541 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			541 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for DirectX9
 | ||
|  | // This needs to be used along with a Platform Backend (e.g. Win32)
 | ||
|  | 
 | ||
|  | // Implemented features:
 | ||
|  | //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
 | ||
|  | //  [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
 | ||
|  | //  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
 | ||
|  | 
 | ||
|  | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | ||
|  | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
 | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | ||
|  | 
 | ||
|  | // CHANGELOG
 | ||
|  | // (minor and older changes stripped away, please see git history for details)
 | ||
|  | //  2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
 | ||
|  | //  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).
 | ||
|  | //  2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
 | ||
|  | //  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
 | ||
|  | //  2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
 | ||
|  | //  2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
 | ||
|  | //  2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
 | ||
|  | //  2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
 | ||
|  | //  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
 | ||
|  | //  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
 | ||
|  | //  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
 | ||
|  | //  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
 | ||
|  | //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
 | ||
|  | //  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>
 | ||
|  | 
 | ||
|  | // DirectX data
 | ||
|  | struct ImGui_ImplDX9_Data | ||
|  | { | ||
|  |     LPDIRECT3DDEVICE9           pd3dDevice; | ||
|  |     LPDIRECT3DVERTEXBUFFER9     pVB; | ||
|  |     LPDIRECT3DINDEXBUFFER9      pIB; | ||
|  |     LPDIRECT3DTEXTURE9          FontTexture; | ||
|  |     int                         VertexBufferSize; | ||
|  |     int                         IndexBufferSize; | ||
|  | 
 | ||
|  |     ImGui_ImplDX9_Data()        { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } | ||
|  | }; | ||
|  | 
 | ||
|  | struct CUSTOMVERTEX | ||
|  | { | ||
|  |     float    pos[3]; | ||
|  |     D3DCOLOR col; | ||
|  |     float    uv[2]; | ||
|  | }; | ||
|  | #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
 | ||
|  | 
 | ||
|  | #ifdef IMGUI_USE_BGRA_PACKED_COLOR
 | ||
|  | #define IMGUI_COL_TO_DX9_ARGB(_COL)     (_COL)
 | ||
|  | #else
 | ||
|  | #define IMGUI_COL_TO_DX9_ARGB(_COL)     (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
 | ||
|  | // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
 | ||
|  | static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() | ||
|  | { | ||
|  |     return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Forward Declarations
 | ||
|  | static void ImGui_ImplDX9_InitPlatformInterface(); | ||
|  | static void ImGui_ImplDX9_ShutdownPlatformInterface(); | ||
|  | static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); | ||
|  | static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); | ||
|  | 
 | ||
|  | // Functions
 | ||
|  | static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  | 
 | ||
|  |     // 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; | ||
|  |     bd->pd3dDevice->SetViewport(&vp); | ||
|  | 
 | ||
|  |     // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
 | ||
|  |     bd->pd3dDevice->SetPixelShader(NULL); | ||
|  |     bd->pd3dDevice->SetVertexShader(NULL); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE); | ||
|  |     bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); | ||
|  |     bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); | ||
|  |     bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); | ||
|  |     bd->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). DisplayPos is (0,0) for single viewport apps.
 | ||
|  |     // 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 | ||
|  |         } } }; | ||
|  |         bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); | ||
|  |         bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); | ||
|  |         bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | // Render function.
 | ||
|  | 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
 | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) | ||
|  |     { | ||
|  |         if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; } | ||
|  |         bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; | ||
|  |         if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  |     if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) | ||
|  |     { | ||
|  |         if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } | ||
|  |         bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; | ||
|  |         if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Backup the DX9 state
 | ||
|  |     IDirect3DStateBlock9* d3d9_state_block = NULL; | ||
|  |     if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) | ||
|  |         return; | ||
|  |     if (d3d9_state_block->Capture() < 0) | ||
|  |     { | ||
|  |         d3d9_state_block->Release(); | ||
|  |         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; | ||
|  |     bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world); | ||
|  |     bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view); | ||
|  |     bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection); | ||
|  | 
 | ||
|  |     // Allocate buffers
 | ||
|  |     CUSTOMVERTEX* vtx_dst; | ||
|  |     ImDrawIdx* idx_dst; | ||
|  |     if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) | ||
|  |     { | ||
|  |         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 != NULL) | ||
|  |             { | ||
|  |                 // 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; | ||
|  |     } | ||
|  | 
 | ||
|  |     // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows
 | ||
|  |     // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560)
 | ||
|  |     if (global_vtx_offset == 0) | ||
|  |         bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); | ||
|  | 
 | ||
|  |     // 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 == NULL && "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.
 | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports;  // We can create multi-viewports on the Renderer side (optional)
 | ||
|  | 
 | ||
|  |     bd->pd3dDevice = device; | ||
|  |     bd->pd3dDevice->AddRef(); | ||
|  | 
 | ||
|  |     if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||
|  |         ImGui_ImplDX9_InitPlatformInterface(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX9_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     ImGui_ImplDX9_ShutdownPlatformInterface(); | ||
|  |     ImGui_ImplDX9_InvalidateDeviceObjects(); | ||
|  |     if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } | ||
|  |     io.BackendRendererName = NULL; | ||
|  |     io.BackendRendererUserData = NULL; | ||
|  |     IM_DELETE(bd); | ||
|  | } | ||
|  | 
 | ||
|  | 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
 | ||
|  |     if (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; | ||
|  |     } | ||
|  | #endif
 | ||
|  | 
 | ||
|  |     // Upload texture to graphics system
 | ||
|  |     bd->FontTexture = NULL; | ||
|  |     if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0) | ||
|  |         return false; | ||
|  |     D3DLOCKED_RECT tex_locked_rect; | ||
|  |     if (bd->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 + (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 (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; | ||
|  |     ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); | ||
|  |     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 = NULL; } | ||
|  |     if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; } | ||
|  |     if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | ||
|  |     ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX9_NewFrame() | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?"); | ||
|  | 
 | ||
|  |     if (!bd->FontTexture) | ||
|  |         ImGui_ImplDX9_CreateDeviceObjects(); | ||
|  | } | ||
|  | 
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
 | ||
|  | // This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously.
 | ||
|  | // 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..
 | ||
|  | //--------------------------------------------------------------------------------------------------------
 | ||
|  | 
 | ||
|  | // Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
 | ||
|  | struct ImGui_ImplDX9_ViewportData | ||
|  | { | ||
|  |     IDirect3DSwapChain9*    SwapChain; | ||
|  |     D3DPRESENT_PARAMETERS   d3dpp; | ||
|  | 
 | ||
|  |     ImGui_ImplDX9_ViewportData()  { SwapChain = NULL; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } | ||
|  |     ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == NULL); } | ||
|  | }; | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); | ||
|  |     viewport->RendererUserData = vd; | ||
|  | 
 | ||
|  |     // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
 | ||
|  |     // Some backends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
 | ||
|  |     HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; | ||
|  |     IM_ASSERT(hwnd != 0); | ||
|  | 
 | ||
|  |     ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); | ||
|  |     vd->d3dpp.Windowed = TRUE; | ||
|  |     vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; | ||
|  |     vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; | ||
|  |     vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; | ||
|  |     vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; | ||
|  |     vd->d3dpp.hDeviceWindow = hwnd; | ||
|  |     vd->d3dpp.EnableAutoDepthStencil = FALSE; | ||
|  |     vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; | ||
|  |     vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;   // Present without vsync
 | ||
|  | 
 | ||
|  |     HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); | ||
|  |     IM_ASSERT(hr == D3D_OK); | ||
|  |     IM_ASSERT(vd->SwapChain != NULL); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) | ||
|  | { | ||
|  |     // The main viewport (owned by the application) will always have RendererUserData == NULL since we didn't create the data for it.
 | ||
|  |     if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) | ||
|  |     { | ||
|  |         if (vd->SwapChain) | ||
|  |             vd->SwapChain->Release(); | ||
|  |         vd->SwapChain = NULL; | ||
|  |         ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); | ||
|  |         IM_DELETE(vd); | ||
|  |     } | ||
|  |     viewport->RendererUserData = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; | ||
|  |     if (vd->SwapChain) | ||
|  |     { | ||
|  |         vd->SwapChain->Release(); | ||
|  |         vd->SwapChain = NULL; | ||
|  |         vd->d3dpp.BackBufferWidth = (UINT)size.x; | ||
|  |         vd->d3dpp.BackBufferHeight = (UINT)size.y; | ||
|  |         HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); | ||
|  |         IM_ASSERT(hr == D3D_OK); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); | ||
|  |     ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; | ||
|  |     ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); | ||
|  | 
 | ||
|  |     LPDIRECT3DSURFACE9 render_target = NULL; | ||
|  |     LPDIRECT3DSURFACE9 last_render_target = NULL; | ||
|  |     LPDIRECT3DSURFACE9 last_depth_stencil = NULL; | ||
|  |     vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); | ||
|  |     bd->pd3dDevice->GetRenderTarget(0, &last_render_target); | ||
|  |     bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); | ||
|  |     bd->pd3dDevice->SetRenderTarget(0, render_target); | ||
|  |     bd->pd3dDevice->SetDepthStencilSurface(NULL); | ||
|  | 
 | ||
|  |     if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) | ||
|  |     { | ||
|  |         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)); | ||
|  |         bd->pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); | ||
|  |     } | ||
|  | 
 | ||
|  |     ImGui_ImplDX9_RenderDrawData(viewport->DrawData); | ||
|  | 
 | ||
|  |     // Restore render target
 | ||
|  |     bd->pd3dDevice->SetRenderTarget(0, last_render_target); | ||
|  |     bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); | ||
|  |     render_target->Release(); | ||
|  |     last_render_target->Release(); | ||
|  |     if (last_depth_stencil) last_depth_stencil->Release(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) | ||
|  | { | ||
|  |     ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; | ||
|  |     HRESULT hr = vd->SwapChain->Present(NULL, NULL, vd->d3dpp.hDeviceWindow, NULL, 0); | ||
|  |     // Let main application handle D3DERR_DEVICELOST by resetting the device.
 | ||
|  |     IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_InitPlatformInterface() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; | ||
|  |     platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; | ||
|  |     platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; | ||
|  |     platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; | ||
|  |     platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_ShutdownPlatformInterface() | ||
|  | { | ||
|  |     ImGui::DestroyPlatformWindows(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     for (int i = 1; i < platform_io.Viewports.Size; i++) | ||
|  |         if (!platform_io.Viewports[i]->RendererUserData) | ||
|  |             ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() | ||
|  | { | ||
|  |     ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | ||
|  |     for (int i = 1; i < platform_io.Viewports.Size; i++) | ||
|  |         if (platform_io.Viewports[i]->RendererUserData) | ||
|  |             ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); | ||
|  | } |