imgui

FORK: Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
git clone https://git.neptards.moe/neptards/imgui.git
Log | Files | Refs

imgui_impl_dx9.cpp (15414B)


      1 // dear imgui: Renderer Backend for DirectX9
      2 // This needs to be used along with a Platform Backend (e.g. Win32)
      3 
      4 // Implemented features:
      5 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
      6 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
      7 
      8 // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
      9 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
     10 // Read online: https://github.com/ocornut/imgui/tree/master/docs
     11 
     12 // CHANGELOG
     13 // (minor and older changes stripped away, please see git history for details)
     14 //  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
     15 //  2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
     16 //  2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
     17 //  2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
     18 //  2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
     19 //  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
     20 //  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
     21 //  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
     22 //  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
     23 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
     24 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
     25 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
     26 //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
     27 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
     28 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
     29 
     30 #include "imgui.h"
     31 #include "imgui_impl_dx9.h"
     32 
     33 // DirectX
     34 #include <d3d9.h>
     35 
     36 // DirectX data
     37 static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
     38 static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
     39 static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL;
     40 static LPDIRECT3DTEXTURE9       g_FontTexture = NULL;
     41 static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
     42 
     43 struct CUSTOMVERTEX
     44 {
     45     float    pos[3];
     46     D3DCOLOR col;
     47     float    uv[2];
     48 };
     49 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
     50 
     51 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
     52 #define IMGUI_COL_TO_DX9_ARGB(_COL)     (_COL)
     53 #else
     54 #define IMGUI_COL_TO_DX9_ARGB(_COL)     (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
     55 #endif
     56 
     57 static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
     58 {
     59     // Setup viewport
     60     D3DVIEWPORT9 vp;
     61     vp.X = vp.Y = 0;
     62     vp.Width = (DWORD)draw_data->DisplaySize.x;
     63     vp.Height = (DWORD)draw_data->DisplaySize.y;
     64     vp.MinZ = 0.0f;
     65     vp.MaxZ = 1.0f;
     66     g_pd3dDevice->SetViewport(&vp);
     67 
     68     // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
     69     g_pd3dDevice->SetPixelShader(NULL);
     70     g_pd3dDevice->SetVertexShader(NULL);
     71     g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
     72     g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
     73     g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
     74     g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
     75     g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
     76     g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
     77     g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
     78     g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
     79     g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
     80     g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
     81     g_pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
     82     g_pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
     83     g_pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
     84     g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
     85     g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
     86     g_pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
     87     g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
     88     g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
     89     g_pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
     90     g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
     91     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
     92     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
     93     g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
     94     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
     95     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
     96     g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
     97     g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
     98     g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
     99 
    100     // Setup orthographic projection matrix
    101     // 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.
    102     // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
    103     {
    104         float L = draw_data->DisplayPos.x + 0.5f;
    105         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
    106         float T = draw_data->DisplayPos.y + 0.5f;
    107         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
    108         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 } } };
    109         D3DMATRIX mat_projection =
    110         { { {
    111             2.0f/(R-L),   0.0f,         0.0f,  0.0f,
    112             0.0f,         2.0f/(T-B),   0.0f,  0.0f,
    113             0.0f,         0.0f,         0.5f,  0.0f,
    114             (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f
    115         } } };
    116         g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
    117         g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
    118         g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
    119     }
    120 }
    121 
    122 // Render function.
    123 void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
    124 {
    125     // Avoid rendering when minimized
    126     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
    127         return;
    128 
    129     // Create and grow buffers if needed
    130     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    131     {
    132         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
    133         g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
    134         if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
    135             return;
    136     }
    137     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    138     {
    139         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
    140         g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
    141         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)
    142             return;
    143     }
    144 
    145     // Backup the DX9 state
    146     IDirect3DStateBlock9* d3d9_state_block = NULL;
    147     if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
    148         return;
    149     if (d3d9_state_block->Capture() < 0)
    150     {
    151         d3d9_state_block->Release();
    152         return;
    153     }
    154 
    155     // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
    156     D3DMATRIX last_world, last_view, last_projection;
    157     g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
    158     g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
    159     g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
    160 
    161     // Allocate buffers
    162     CUSTOMVERTEX* vtx_dst;
    163     ImDrawIdx* idx_dst;
    164     if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
    165     {
    166         d3d9_state_block->Release();
    167         return;
    168     }
    169     if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
    170     {
    171         g_pVB->Unlock();
    172         d3d9_state_block->Release();
    173         return;
    174     }
    175 
    176     // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
    177     // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
    178     //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR
    179     //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
    180     for (int n = 0; n < draw_data->CmdListsCount; n++)
    181     {
    182         const ImDrawList* cmd_list = draw_data->CmdLists[n];
    183         const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
    184         for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
    185         {
    186             vtx_dst->pos[0] = vtx_src->pos.x;
    187             vtx_dst->pos[1] = vtx_src->pos.y;
    188             vtx_dst->pos[2] = 0.0f;
    189             vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
    190             vtx_dst->uv[0] = vtx_src->uv.x;
    191             vtx_dst->uv[1] = vtx_src->uv.y;
    192             vtx_dst++;
    193             vtx_src++;
    194         }
    195         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
    196         idx_dst += cmd_list->IdxBuffer.Size;
    197     }
    198     g_pVB->Unlock();
    199     g_pIB->Unlock();
    200     g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
    201     g_pd3dDevice->SetIndices(g_pIB);
    202     g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
    203 
    204     // Setup desired DX state
    205     ImGui_ImplDX9_SetupRenderState(draw_data);
    206 
    207     // Render command lists
    208     // (Because we merged all buffers into a single one, we maintain our own offset into them)
    209     int global_vtx_offset = 0;
    210     int global_idx_offset = 0;
    211     ImVec2 clip_off = draw_data->DisplayPos;
    212     for (int n = 0; n < draw_data->CmdListsCount; n++)
    213     {
    214         const ImDrawList* cmd_list = draw_data->CmdLists[n];
    215         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
    216         {
    217             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
    218             if (pcmd->UserCallback != NULL)
    219             {
    220                 // User callback, registered via ImDrawList::AddCallback()
    221                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
    222                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
    223                     ImGui_ImplDX9_SetupRenderState(draw_data);
    224                 else
    225                     pcmd->UserCallback(cmd_list, pcmd);
    226             }
    227             else
    228             {
    229                 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) };
    230                 const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
    231                 g_pd3dDevice->SetTexture(0, texture);
    232                 g_pd3dDevice->SetScissorRect(&r);
    233                 g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
    234             }
    235         }
    236         global_idx_offset += cmd_list->IdxBuffer.Size;
    237         global_vtx_offset += cmd_list->VtxBuffer.Size;
    238     }
    239 
    240     // Restore the DX9 transform
    241     g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
    242     g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
    243     g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
    244 
    245     // Restore the DX9 state
    246     d3d9_state_block->Apply();
    247     d3d9_state_block->Release();
    248 }
    249 
    250 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
    251 {
    252     // Setup backend capabilities flags
    253     ImGuiIO& io = ImGui::GetIO();
    254     io.BackendRendererName = "imgui_impl_dx9";
    255     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
    256 
    257     g_pd3dDevice = device;
    258     g_pd3dDevice->AddRef();
    259     return true;
    260 }
    261 
    262 void ImGui_ImplDX9_Shutdown()
    263 {
    264     ImGui_ImplDX9_InvalidateDeviceObjects();
    265     if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
    266 }
    267 
    268 static bool ImGui_ImplDX9_CreateFontsTexture()
    269 {
    270     // Build texture atlas
    271     ImGuiIO& io = ImGui::GetIO();
    272     unsigned char* pixels;
    273     int width, height, bytes_per_pixel;
    274     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
    275 
    276     // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
    277 #ifndef IMGUI_USE_BGRA_PACKED_COLOR
    278     if (io.Fonts->TexPixelsUseColors)
    279     {
    280         ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel);
    281         for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++)
    282             *dst = IMGUI_COL_TO_DX9_ARGB(*src);
    283         pixels = (unsigned char*)dst_start;
    284     }
    285 #endif
    286 
    287     // Upload texture to graphics system
    288     g_FontTexture = NULL;
    289     if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
    290         return false;
    291     D3DLOCKED_RECT tex_locked_rect;
    292     if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
    293         return false;
    294     for (int y = 0; y < height; y++)
    295         memcpy((unsigned char*)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
    296     g_FontTexture->UnlockRect(0);
    297 
    298     // Store our identifier
    299     io.Fonts->SetTexID((ImTextureID)g_FontTexture);
    300 
    301 #ifndef IMGUI_USE_BGRA_PACKED_COLOR
    302     if (io.Fonts->TexPixelsUseColors)
    303         ImGui::MemFree(pixels);
    304 #endif
    305 
    306     return true;
    307 }
    308 
    309 bool ImGui_ImplDX9_CreateDeviceObjects()
    310 {
    311     if (!g_pd3dDevice)
    312         return false;
    313     if (!ImGui_ImplDX9_CreateFontsTexture())
    314         return false;
    315     return true;
    316 }
    317 
    318 void ImGui_ImplDX9_InvalidateDeviceObjects()
    319 {
    320     if (!g_pd3dDevice)
    321         return;
    322     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
    323     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
    324     if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
    325 }
    326 
    327 void ImGui_ImplDX9_NewFrame()
    328 {
    329     if (!g_FontTexture)
    330         ImGui_ImplDX9_CreateDeviceObjects();
    331 }