// 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: Support for large meshes (64k+ vertices) with 16-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// 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)
// 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
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL ;
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL ;
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL ;
static int g_VertexBufferSize = 5000 , g_IndexBufferSize = 10000 ;
struct CUSTOMVERTEX
{
float pos [ 3 ] ;
D3DCOLOR col ;
float uv [ 2 ] ;
} ;
# define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
# 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
static void ImGui_ImplDX9_SetupRenderState ( ImDrawData * draw_data )
{
// Setup viewport
D3DVIEWPORT9 vp ;
vp . X = vp . Y = 0 ;
vp . Width = ( DWORD ) draw_data - > DisplaySize . x ;
vp . Height = ( DWORD ) draw_data - > DisplaySize . y ;
vp . MinZ = 0.0f ;
vp . MaxZ = 1.0f ;
g_pd3dDevice - > SetViewport ( & vp ) ;
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
g_pd3dDevice - > SetPixelShader ( NULL ) ;
g_pd3dDevice - > SetVertexShader ( NULL ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_CULLMODE , D3DCULL_NONE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_LIGHTING , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ZENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHABLENDENABLE , TRUE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_ALPHATESTENABLE , FALSE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_BLENDOP , D3DBLENDOP_ADD ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SRCBLEND , D3DBLEND_SRCALPHA ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_DESTBLEND , D3DBLEND_INVSRCALPHA ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SEPARATEALPHABLENDENABLE , TRUE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SRCBLENDALPHA , D3DBLEND_ONE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_DESTBLENDALPHA , D3DBLEND_INVSRCALPHA ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SCISSORTESTENABLE , TRUE ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_SHADEMODE , D3DSHADE_GOURAUD ) ;
g_pd3dDevice - > SetRenderState ( D3DRS_FOGENABLE , FALSE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLOROP , D3DTOP_MODULATE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLORARG1 , D3DTA_TEXTURE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_COLORARG2 , D3DTA_DIFFUSE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAOP , D3DTOP_MODULATE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAARG1 , D3DTA_TEXTURE ) ;
g_pd3dDevice - > SetTextureStageState ( 0 , D3DTSS_ALPHAARG2 , D3DTA_DIFFUSE ) ;
g_pd3dDevice - > SetSamplerState ( 0 , D3DSAMP_MINFILTER , D3DTEXF_LINEAR ) ;
g_pd3dDevice - > SetSamplerState ( 0 , D3DSAMP_MAGFILTER , D3DTEXF_LINEAR ) ;
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). 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
} } } ;
g_pd3dDevice - > SetTransform ( D3DTS_WORLD , & mat_identity ) ;
g_pd3dDevice - > SetTransform ( D3DTS_VIEW , & mat_identity ) ;
g_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
if ( ! g_pVB | | g_VertexBufferSize < draw_data - > TotalVtxCount )
{
if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
g_VertexBufferSize = draw_data - > TotalVtxCount + 5000 ;
if ( g_pd3dDevice - > CreateVertexBuffer ( g_VertexBufferSize * sizeof ( CUSTOMVERTEX ) , D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY , D3DFVF_CUSTOMVERTEX , D3DPOOL_DEFAULT , & g_pVB , NULL ) < 0 )
return ;
}
if ( ! g_pIB | | g_IndexBufferSize < draw_data - > TotalIdxCount )
{
if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
g_IndexBufferSize = draw_data - > TotalIdxCount + 10000 ;
if ( g_pd3dDevice - > CreateIndexBuffer ( g_IndexBufferSize * sizeof ( ImDrawIdx ) , D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY , sizeof ( ImDrawIdx ) = = 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32 , D3DPOOL_DEFAULT , & g_pIB , NULL ) < 0 )
return ;
}
// Backup the DX9 state
IDirect3DStateBlock9 * d3d9_state_block = NULL ;
if ( g_pd3dDevice - > CreateStateBlock ( D3DSBT_ALL , & d3d9_state_block ) < 0 )
return ;
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world , last_view , last_projection ;
g_pd3dDevice - > GetTransform ( D3DTS_WORLD , & last_world ) ;
g_pd3dDevice - > GetTransform ( D3DTS_VIEW , & last_view ) ;
g_pd3dDevice - > GetTransform ( D3DTS_PROJECTION , & last_projection ) ;
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a 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; }
CUSTOMVERTEX * vtx_dst ;
ImDrawIdx * idx_dst ;
if ( g_pVB - > Lock ( 0 , ( UINT ) ( draw_data - > TotalVtxCount * sizeof ( CUSTOMVERTEX ) ) , ( void * * ) & vtx_dst , D3DLOCK_DISCARD ) < 0 )
return ;
if ( g_pIB - > Lock ( 0 , ( UINT ) ( draw_data - > TotalIdxCount * sizeof ( ImDrawIdx ) ) , ( void * * ) & idx_dst , D3DLOCK_DISCARD ) < 0 )
return ;
for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
const ImDrawVert * vtx_src = cmd_list - > VtxBuffer . Data ;
for ( int i = 0 ; i < cmd_list - > VtxBuffer . Size ; i + + )
{
vtx_dst - > pos [ 0 ] = vtx_src - > pos . x ;
vtx_dst - > pos [ 1 ] = vtx_src - > pos . y ;
vtx_dst - > pos [ 2 ] = 0.0f ;
vtx_dst - > col = 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 ;
}
g_pVB - > Unlock ( ) ;
g_pIB - > Unlock ( ) ;
g_pd3dDevice - > SetStreamSource ( 0 , g_pVB , 0 , sizeof ( CUSTOMVERTEX ) ) ;
g_pd3dDevice - > SetIndices ( g_pIB ) ;
g_pd3dDevice - > SetFVF ( D3DFVF_CUSTOMVERTEX ) ;
// Setup 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
{
const RECT r = { ( LONG ) ( pcmd - > ClipRect . x - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . y - clip_off . y ) , ( LONG ) ( pcmd - > ClipRect . z - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . w - clip_off . y ) } ;
const LPDIRECT3DTEXTURE9 texture = ( LPDIRECT3DTEXTURE9 ) pcmd - > TextureId ;
g_pd3dDevice - > SetTexture ( 0 , texture ) ;
g_pd3dDevice - > SetScissorRect ( & r ) ;
g_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
g_pd3dDevice - > SetTransform ( D3DTS_WORLD , & last_world ) ;
g_pd3dDevice - > SetTransform ( D3DTS_VIEW , & last_view ) ;
g_pd3dDevice - > SetTransform ( D3DTS_PROJECTION , & last_projection ) ;
// Restore the DX9 state
d3d9_state_block - > Apply ( ) ;
d3d9_state_block - > Release ( ) ;
}
bool ImGui_ImplDX9_Init ( IDirect3DDevice9 * device )
{
// Setup backend capabilities flags
ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendRendererName = " imgui_impl_dx9 " ;
io . BackendFlags | = ImGuiBackendFlags_RendererHasVtxOffset ; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
g_pd3dDevice = device ;
g_pd3dDevice - > AddRef ( ) ;
return true ;
}
void ImGui_ImplDX9_Shutdown ( )
{
ImGui_ImplDX9_InvalidateDeviceObjects ( ) ;
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
}
static bool ImGui_ImplDX9_CreateFontsTexture ( )
{
// Build texture atlas
ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height , bytes_per_pixel ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height , & bytes_per_pixel ) ;
// 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 ( width * height * bytes_per_pixel ) ;
for ( ImU32 * src = ( ImU32 * ) pixels , * dst = dst_start , * dst_end = dst_start + 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
g_FontTexture = NULL ;
if ( g_pd3dDevice - > CreateTexture ( width , height , 1 , D3DUSAGE_DYNAMIC , D3DFMT_A8R8G8B8 , D3DPOOL_DEFAULT , & g_FontTexture , NULL ) < 0 )
return false ;
D3DLOCKED_RECT tex_locked_rect ;
if ( g_FontTexture - > LockRect ( 0 , & tex_locked_rect , NULL , 0 ) ! = D3D_OK )
return false ;
for ( int y = 0 ; y < height ; y + + )
memcpy ( ( unsigned char * ) tex_locked_rect . pBits + tex_locked_rect . Pitch * y , pixels + ( width * bytes_per_pixel ) * y , ( width * bytes_per_pixel ) ) ;
g_FontTexture - > UnlockRect ( 0 ) ;
// Store our identifier
io . Fonts - > SetTexID ( ( ImTextureID ) g_FontTexture ) ;
# ifndef IMGUI_USE_BGRA_PACKED_COLOR
if ( io . Fonts - > TexPixelsUseColors )
ImGui : : MemFree ( pixels ) ;
# endif
return true ;
}
bool ImGui_ImplDX9_CreateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return false ;
if ( ! ImGui_ImplDX9_CreateFontsTexture ( ) )
return false ;
return true ;
}
void ImGui_ImplDX9_InvalidateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return ;
if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
if ( g_FontTexture ) { g_FontTexture - > Release ( ) ; g_FontTexture = NULL ; ImGui : : GetIO ( ) . Fonts - > SetTexID ( NULL ) ; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame ( )
{
if ( ! g_FontTexture )
ImGui_ImplDX9_CreateDeviceObjects ( ) ;
}