forked from Green-Sky/tomato
277ae93c413 Version 1.90.4 f5be90523d6 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 13d91ff9188 Nav: Fixed SetKeyboardFocusHere() or programmatic tabbing API from not working on windows with the ImGuiWindowFlags_NoNavInputs flag. 34965cf23a7 Modals: Temporary changes of ImGuiCol_ModalWindowDimBg are properly handled by BeginPopupModal(). (#7340) 659fb41d0a2 Debug Tools: moved DebugStartItemPicker() to public API. Added to Demo->Tools menu. (#2673) 198c38f0b11 Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions. 3b6d924acd0 ProgressBar: Fixed a minor tesselation issue when rendering rounded progress bars. d3f1a7165cb Popups: allow Child Popups to be resizable if not explicitly disabling. e78ce72eb6d Popups: Fixed resizable popup minimum size being too small. Standardized CalcWindowMinSize() logic a bit more. (#73290 014e0ac8c92 Menus, Popups: Fixed an issue where hovering a parent-menu upward would erroneously close the window. (#7325, #7287, #7063) c16043c1d58 Tables: Angled headers: improve clipping of text since multi-line labels makes clipping issues visible. (#6917) 405e54ebd50 Tables: Angled Headers: fixed support for multi-line labels. various padding/layout fixes. (#6917) 6655ab2e43f Tables: Angled Headers: fixed TableAngledHeadersRow() incorrect background fill drawn too low. Fixed row geometry with non-small values of CellPadding. (#6917) 9159cd7b4ac Updated invalid documentation link (#7331) ccc5347e451 Fix typos (#7332) 8a14b71f228 Version 1.90.4 WIP b19a4c5f2b3 Backends: OSX: remove legacy clearing of io.NavInputs in ImGui_ImplOSX_UpdateGamepads(). (#7320) 5b6f03213dd Version 1.90.3 f80e65a4068 Backends:,Examples: Vulkan: moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. (#7308) 829f45df994 Backends: SDL2: removed obsolete ImGui_ImplSDL2_NewFrame(SDL_Window*) signature which was obsoleted in 1.84.. 3cc37170ca7 Examples: GLFW+Metal: Add -I and -L paths for MacPorts. 891b81fc5d7 Backends: SDL3: Fixed gamepad. Added support for disconnection. Added support for multiple gamepads. Added ImGui_ImplSDL3_SetGamepadMode(). (#7180, #3884, #6559, #6890) 262e30e3001 Backends: SDL2: rework new API as ImGui_ImplSDL2_SetGamepadMode(). (#3884, #6559, #6890, #7180) 9dfa2397deb Internals: Fixed ImFileOpen not working before context is created. (#7314, #7315) d15e4100b83 Backends: SDL2: Amend new API, all support for multiple gamepads. (#3884, #6559, #6890) f966da1f8fb Backends: SDL2: Gamepad handlng: amend bf1c96d. (#3884, #6559, #6890) bf1c96d4fa2 Backends: SDL2: Handle gamepad disconnection + fixed increasing refcount. Added ImGui_ImplSDL2_SelectGamepadAuto()/ImGui_ImplSDL2_SelectGamepadExplicit(). (#3884, #6559, #6890) fd8d6dc5d19 Backends: SDL2,SDL3: tidying up. e0ba0d0433a Backends: Vulkan: Fixes for building with pre Vulkan 1.3. Amend 8901931. (#7166) 11d73f03ee5 Backends: Vulkan: Fix/amend 8901931 89019319ddb Backends: Vulkan: use PipelineRenderingCreateInfo for dynamic rendering (#7166, #6855, #5446, #5037) 1d6f0cea0e6 Backends: DX9: use RGBA texture to avoid conversion if supported 3af739a2d17 Menus, Popups: fixed menus and popups with child window flag erroneously not displaying a scrollbar when contents is over parent viewport size. (#7287, #7063) 2af01baffd1 Backends: SDLRenderer3: query newly added SDL_RenderViewportSet() to not restore a wrong viewport if none was initially set. 915c6393ad7 Version 1.90.3 WIP 536090303a8 Version 1.90.2 7b5357d817e Debug Tools: Metrics: Improved Monitors and Viewports minimap display. Highlight on hover. 70aa717a8e1 Combo: Fixed not reusing windows optimally when used inside a popup stack. 5cdc4a2a413 Demo: use ImGui::MemAlloc/MemFree for consistency. (#7300) 76e09c4b0fa ClosePopupsOverWindow(): amend to remove _ChildWindow test. 3a078466a7a Nav: ImGuiWindowFlags_NoNavInputs is tested during scoring so NavFlattened windows can use it. 7d67623d15b InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) fix accidental comment. a5e0e90c16a Nav: tweak RenderNavHighlight() syntax. ImGuiNavHighlightFlags_TypeThin -> ImGuiNavHighlightFlags_Compact. 1e8fc01ddd7 InputText: Internal: ReloadUserBufXXX functions don't override revert value. (#2890) + rename a06dd7a27b6 OpenPopup(): Added ImGuiPopupFlags_NoReopen. Nav, Menus: Fixed click on a BeginMenu() followed by right-arrow. (#1497, #1533) f104967c68f Comments 06ce312745e InputText: Internal: added reload from user-buf feature. (#2890) f50ddc431e3 Fixed some typos. (#7282) 6172c22c5dc CI: Update to `actions/checkout` `v4` from `v3`. (#7281) 96839b445e3 Nav: Improve handling of Alt key to toggle menu so that key ownership may be claimed on indiviudal left/right alt key without intefering with the other. 71947563709 Shortcut: fixed single mod-key Shortcut from working e.g. Shortcut(ImGuiKey_LeftCtrl) f1960b60c1a Added "nop" to IM_DEBUG_BREAK macro on GCC to work around GDB bug (#7266) 8491cf36adb Inputs: g.ActiveIdUsingManyKeys[] prevent routes from being claimed. 9176eedf240 Internals: SetShortcutRouting() move code so next commit is easier to read. Should be no-op. 1509842107d Backends: OpenGL3: Shallow tweak of compile-time extensions detection. 1ce41f6218d Backends: OpenGL3: Backup and restore GL_PIXEL_UNPACK_BUFFER. (#7253) 81e0be856a6 Fixed strict-aliasing violation in FormatTextureIDForDebugDisplay(). (#7090, #7256) a201af73544 Added SetNextItemShortcut() wip function. (#456) 4c2c09450a6 Nav: keyboard/gamepad activation feedback properly timed instead of frame buffer. (#456) 5b5e9bd0cb3 Internals: Tweak shallow compaction as Clang complains about MS ABI signage of enums. 7c3fa7d049a Refactor: moved section in imgui_internal.h 9266c0d2d13 Backends: WebGPU: Avoid leaking pipeline layout. (#7245) 595eb86624d Changelog, comment, minor data compaction 6850194f60a CI: Fixes WGPU example build. 5fc0a361b24 Backends: WebGPU: added ImGui_ImplWGPU_InitInfo::PipelineMultisampleState. (#7240) 831d42c1ab3 Backends: WebGPU: ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. (#7240) e3c7ff944d5 Examples: Emscripten+WebGPU: slightly refactor like other Emscripten compatible Desktop examples, as aiming to make this suppot desktop eventually. 15908502ed6 Backends: Vulkan: Define NOMINMAX when VK_USE_PLATFORM_WIN32_KHR is defined. (#7250) 788747f8635 Examples: Emscripten+WebGPU: Remove use of deprecated ObjectBase<...>::Release in favor of ::MoveToCHandle (#7251) 763100b3858 Nav: Fixed pressing Escape while in a child window with _NavFlattened flag. (#7237) c7edb446caa Shortcut(): always test ownership. 1844f903d55 Nav: space/enter poll check ownership. InputText: declare ownership of Enter key as it doesn't go through Shortcut 5ddfbb80d86 Backends: Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) 2f483373355 Examples: Vulkan: Rename compile-time defies for the examples to remove misleading IMGUI_ prefixes. d7c2a0e38f4 Shortcut(): fixed 8323a06 adding _Repeat to all Shortcut() calls. 3b828d3701e Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 2) ff5f3aa38b5 Refactor: moving ItemAdd() into a section abote ItemSize(). No logic change (part 1) 1a48a634466 Enclosed a few more remaining sections in ifndef IMGUI_DISABLE_DEBUG_TOOLS for completeness. 33fabdf392d Scrollbar() doesn't forcefully mark itself as hovered when held. d431d85839b Internals: removed obsolete ImPool::GetSize() (last used by implot 0.10, changed in implot 0.11) f0d1f61fa51 Internals: commented out long-time obsoleted FocusableItemRegister()/FocusableItemUnregister() documentaton-only leftovers. + 095665977f6 Nav: marking NavId as hovered in ButtonBehavior() doesn't check for ActiveId. d10641b04a3 Nav: keyboard/gamepad activation mark widgets as held to give better visual feedback. 03417cc77d1 Backends: WebGPU: Filling all WGPUDepthStencilState fields explicitly as a recent Dawn update stopped setting default values. (#7232) 5fdcdf7080a Shortcut: ImGuiInputFlags_RouteFocused policy can filter Shortcuts conflicting with character input when an item is active. (#456) 80d5cb1ab1f Comments around ImGuiInputFlags. 1cc0eb4d322 Internals: Rename NavFocusScopePath to NavFocusRoute + fixed a static analyzer warning. 46e5f44ec8c Shortcut()/SetShortcutRouting(): use mixed current window focus scope + ParentWindowForFocusRoute. (#6798, #2637, #456) e0c8c80adaa Shortcut()/SetShortcutRouting(): focus route testing now use ParentWindowForFocusRoute. Automatically set on child-window, manually configurable otherwise. (#6798, #2637, #456) 4b20a0217eb Internals: add window to FocusScopeStack. (#6798) 2156db7a075 Debug Log: added InputRouting logging. Made GetKeyChordName() use its own buffer. Fixed debug break in SetShortcutRouting(). (#6798, #2637, #456) dd0efdc6371 Fixed SetKeyboardFocusHere() not working when current nav focus is in different scope. (#7226) 8a3dfda8d08 Commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. 6228c2e1ec7 Backends: Vulkan: moved ImGui_ImplVulkanH_DestroyFrameRenderBuffers/ImGui_ImplVulkanH_DestroyWindowRenderBuffers as they are always used in a state where backend data is available. 70bb6d1e790 Backends: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size. (#3957) 82df7c8bf41 Backends: Vulkan: Fixed handling of ImGui_ImplVulkan_InitInfo::MinAllocationSize field. (#7189, #4238) 29809d72202 Version 1.90.2 WIP db049db8608 Docs: tweak, fixed misplaced changelog entry. (#7084) git-subtree-dir: external/imgui/imgui git-subtree-split: 277ae93c41314ba5f4c7444f37c4319cdf07e8cf
411 lines
19 KiB
C++
411 lines
19 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: 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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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
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// 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).
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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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#ifndef IMGUI_DISABLE
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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 : nullptr;
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}
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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(nullptr);
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bd->pd3dDevice->SetVertexShader(nullptr);
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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 = 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;
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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 = 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;
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}
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// 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)
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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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|
{
|
|
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];
|
|
if (pcmd->UserCallback != nullptr)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
// 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();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// 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.
|
|
|
|
bd->pd3dDevice = device;
|
|
bd->pd3dDevice->AddRef();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX9_Shutdown()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplDX9_InvalidateDeviceObjects();
|
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
|
|
{
|
|
IDirect3D9* pd3d = nullptr;
|
|
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
|
|
return false;
|
|
D3DDEVICE_CREATION_PARAMETERS param = {};
|
|
D3DDISPLAYMODE mode = {};
|
|
if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
|
|
{
|
|
pd3d->Release();
|
|
return false;
|
|
}
|
|
// Font texture should support linear filter, color blend and write to render-target
|
|
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
|
|
pd3d->Release();
|
|
return support;
|
|
}
|
|
|
|
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
|
|
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
|
|
if (!rgba_support && 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;
|
|
}
|
|
#else
|
|
const bool rgba_support = false;
|
|
#endif
|
|
|
|
// Upload texture to graphics system
|
|
bd->FontTexture = nullptr;
|
|
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
|
|
return false;
|
|
D3DLOCKED_RECT tex_locked_rect;
|
|
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 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 (!rgba_support && 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;
|
|
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 = 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.
|
|
}
|
|
|
|
void ImGui_ImplDX9_NewFrame()
|
|
{
|
|
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplDX9_Init()?");
|
|
|
|
if (!bd->FontTexture)
|
|
ImGui_ImplDX9_CreateDeviceObjects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|