1 // ImGui Renderer for: DirectX9
2 // This needs to be used along with a Platform Binding (e.g. Win32)
3
4 // Implemented features:
5 // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
6
7 // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
8 // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
9 // https://github.com/ocornut/imgui
10
11 // CHANGELOG
12 // (minor and older changes stripped away, please see git history for details)
13 // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
14 // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
15 // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
16 // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
17 // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
18
19 #include "imgui.h"
20 #include "imgui_impl_dx9.h"
21
22 // DirectX
23 #include <d3d9.h>
24 #define DIRECTINPUT_VERSION 0x0800
25 #include <dinput.h>
26
27 // DirectX data
28 static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
29 static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
30 static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
31 static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
32 static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
33
34 struct CUSTOMVERTEX
35 {
36 float pos[3];
37 D3DCOLOR col;
38 float uv[2];
39 };
40 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
41
42 // Render function.
43 // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
ImGui_ImplDX9_RenderDrawData(ImDrawData * draw_data)44 void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
45 {
46 // Avoid rendering when minimized
47 if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
48 return;
49
50 // Create and grow buffers if needed
51 if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
52 {
53 if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
54 g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
55 if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
56 return;
57 }
58 if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
59 {
60 if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
61 g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
62 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)
63 return;
64 }
65
66 // Backup the DX9 state
67 IDirect3DStateBlock9* d3d9_state_block = NULL;
68 if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
69 return;
70
71 // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
72 D3DMATRIX last_world, last_view, last_projection;
73 g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
74 g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
75 g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
76
77 // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
78 // FIXME-OPT: This is a waste of resource, the ideal is to use imconfig.h and
79 // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
80 // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
81 CUSTOMVERTEX* vtx_dst;
82 ImDrawIdx* idx_dst;
83 if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
84 return;
85 if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
86 return;
87 for (int n = 0; n < draw_data->CmdListsCount; n++)
88 {
89 const ImDrawList* cmd_list = draw_data->CmdLists[n];
90 const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
91 for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
92 {
93 vtx_dst->pos[0] = vtx_src->pos.x;
94 vtx_dst->pos[1] = vtx_src->pos.y;
95 vtx_dst->pos[2] = 0.0f;
96 vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000) >> 16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
97 vtx_dst->uv[0] = vtx_src->uv.x;
98 vtx_dst->uv[1] = vtx_src->uv.y;
99 vtx_dst++;
100 vtx_src++;
101 }
102 memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
103 idx_dst += cmd_list->IdxBuffer.Size;
104 }
105 g_pVB->Unlock();
106 g_pIB->Unlock();
107 g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
108 g_pd3dDevice->SetIndices(g_pIB);
109 g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
110
111 // Setup viewport
112 D3DVIEWPORT9 vp;
113 vp.X = vp.Y = 0;
114 vp.Width = (DWORD)draw_data->DisplaySize.x;
115 vp.Height = (DWORD)draw_data->DisplaySize.y;
116 vp.MinZ = 0.0f;
117 vp.MaxZ = 1.0f;
118 g_pd3dDevice->SetViewport(&vp);
119
120 // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
121 g_pd3dDevice->SetPixelShader(NULL);
122 g_pd3dDevice->SetVertexShader(NULL);
123 g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
124 g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
125 g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
126 g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
127 g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
128 g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
129 g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
130 g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
131 g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
132 g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
133 g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
134 g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
135 g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
136 g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
137 g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
138 g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
139 g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
140 g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
141
142 // Setup orthographic projection matrix
143 // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
144 // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
145 {
146 float L = draw_data->DisplayPos.x + 0.5f;
147 float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
148 float T = draw_data->DisplayPos.y + 0.5f;
149 float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
150 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 } };
151 D3DMATRIX mat_projection =
152 {
153 2.0f/(R-L), 0.0f, 0.0f, 0.0f,
154 0.0f, 2.0f/(T-B), 0.0f, 0.0f,
155 0.0f, 0.0f, 0.5f, 0.0f,
156 (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
157 };
158 g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
159 g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
160 g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
161 }
162
163 // Render command lists
164 int vtx_offset = 0;
165 int idx_offset = 0;
166 ImVec2 pos = draw_data->DisplayPos;
167 for (int n = 0; n < draw_data->CmdListsCount; n++)
168 {
169 const ImDrawList* cmd_list = draw_data->CmdLists[n];
170 for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
171 {
172 const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
173 if (pcmd->UserCallback)
174 {
175 pcmd->UserCallback(cmd_list, pcmd);
176 }
177 else
178 {
179 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) };
180 const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
181 g_pd3dDevice->SetTexture(0, texture);
182 g_pd3dDevice->SetScissorRect(&r);
183 g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
184 }
185 idx_offset += pcmd->ElemCount;
186 }
187 vtx_offset += cmd_list->VtxBuffer.Size;
188 }
189
190 // Restore the DX9 transform
191 g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
192 g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
193 g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
194
195 // Restore the DX9 state
196 d3d9_state_block->Apply();
197 d3d9_state_block->Release();
198 }
199
ImGui_ImplDX9_Init(IDirect3DDevice9 * device)200 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
201 {
202 g_pd3dDevice = device;
203 return true;
204 }
205
ImGui_ImplDX9_Shutdown()206 void ImGui_ImplDX9_Shutdown()
207 {
208 ImGui_ImplDX9_InvalidateDeviceObjects();
209 g_pd3dDevice = NULL;
210 }
211
ImGui_ImplDX9_CreateFontsTexture()212 static bool ImGui_ImplDX9_CreateFontsTexture()
213 {
214 // Build texture atlas
215 ImGuiIO& io = ImGui::GetIO();
216 unsigned char* pixels;
217 int width, height, bytes_per_pixel;
218 io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
219
220 // Upload texture to graphics system
221 g_FontTexture = NULL;
222 if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
223 return false;
224 D3DLOCKED_RECT tex_locked_rect;
225 if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
226 return false;
227 for (int y = 0; y < height; y++)
228 memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
229 g_FontTexture->UnlockRect(0);
230
231 // Store our identifier
232 io.Fonts->TexID = (ImTextureID)g_FontTexture;
233
234 return true;
235 }
236
ImGui_ImplDX9_CreateDeviceObjects()237 bool ImGui_ImplDX9_CreateDeviceObjects()
238 {
239 if (!g_pd3dDevice)
240 return false;
241 if (!ImGui_ImplDX9_CreateFontsTexture())
242 return false;
243 return true;
244 }
245
ImGui_ImplDX9_InvalidateDeviceObjects()246 void ImGui_ImplDX9_InvalidateDeviceObjects()
247 {
248 if (!g_pd3dDevice)
249 return;
250 if (g_pVB)
251 {
252 g_pVB->Release();
253 g_pVB = NULL;
254 }
255 if (g_pIB)
256 {
257 g_pIB->Release();
258 g_pIB = NULL;
259 }
260
261 // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
262 ImGuiIO& io = ImGui::GetIO();
263 IM_ASSERT(g_FontTexture == io.Fonts->TexID);
264 if (g_FontTexture)
265 g_FontTexture->Release();
266 g_FontTexture = NULL;
267 io.Fonts->TexID = NULL;
268 }
269
ImGui_ImplDX9_NewFrame()270 void ImGui_ImplDX9_NewFrame()
271 {
272 if (!g_FontTexture)
273 ImGui_ImplDX9_CreateDeviceObjects();
274 }
275