aboutsummaryrefslogtreecommitdiffstats
path: root/3rdparty/imgui/examples/imgui_impl_dx9.cpp
blob: 4aa139d44c2a9030a59f9d746d709d4c16c39b14 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)

// Implemented features:
//  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.

// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui

// CHANGELOG 
// (minor and older changes stripped away, please see git history for details)
//  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"
#include "imgui_impl_dx9.h"

// DirectX
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>

// DirectX data
static LPDIRECT3DDEVICE9        g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9  g_pVB = NULL;
static LPDIRECT3DINDEXBUFFER9   g_pIB = NULL;
static LPDIRECT3DTEXTURE9       g_FontTexture = NULL;
static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;

struct CUSTOMVERTEX
{
    float    pos[3];
    D3DCOLOR col;
    float    uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)

// Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
            return;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        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)
            return;
    }

    // Backup the DX9 state
    IDirect3DStateBlock9* d3d9_state_block = NULL;
    if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
        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;
    g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
    g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
    g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);

    // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
    // FIXME-OPT: This is a 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; }
    CUSTOMVERTEX* vtx_dst;
    ImDrawIdx* idx_dst;
    if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
        return;
    if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
        return;
    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 = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
            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;
    }
    g_pVB->Unlock();
    g_pIB->Unlock();
    g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
    g_pd3dDevice->SetIndices(g_pIB);
    g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);

    // 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;
    g_pd3dDevice->SetViewport(&vp);

    // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
    g_pd3dDevice->SetPixelShader(NULL);
    g_pd3dDevice->SetVertexShader(NULL);
    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
    g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
    g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
    g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
    g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    g_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).
    // 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,
        };
        g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
        g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
        g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
    }

    // Render command lists
    int vtx_offset = 0;
    int idx_offset = 0;
    ImVec2 pos = 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];
            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
                const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
                g_pd3dDevice->SetTexture(0, texture);
                g_pd3dDevice->SetScissorRect(&r);
                g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
            }
            idx_offset += pcmd->ElemCount;
        }
        vtx_offset += cmd_list->VtxBuffer.Size;
    }

    // Restore the DX9 transform
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);

    // Restore the DX9 state
    d3d9_state_block->Apply();
    d3d9_state_block->Release();
}

bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
    g_pd3dDevice = device;
    return true;
}

void ImGui_ImplDX9_Shutdown()
{
    ImGui_ImplDX9_InvalidateDeviceObjects();
    g_pd3dDevice = NULL;
}

static bool ImGui_ImplDX9_CreateFontsTexture()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height, bytes_per_pixel;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);

    // Upload texture to graphics system
    g_FontTexture = NULL;
    if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
        return false;
    D3DLOCKED_RECT tex_locked_rect;
    if (g_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 + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
    g_FontTexture->UnlockRect(0);

    // Store our identifier
    io.Fonts->TexID = (ImTextureID)g_FontTexture;

    return true;
}

bool ImGui_ImplDX9_CreateDeviceObjects()
{
    if (!g_pd3dDevice)
        return false;
    if (!ImGui_ImplDX9_CreateFontsTexture())
        return false;
    return true;
}

void ImGui_ImplDX9_InvalidateDeviceObjects()
{
    if (!g_pd3dDevice)
        return;
    if (g_pVB)
    {
        g_pVB->Release();
        g_pVB = NULL;
    }
    if (g_pIB)
    {
        g_pIB->Release();
        g_pIB = NULL;
    }

    // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
    ImGuiIO& io = ImGui::GetIO();
    IM_ASSERT(g_FontTexture == io.Fonts->TexID);
    if (g_FontTexture)
        g_FontTexture->Release();
    g_FontTexture = NULL;
    io.Fonts->TexID = NULL;
}

void ImGui_ImplDX9_NewFrame()
{
    if (!g_FontTexture)
        ImGui_ImplDX9_CreateDeviceObjects();
}