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 }