mirror of
https://github.com/tildearrow/furnace.git
synced 2024-11-01 10:32:40 +00:00
e1bd5b03f3
allows for local modification which is necessary see #442
540 lines
25 KiB
C++
540 lines
25 KiB
C++
// dear imgui: Renderer Backend for DirectX9
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// This needs to be used along with a Platform Backend (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 (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
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// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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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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// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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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).
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// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
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// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
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// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
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// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
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// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
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// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
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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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// DirectX data
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struct ImGui_ImplDX9_Data
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{
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LPDIRECT3DDEVICE9 pd3dDevice;
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LPDIRECT3DVERTEXBUFFER9 pVB;
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LPDIRECT3DINDEXBUFFER9 pIB;
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LPDIRECT3DTEXTURE9 FontTexture;
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int VertexBufferSize;
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int IndexBufferSize;
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ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
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};
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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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#ifdef IMGUI_USE_BGRA_PACKED_COLOR
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
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#else
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#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
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#endif
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
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static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
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{
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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}
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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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// Functions
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static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
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{
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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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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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bd->pd3dDevice->SetViewport(&vp);
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// 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(NULL);
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bd->pd3dDevice->SetVertexShader(NULL);
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bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
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bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
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bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
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bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
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bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
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bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
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bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
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bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
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bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
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bd->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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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
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bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
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}
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}
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// Render function.
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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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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
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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, NULL) < 0)
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return;
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}
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
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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, 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 (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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if (d3d9_state_block->Capture() < 0)
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{
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d3d9_state_block->Release();
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return;
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}
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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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bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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// Allocate buffers
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CUSTOMVERTEX* vtx_dst;
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ImDrawIdx* idx_dst;
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if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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{
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d3d9_state_block->Release();
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return;
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}
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if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
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{
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bd->pVB->Unlock();
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d3d9_state_block->Release();
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return;
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}
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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 minor 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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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 = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
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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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bd->pVB->Unlock();
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bd->pIB->Unlock();
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bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
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bd->pd3dDevice->SetIndices(bd->pIB);
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bd->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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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// Apply Scissor/clipping rectangle, Bind texture, Draw
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const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
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bd->pd3dDevice->SetTexture(0, texture);
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bd->pd3dDevice->SetScissorRect(&r);
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bd->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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bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0);
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// Restore the DX9 transform
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bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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bd->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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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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// Setup backend capabilities flags
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ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
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io.BackendRendererUserData = (void*)bd;
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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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bd->pd3dDevice = device;
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bd->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_Data* bd = ImGui_ImplDX9_GetBackendData();
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IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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ImGuiIO& io = ImGui::GetIO();
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ImGui_ImplDX9_ShutdownPlatformInterface();
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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
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io.BackendRendererName = NULL;
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io.BackendRendererUserData = NULL;
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IM_DELETE(bd);
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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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ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
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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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// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
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#ifndef IMGUI_USE_BGRA_PACKED_COLOR
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if (io.Fonts->TexPixelsUseColors)
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{
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ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
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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 = NULL;
|
|
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
|
|
return false;
|
|
D3DLOCKED_RECT tex_locked_rect;
|
|
if (bd->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 + (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;
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
|
|
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows();
|
|
}
|
|
|
|
void ImGui_ImplDX9_NewFrame()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
|
|
|
|
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..
|
|
//--------------------------------------------------------------------------------------------------------
|
|
|
|
// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
|
|
struct ImGui_ImplDX9_ViewportData
|
|
{
|
|
IDirect3DSwapChain9* SwapChain;
|
|
D3DPRESENT_PARAMETERS d3dpp;
|
|
|
|
ImGui_ImplDX9_ViewportData() { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); }
|
|
~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); }
|
|
};
|
|
|
|
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*).
|
|
// Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
|
|
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);
|
|
IM_ASSERT(vd->SwapChain != NULL);
|
|
}
|
|
|
|
static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport)
|
|
{
|
|
// The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
|
|
if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData)
|
|
{
|
|
if (vd->SwapChain)
|
|
vd->SwapChain->Release();
|
|
vd->SwapChain = NULL;
|
|
ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS));
|
|
IM_DELETE(vd);
|
|
}
|
|
viewport->RendererUserData = NULL;
|
|
}
|
|
|
|
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();
|
|
vd->SwapChain = NULL;
|
|
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);
|
|
|
|
LPDIRECT3DSURFACE9 render_target = NULL;
|
|
LPDIRECT3DSURFACE9 last_render_target = NULL;
|
|
LPDIRECT3DSURFACE9 last_depth_stencil = NULL;
|
|
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);
|
|
bd->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));
|
|
bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0);
|
|
}
|
|
|
|
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;
|
|
HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0);
|
|
// 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]);
|
|
}
|