSize * sizeof ( CUSTOMVERTEX ) , D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY , D3DFVF_CUSTOMVERTEX , D3DPOOL_DEFAULT , & bd - > pVB , nullptr ) < 0 )
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return ;
}
if ( ! bd - > pIB | | bd - > IndexBufferSize < draw_data - > TotalIdxCount )
{
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if ( bd - > pIB ) { bd - > pIB - > Release ( ) ; bd - > pIB = nullptr ; }
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bd - > IndexBufferSize = draw_data - > TotalIdxCount + 10000 ;
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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 )
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return ;
}
// Backup the DX9 state
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IDirect3DStateBlock9 * d3d9_state_block = nullptr ;
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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 ] ;
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if ( pcmd - > UserCallback ! = nullptr )
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{
// 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 ;
}
// When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
// from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
if ( global_vtx_offset = = 0 )
bd - > pd3dDevice - > DrawIndexedPrimitive ( D3DPT_TRIANGLELIST , 0 , 0 , 0 , 0 , 0 ) ;
// 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 ( ) ;
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IM_ASSERT ( io . BackendRendererUserData = = nullptr & & " Already initialized a renderer backend! " ) ;
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// 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.
io . BackendFlags | = ImGuiBackendFlags_RendererHasViewports ; // We can create multi-viewports on the Renderer side (optional)
bd - > pd3dDevice = device ;
bd - > pd3dDevice - > AddRef ( ) ;
if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
ImGui_ImplDX9_InitPlatformInterface ( ) ;
return true ;
}
void ImGui_ImplDX9_Shutdown ( )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
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IM_ASSERT ( bd ! = nullptr & & " No renderer backend to shutdown, or already shutdown? " ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
ImGui_ImplDX9_ShutdownPlatformInterface ( ) ;
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
if ( bd - > pd3dDevice ) { bd - > pd3dDevice - > Release ( ) ; }
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io . BackendRendererName = nullptr ;
io . BackendRendererUserData = nullptr ;
io . BackendFlags & = ~ ( ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports ) ;
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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
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bd - > FontTexture = nullptr ;
if ( bd - > pd3dDevice - > CreateTexture ( width , height , 1 , D3DUSAGE_DYNAMIC , D3DFMT_A8R8G8B8 , D3DPOOL_DEFAULT , & bd - > FontTexture , nullptr ) < 0 )
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return false ;
D3DLOCKED_RECT tex_locked_rect ;
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if ( bd - > FontTexture - > LockRect ( 0 , & tex_locked_rect , nullptr , 0 ) ! = D3D_OK )
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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 ;
ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows ( ) ;
return true ;
}
void ImGui_ImplDX9_InvalidateDeviceObjects ( )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
if ( ! bd | | ! bd - > pd3dDevice )
return ;
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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.
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ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows ( ) ;
}
void ImGui_ImplDX9_NewFrame ( )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
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IM_ASSERT ( bd ! = nullptr & & " Did you call ImGui_ImplDX9_Init()? " ) ;
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if ( ! bd - > FontTexture )
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}
//--------------------------------------------------------------------------------------------------------
// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
// 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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// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGui_ImplDX9_ViewportData
{
IDirect3DSwapChain9 * SwapChain ;
D3DPRESENT_PARAMETERS d3dpp ;
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ImGui_ImplDX9_ViewportData ( ) { SwapChain = nullptr ; ZeroMemory ( & d3dpp , sizeof ( D3DPRESENT_PARAMETERS ) ) ; }
~ ImGui_ImplDX9_ViewportData ( ) { IM_ASSERT ( SwapChain = = nullptr ) ; }
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} ;
static void ImGui_ImplDX9_CreateWindow ( ImGuiViewport * viewport )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
ImGui_ImplDX9_ViewportData * vd = IM_NEW ( ImGui_ImplDX9_ViewportData ) ( ) ;
viewport - > RendererUserData = vd ;
// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
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// Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND.
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HWND hwnd = viewport - > PlatformHandleRaw ? ( HWND ) viewport - > PlatformHandleRaw : ( HWND ) viewport - > PlatformHandle ;
IM_ASSERT ( hwnd ! = 0 ) ;
ZeroMemory ( & vd - > d3dpp , sizeof ( D3DPRESENT_PARAMETERS ) ) ;
vd - > d3dpp . Windowed = TRUE ;
vd - > d3dpp . SwapEffect = D3DSWAPEFFECT_DISCARD ;
vd - > d3dpp . BackBufferWidth = ( UINT ) viewport - > Size . x ;
vd - > d3dpp . BackBufferHeight = ( UINT ) viewport - > Size . y ;
vd - > d3dpp . BackBufferFormat = D3DFMT_UNKNOWN ;
vd - > d3dpp . hDeviceWindow = hwnd ;
vd - > d3dpp . EnableAutoDepthStencil = FALSE ;
vd - > d3dpp . AutoDepthStencilFormat = D3DFMT_D16 ;
vd - > d3dpp . PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ; // Present without vsync
HRESULT hr = bd - > pd3dDevice - > CreateAdditionalSwapChain ( & vd - > d3dpp , & vd - > SwapChain ) ; IM_UNUSED ( hr ) ;
IM_ASSERT ( hr = = D3D_OK ) ;
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IM_ASSERT ( vd - > SwapChain ! = nullptr ) ;
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}
static void ImGui_ImplDX9_DestroyWindow ( ImGuiViewport * viewport )
{
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// The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it.
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if ( ImGui_ImplDX9_ViewportData * vd = ( ImGui_ImplDX9_ViewportData * ) viewport - > RendererUserData )
{
if ( vd - > SwapChain )
vd - > SwapChain - > Release ( ) ;
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vd - > SwapChain = nullptr ;
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ZeroMemory ( & vd - > d3dpp , sizeof ( D3DPRESENT_PARAMETERS ) ) ;
IM_DELETE ( vd ) ;
}
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viewport - > RendererUserData = nullptr ;
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}
static void ImGui_ImplDX9_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
ImGui_ImplDX9_ViewportData * vd = ( ImGui_ImplDX9_ViewportData * ) viewport - > RendererUserData ;
if ( vd - > SwapChain )
{
vd - > SwapChain - > Release ( ) ;
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vd - > SwapChain = nullptr ;
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vd - > d3dpp . BackBufferWidth = ( UINT ) size . x ;
vd - > d3dpp . BackBufferHeight = ( UINT ) size . y ;
HRESULT hr = bd - > pd3dDevice - > CreateAdditionalSwapChain ( & vd - > d3dpp , & vd - > SwapChain ) ; IM_UNUSED ( hr ) ;
IM_ASSERT ( hr = = D3D_OK ) ;
}
}
static void ImGui_ImplDX9_RenderWindow ( ImGuiViewport * viewport , void * )
{
ImGui_ImplDX9_Data * bd = ImGui_ImplDX9_GetBackendData ( ) ;
ImGui_ImplDX9_ViewportData * vd = ( ImGui_ImplDX9_ViewportData * ) viewport - > RendererUserData ;
ImVec4 clear_color = ImVec4 ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
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LPDIRECT3DSURFACE9 render_target = nullptr ;
LPDIRECT3DSURFACE9 last_render_target = nullptr ;
LPDIRECT3DSURFACE9 last_depth_stencil = nullptr ;
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vd - > SwapChain - > GetBackBuffer ( 0 , D3DBACKBUFFER_TYPE_MONO , & render_target ) ;
bd - > pd3dDevice - > GetRenderTarget ( 0 , & last_render_target ) ;
bd - > pd3dDevice - > GetDepthStencilSurface ( & last_depth_stencil ) ;
bd - > pd3dDevice - > SetRenderTarget ( 0 , render_target ) ;
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bd - > pd3dDevice - > SetDepthStencilSurface ( nullptr ) ;
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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 ) ) ;
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bd - > pd3dDevice - > Clear ( 0 , nullptr , D3DCLEAR_TARGET , clear_col_dx , 1.0f , 0 ) ;
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}
ImGui_ImplDX9_RenderDrawData ( viewport - > DrawData ) ;
// Restore render target
bd - > pd3dDevice - > SetRenderTarget ( 0 , last_render_target ) ;
bd - > 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 * )
{
ImGui_ImplDX9_ViewportData * vd = ( ImGui_ImplDX9_ViewportData * ) viewport - > RendererUserData ;
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HRESULT hr = vd - > SwapChain - > Present ( nullptr , nullptr , vd - > d3dpp . hDeviceWindow , nullptr , 0 ) ;
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// Let main application handle D3DERR_DEVICELOST by resetting the device.
IM_ASSERT ( hr = = D3D_OK | | hr = = D3DERR_DEVICELOST ) ;
}
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 ] ) ;
}
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//-----------------------------------------------------------------------------
# endif // #ifndef IMGUI_DISABLE