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: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). |
7 | // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. |
8 | // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
9 | |
10 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
11 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
12 | // Learn about Dear ImGui: |
13 | // - FAQ https://dearimgui.com/faq |
14 | // - Getting Started https://dearimgui.com/getting-started |
15 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
16 | // - Introduction, links and more at the top of imgui.cpp |
17 | |
18 | // CHANGELOG |
19 | // (minor and older changes stripped away, please see git history for details) |
20 | // 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. |
21 | // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. |
22 | // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) |
23 | // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
24 | // 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). |
25 | // 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. |
26 | // 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) |
27 | // 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. |
28 | // 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). |
29 | // 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. |
30 | // 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. |
31 | // 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
32 | // 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
33 | // 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). |
34 | // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. |
35 | // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
36 | // 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. |
37 | // 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
38 | // 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. |
39 | // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. |
40 | // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
41 | |
42 | #include "imgui.h" |
43 | #ifndef IMGUI_DISABLE |
44 | #include "imgui_impl_dx9.h" |
45 | |
46 | // DirectX |
47 | #include <d3d9.h> |
48 | |
49 | // DirectX data |
50 | struct ImGui_ImplDX9_Data |
51 | { |
52 | LPDIRECT3DDEVICE9 pd3dDevice; |
53 | LPDIRECT3DVERTEXBUFFER9 pVB; |
54 | LPDIRECT3DINDEXBUFFER9 pIB; |
55 | LPDIRECT3DTEXTURE9 FontTexture; |
56 | int VertexBufferSize; |
57 | int IndexBufferSize; |
58 | bool HasRgbaSupport; |
59 | |
60 | ImGui_ImplDX9_Data() { memset(s: (void*)this, c: 0, n: sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } |
61 | }; |
62 | |
63 | struct CUSTOMVERTEX |
64 | { |
65 | float pos[3]; |
66 | D3DCOLOR col; |
67 | float uv[2]; |
68 | }; |
69 | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) |
70 | |
71 | #ifdef IMGUI_USE_BGRA_PACKED_COLOR |
72 | #define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) |
73 | #else |
74 | #define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) |
75 | #endif |
76 | |
77 | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
78 | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
79 | static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() |
80 | { |
81 | return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
82 | } |
83 | |
84 | // Forward Declarations |
85 | static void ImGui_ImplDX9_InitMultiViewportSupport(); |
86 | static void ImGui_ImplDX9_ShutdownMultiViewportSupport(); |
87 | static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); |
88 | static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); |
89 | |
90 | // Functions |
91 | static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) |
92 | { |
93 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
94 | |
95 | // Setup viewport |
96 | D3DVIEWPORT9 vp; |
97 | vp.X = vp.Y = 0; |
98 | vp.Width = (DWORD)draw_data->DisplaySize.x; |
99 | vp.Height = (DWORD)draw_data->DisplaySize.y; |
100 | vp.MinZ = 0.0f; |
101 | vp.MaxZ = 1.0f; |
102 | |
103 | LPDIRECT3DDEVICE9 device = bd->pd3dDevice; |
104 | device->SetViewport(&vp); |
105 | |
106 | // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. |
107 | device->SetPixelShader(nullptr); |
108 | device->SetVertexShader(nullptr); |
109 | device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); |
110 | device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); |
111 | device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); |
112 | device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); |
113 | device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
114 | device->SetRenderState(D3DRS_ZENABLE, FALSE); |
115 | device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); |
116 | device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); |
117 | device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
118 | device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
119 | device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); |
120 | device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); |
121 | device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); |
122 | device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); |
123 | device->SetRenderState(D3DRS_FOGENABLE, FALSE); |
124 | device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); |
125 | device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); |
126 | device->SetRenderState(D3DRS_STENCILENABLE, FALSE); |
127 | device->SetRenderState(D3DRS_CLIPPING, TRUE); |
128 | device->SetRenderState(D3DRS_LIGHTING, FALSE); |
129 | device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); |
130 | device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
131 | device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
132 | device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); |
133 | device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
134 | device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); |
135 | device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); |
136 | device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); |
137 | device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
138 | device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
139 | device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); |
140 | device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); |
141 | |
142 | // Setup orthographic projection matrix |
143 | // 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. |
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 = { { { ._11: 1.0f, ._12: 0.0f, ._13: 0.0f, ._14: 0.0f, ._21: 0.0f, ._22: 1.0f, ._23: 0.0f, ._24: 0.0f, ._31: 0.0f, ._32: 0.0f, ._33: 1.0f, ._34: 0.0f, ._41: 0.0f, ._42: 0.0f, ._43: 0.0f, ._44: 1.0f } } }; |
151 | D3DMATRIX mat_projection = |
152 | { { { |
153 | ._11: 2.0f/(R-L), ._12: 0.0f, ._13: 0.0f, ._14: 0.0f, |
154 | ._21: 0.0f, ._22: 2.0f/(T-B), ._23: 0.0f, ._24: 0.0f, |
155 | ._31: 0.0f, ._32: 0.0f, ._33: 0.5f, ._34: 0.0f, |
156 | ._41: (L+R)/(L-R), ._42: (T+B)/(B-T), ._43: 0.5f, ._44: 1.0f |
157 | } } }; |
158 | device->SetTransform(D3DTS_WORLD, &mat_identity); |
159 | device->SetTransform(D3DTS_VIEW, &mat_identity); |
160 | device->SetTransform(D3DTS_PROJECTION, &mat_projection); |
161 | } |
162 | } |
163 | |
164 | // Render function. |
165 | void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) |
166 | { |
167 | // Avoid rendering when minimized |
168 | if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
169 | return; |
170 | |
171 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
172 | LPDIRECT3DDEVICE9 device = bd->pd3dDevice; |
173 | |
174 | // Create and grow buffers if needed |
175 | if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) |
176 | { |
177 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
178 | bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
179 | if (device->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) |
180 | return; |
181 | } |
182 | if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) |
183 | { |
184 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
185 | bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
186 | if (device->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) |
187 | return; |
188 | } |
189 | |
190 | // Backup the DX9 state |
191 | IDirect3DStateBlock9* state_block = nullptr; |
192 | if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) |
193 | return; |
194 | if (state_block->Capture() < 0) |
195 | { |
196 | state_block->Release(); |
197 | return; |
198 | } |
199 | |
200 | // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) |
201 | D3DMATRIX last_world, last_view, last_projection; |
202 | device->GetTransform(D3DTS_WORLD, &last_world); |
203 | device->GetTransform(D3DTS_VIEW, &last_view); |
204 | device->GetTransform(D3DTS_PROJECTION, &last_projection); |
205 | |
206 | // Allocate buffers |
207 | CUSTOMVERTEX* vtx_dst; |
208 | ImDrawIdx* idx_dst; |
209 | if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) |
210 | { |
211 | state_block->Release(); |
212 | return; |
213 | } |
214 | if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) |
215 | { |
216 | bd->pVB->Unlock(); |
217 | state_block->Release(); |
218 | return; |
219 | } |
220 | |
221 | // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. |
222 | // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and |
223 | // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR |
224 | // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } |
225 | for (int n = 0; n < draw_data->CmdListsCount; n++) |
226 | { |
227 | const ImDrawList* draw_list = draw_data->CmdLists[n]; |
228 | const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; |
229 | for (int i = 0; i < draw_list->VtxBuffer.Size; i++) |
230 | { |
231 | vtx_dst->pos[0] = vtx_src->pos.x; |
232 | vtx_dst->pos[1] = vtx_src->pos.y; |
233 | vtx_dst->pos[2] = 0.0f; |
234 | vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); |
235 | vtx_dst->uv[0] = vtx_src->uv.x; |
236 | vtx_dst->uv[1] = vtx_src->uv.y; |
237 | vtx_dst++; |
238 | vtx_src++; |
239 | } |
240 | memcpy(dest: idx_dst, src: draw_list->IdxBuffer.Data, n: draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
241 | idx_dst += draw_list->IdxBuffer.Size; |
242 | } |
243 | bd->pVB->Unlock(); |
244 | bd->pIB->Unlock(); |
245 | device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); |
246 | device->SetIndices(bd->pIB); |
247 | device->SetFVF(D3DFVF_CUSTOMVERTEX); |
248 | |
249 | // Setup desired DX state |
250 | ImGui_ImplDX9_SetupRenderState(draw_data); |
251 | |
252 | // Render command lists |
253 | // (Because we merged all buffers into a single one, we maintain our own offset into them) |
254 | int global_vtx_offset = 0; |
255 | int global_idx_offset = 0; |
256 | ImVec2 clip_off = draw_data->DisplayPos; |
257 | for (int n = 0; n < draw_data->CmdListsCount; n++) |
258 | { |
259 | const ImDrawList* draw_list = draw_data->CmdLists[n]; |
260 | for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
261 | { |
262 | const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
263 | if (pcmd->UserCallback != nullptr) |
264 | { |
265 | // User callback, registered via ImDrawList::AddCallback() |
266 | // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
267 | if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
268 | ImGui_ImplDX9_SetupRenderState(draw_data); |
269 | else |
270 | pcmd->UserCallback(draw_list, pcmd); |
271 | } |
272 | else |
273 | { |
274 | // Project scissor/clipping rectangles into framebuffer space |
275 | ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); |
276 | ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); |
277 | if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
278 | continue; |
279 | |
280 | // Apply scissor/clipping rectangle |
281 | const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
282 | device->SetScissorRect(&r); |
283 | |
284 | // Bind texture, Draw |
285 | const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); |
286 | device->SetTexture(0, texture); |
287 | device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); |
288 | } |
289 | } |
290 | global_idx_offset += draw_list->IdxBuffer.Size; |
291 | global_vtx_offset += draw_list->VtxBuffer.Size; |
292 | } |
293 | |
294 | // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows |
295 | // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) |
296 | if (global_vtx_offset == 0) |
297 | bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); |
298 | |
299 | // Restore the DX9 transform |
300 | device->SetTransform(D3DTS_WORLD, &last_world); |
301 | device->SetTransform(D3DTS_VIEW, &last_view); |
302 | device->SetTransform(D3DTS_PROJECTION, &last_projection); |
303 | |
304 | // Restore the DX9 state |
305 | state_block->Apply(); |
306 | state_block->Release(); |
307 | } |
308 | |
309 | static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) |
310 | { |
311 | LPDIRECT3D9 pd3d = nullptr; |
312 | if (pDevice->GetDirect3D(&pd3d) != D3D_OK) |
313 | return false; |
314 | D3DDEVICE_CREATION_PARAMETERS param = {}; |
315 | D3DDISPLAYMODE mode = {}; |
316 | if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) |
317 | { |
318 | pd3d->Release(); |
319 | return false; |
320 | } |
321 | // Font texture should support linear filter, color blend and write to render-target |
322 | bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; |
323 | pd3d->Release(); |
324 | return support; |
325 | } |
326 | |
327 | bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) |
328 | { |
329 | ImGuiIO& io = ImGui::GetIO(); |
330 | IMGUI_CHECKVERSION(); |
331 | IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!" ); |
332 | |
333 | // Setup backend capabilities flags |
334 | ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); |
335 | io.BackendRendererUserData = (void*)bd; |
336 | io.BackendRendererName = "imgui_impl_dx9" ; |
337 | io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
338 | io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) |
339 | |
340 | bd->pd3dDevice = device; |
341 | bd->pd3dDevice->AddRef(); |
342 | bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(pDevice: bd->pd3dDevice, format: D3DFMT_A8B8G8R8); |
343 | |
344 | ImGui_ImplDX9_InitMultiViewportSupport(); |
345 | |
346 | return true; |
347 | } |
348 | |
349 | void ImGui_ImplDX9_Shutdown() |
350 | { |
351 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
352 | IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?" ); |
353 | ImGuiIO& io = ImGui::GetIO(); |
354 | |
355 | ImGui_ImplDX9_ShutdownMultiViewportSupport(); |
356 | ImGui_ImplDX9_InvalidateDeviceObjects(); |
357 | if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } |
358 | io.BackendRendererName = nullptr; |
359 | io.BackendRendererUserData = nullptr; |
360 | io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); |
361 | IM_DELETE(p: bd); |
362 | } |
363 | |
364 | // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) |
365 | static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) |
366 | { |
367 | #ifndef IMGUI_USE_BGRA_PACKED_COLOR |
368 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
369 | const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); |
370 | #else |
371 | const bool convert_rgba_to_bgra = false; |
372 | IM_UNUSED(tex_use_colors); |
373 | #endif |
374 | for (int y = 0; y < h; y++) |
375 | { |
376 | ImU32* src_p = (ImU32*)((unsigned char*)src + src_pitch * y); |
377 | ImU32* dst_p = (ImU32*)((unsigned char*)dst + dst_pitch * y); |
378 | if (convert_rgba_to_bgra) |
379 | for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy |
380 | *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); |
381 | else |
382 | memcpy(dest: dst_p, src: src_p, n: w * 4); // Raw copy |
383 | } |
384 | } |
385 | |
386 | static bool ImGui_ImplDX9_CreateFontsTexture() |
387 | { |
388 | // Build texture atlas |
389 | ImGuiIO& io = ImGui::GetIO(); |
390 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
391 | unsigned char* pixels; |
392 | int width, height, bytes_per_pixel; |
393 | io.Fonts->GetTexDataAsRGBA32(out_pixels: &pixels, out_width: &width, out_height: &height, out_bytes_per_pixel: &bytes_per_pixel); |
394 | |
395 | // Upload texture to graphics system |
396 | bd->FontTexture = nullptr; |
397 | if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) |
398 | return false; |
399 | D3DLOCKED_RECT tex_locked_rect; |
400 | if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) |
401 | return false; |
402 | ImGui_ImplDX9_CopyTextureRegion(tex_use_colors: io.Fonts->TexPixelsUseColors, src: (ImU32*)pixels, src_pitch: width * bytes_per_pixel, dst: (ImU32*)tex_locked_rect.pBits, dst_pitch: (int)tex_locked_rect.Pitch, w: width, h: height); |
403 | bd->FontTexture->UnlockRect(0); |
404 | |
405 | // Store our identifier |
406 | io.Fonts->SetTexID((ImTextureID)bd->FontTexture); |
407 | return true; |
408 | } |
409 | |
410 | bool ImGui_ImplDX9_CreateDeviceObjects() |
411 | { |
412 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
413 | if (!bd || !bd->pd3dDevice) |
414 | return false; |
415 | if (!ImGui_ImplDX9_CreateFontsTexture()) |
416 | return false; |
417 | ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); |
418 | return true; |
419 | } |
420 | |
421 | void ImGui_ImplDX9_InvalidateDeviceObjects() |
422 | { |
423 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
424 | if (!bd || !bd->pd3dDevice) |
425 | return; |
426 | if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
427 | if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
428 | 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. |
429 | ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); |
430 | } |
431 | |
432 | void ImGui_ImplDX9_NewFrame() |
433 | { |
434 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
435 | IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?" ); |
436 | |
437 | if (!bd->FontTexture) |
438 | ImGui_ImplDX9_CreateDeviceObjects(); |
439 | } |
440 | |
441 | //-------------------------------------------------------------------------------------------------------- |
442 | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT |
443 | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. |
444 | // If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. |
445 | //-------------------------------------------------------------------------------------------------------- |
446 | |
447 | // Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. |
448 | struct ImGui_ImplDX9_ViewportData |
449 | { |
450 | IDirect3DSwapChain9* SwapChain; |
451 | D3DPRESENT_PARAMETERS d3dpp; |
452 | |
453 | ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } |
454 | ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } |
455 | }; |
456 | |
457 | static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) |
458 | { |
459 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
460 | ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); |
461 | viewport->RendererUserData = vd; |
462 | |
463 | // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). |
464 | // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. |
465 | HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; |
466 | IM_ASSERT(hwnd != 0); |
467 | |
468 | ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); |
469 | vd->d3dpp.Windowed = TRUE; |
470 | vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; |
471 | vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; |
472 | vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; |
473 | vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; |
474 | vd->d3dpp.hDeviceWindow = hwnd; |
475 | vd->d3dpp.EnableAutoDepthStencil = FALSE; |
476 | vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; |
477 | vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync |
478 | |
479 | HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); |
480 | IM_ASSERT(hr == D3D_OK); |
481 | IM_ASSERT(vd->SwapChain != nullptr); |
482 | } |
483 | |
484 | static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) |
485 | { |
486 | // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. |
487 | if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) |
488 | { |
489 | if (vd->SwapChain) |
490 | vd->SwapChain->Release(); |
491 | vd->SwapChain = nullptr; |
492 | ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); |
493 | IM_DELETE(p: vd); |
494 | } |
495 | viewport->RendererUserData = nullptr; |
496 | } |
497 | |
498 | static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) |
499 | { |
500 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
501 | ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
502 | if (vd->SwapChain) |
503 | { |
504 | vd->SwapChain->Release(); |
505 | vd->SwapChain = nullptr; |
506 | vd->d3dpp.BackBufferWidth = (UINT)size.x; |
507 | vd->d3dpp.BackBufferHeight = (UINT)size.y; |
508 | HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); |
509 | IM_ASSERT(hr == D3D_OK); |
510 | } |
511 | } |
512 | |
513 | static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) |
514 | { |
515 | ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); |
516 | ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
517 | ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); |
518 | |
519 | LPDIRECT3DSURFACE9 render_target = nullptr; |
520 | LPDIRECT3DSURFACE9 last_render_target = nullptr; |
521 | LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; |
522 | vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); |
523 | bd->pd3dDevice->GetRenderTarget(0, &last_render_target); |
524 | bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); |
525 | bd->pd3dDevice->SetRenderTarget(0, render_target); |
526 | bd->pd3dDevice->SetDepthStencilSurface(nullptr); |
527 | |
528 | if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) |
529 | { |
530 | D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); |
531 | bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); |
532 | } |
533 | |
534 | ImGui_ImplDX9_RenderDrawData(draw_data: viewport->DrawData); |
535 | |
536 | // Restore render target |
537 | bd->pd3dDevice->SetRenderTarget(0, last_render_target); |
538 | bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); |
539 | render_target->Release(); |
540 | last_render_target->Release(); |
541 | if (last_depth_stencil) last_depth_stencil->Release(); |
542 | } |
543 | |
544 | static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) |
545 | { |
546 | ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; |
547 | HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); |
548 | // Let main application handle D3DERR_DEVICELOST by resetting the device. |
549 | IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); |
550 | } |
551 | |
552 | static void ImGui_ImplDX9_InitMultiViewportSupport() |
553 | { |
554 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
555 | platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; |
556 | platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; |
557 | platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; |
558 | platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; |
559 | platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; |
560 | } |
561 | |
562 | static void ImGui_ImplDX9_ShutdownMultiViewportSupport() |
563 | { |
564 | ImGui::DestroyPlatformWindows(); |
565 | } |
566 | |
567 | static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() |
568 | { |
569 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
570 | for (int i = 1; i < platform_io.Viewports.Size; i++) |
571 | if (!platform_io.Viewports[i]->RendererUserData) |
572 | ImGui_ImplDX9_CreateWindow(viewport: platform_io.Viewports[i]); |
573 | } |
574 | |
575 | static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() |
576 | { |
577 | ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
578 | for (int i = 1; i < platform_io.Viewports.Size; i++) |
579 | if (platform_io.Viewports[i]->RendererUserData) |
580 | ImGui_ImplDX9_DestroyWindow(viewport: platform_io.Viewports[i]); |
581 | } |
582 | |
583 | //----------------------------------------------------------------------------- |
584 | |
585 | #endif // #ifndef IMGUI_DISABLE |
586 | |