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384 lines
14 KiB
384 lines
14 KiB
// ImGui Win32 + DirectX9 binding |
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// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. |
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
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// https://github.com/ocornut/imgui |
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#include <imgui.h> |
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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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#define DIRECTINPUT_VERSION 0x0800 |
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#include <dinput.h> |
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// Data |
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static HWND g_hWnd = 0; |
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; |
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; |
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static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; |
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static LPDIRECT3DTEXTURE9 g_FontTexture = NULL; |
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
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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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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
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// If text or lines are blurry when integrating ImGui in your engine: |
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
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void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized |
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ImGuiIO& io = ImGui::GetIO(); |
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if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f) |
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return; |
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// Create and grow buffers if needed |
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) |
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return; |
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} |
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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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) |
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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 = NULL; |
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) |
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return; |
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// Copy and convert all vertices into a single contiguous buffer |
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CUSTOMVERTEX* vtx_dst; |
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ImDrawIdx* idx_dst; |
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) |
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return; |
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if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) |
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return; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data; |
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for (int i = 0; i < cmd_list->VtxBuffer.Size; i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->pos[2] = 0.0f; |
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vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst++; |
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vtx_src++; |
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} |
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
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idx_dst += cmd_list->IdxBuffer.Size; |
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} |
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g_pVB->Unlock(); |
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g_pIB->Unlock(); |
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); |
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g_pd3dDevice->SetIndices(g_pIB); |
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g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); |
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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)io.DisplaySize.x; |
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vp.Height = (DWORD)io.DisplaySize.y; |
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vp.MinZ = 0.0f; |
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vp.MaxZ = 1.0f; |
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g_pd3dDevice->SetViewport(&vp); |
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing |
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g_pd3dDevice->SetPixelShader(NULL); |
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g_pd3dDevice->SetVertexShader(NULL); |
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g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); |
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g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false); |
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false); |
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); |
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g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false); |
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g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); |
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g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); |
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g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); |
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); |
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); |
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); |
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g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); |
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// Setup orthographic projection matrix |
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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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const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.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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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity); |
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity); |
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection); |
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} |
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// Render command lists |
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int vtx_offset = 0; |
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int idx_offset = 0; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
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g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId); |
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g_pd3dDevice->SetScissorRect(&r); |
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3); |
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} |
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idx_offset += pcmd->ElemCount; |
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} |
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vtx_offset += cmd_list->VtxBuffer.Size; |
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} |
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// Restore the DX9 state |
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d3d9_state_block->Apply(); |
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d3d9_state_block->Release(); |
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} |
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static bool IsAnyMouseButtonDown() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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for (int n = 0; n < ARRAYSIZE(io.MouseDown); n++) |
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if (io.MouseDown[n]) |
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return true; |
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return false; |
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} |
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// We use Win32 SetCapture/ReleaseCapture() API to enable reading the mouse outside our Windows bounds. |
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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if (!IsAnyMouseButtonDown()) ::SetCapture(hwnd); |
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io.MouseDown[0] = true; |
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return 0; |
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case WM_RBUTTONDOWN: |
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if (!IsAnyMouseButtonDown()) ::SetCapture(hwnd); |
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io.MouseDown[1] = true; |
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return 0; |
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case WM_MBUTTONDOWN: |
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if (!IsAnyMouseButtonDown()) ::SetCapture(hwnd); |
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io.MouseDown[2] = true; |
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return 0; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false; |
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if (!IsAnyMouseButtonDown()) ::ReleaseCapture(); |
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return 0; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false; |
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if (!IsAnyMouseButtonDown()) ::ReleaseCapture(); |
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return 0; |
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case WM_MBUTTONUP: |
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io.MouseDown[2] = false; |
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if (!IsAnyMouseButtonDown()) ::ReleaseCapture(); |
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return 0; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return 0; |
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case WM_MOUSEMOVE: |
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16); |
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return 0; |
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case WM_KEYDOWN: |
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case WM_SYSKEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return 0; |
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case WM_KEYUP: |
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case WM_SYSKEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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return 0; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
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if (wParam > 0 && wParam < 0x10000) |
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io.AddInputCharacter((unsigned short)wParam); |
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return 0; |
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} |
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return 0; |
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} |
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bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) |
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{ |
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g_hWnd = (HWND)hwnd; |
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g_pd3dDevice = device; |
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
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return false; |
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
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return false; |
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ImGuiIO& io = ImGui::GetIO(); |
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. |
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; |
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
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io.KeyMap[ImGuiKey_Home] = VK_HOME; |
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io.KeyMap[ImGuiKey_End] = VK_END; |
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. |
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io.ImeWindowHandle = g_hWnd; |
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return true; |
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} |
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void ImGui_ImplDX9_Shutdown() |
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{ |
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ImGui_ImplDX9_InvalidateDeviceObjects(); |
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ImGui::Shutdown(); |
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g_pd3dDevice = NULL; |
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g_hWnd = 0; |
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} |
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static bool ImGui_ImplDX9_CreateFontsTexture() |
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{ |
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// Build texture atlas |
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height, bytes_per_pixel; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); |
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// Upload texture to graphics system |
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g_FontTexture = NULL; |
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0) |
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return false; |
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D3DLOCKED_RECT tex_locked_rect; |
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if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) |
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return false; |
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for (int y = 0; y < height; y++) |
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); |
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g_FontTexture->UnlockRect(0); |
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// Store our identifier |
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io.Fonts->TexID = (void *)g_FontTexture; |
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return true; |
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} |
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bool ImGui_ImplDX9_CreateDeviceObjects() |
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{ |
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if (!g_pd3dDevice) |
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return false; |
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if (!ImGui_ImplDX9_CreateFontsTexture()) |
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return false; |
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return true; |
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} |
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void ImGui_ImplDX9_InvalidateDeviceObjects() |
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{ |
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if (!g_pd3dDevice) |
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return; |
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if (g_pVB) |
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{ |
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g_pVB->Release(); |
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g_pVB = NULL; |
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} |
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if (g_pIB) |
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{ |
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g_pIB->Release(); |
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g_pIB = NULL; |
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} |
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// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both. |
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ImGuiIO& io = ImGui::GetIO(); |
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IM_ASSERT(g_FontTexture == io.Fonts->TexID); |
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if (g_FontTexture) |
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g_FontTexture->Release(); |
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g_FontTexture = NULL; |
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io.Fonts->TexID = NULL; |
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} |
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void ImGui_ImplDX9_NewFrame() |
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{ |
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if (!g_FontTexture) |
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ImGui_ImplDX9_CreateDeviceObjects(); |
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ImGuiIO& io = ImGui::GetIO(); |
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// Setup display size (every frame to accommodate for window resizing) |
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RECT rect; |
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GetClientRect(g_hWnd, &rect); |
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
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// Setup time step |
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INT64 current_time; |
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
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g_Time = current_time; |
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// Read keyboard modifiers inputs |
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io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; |
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io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; |
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io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; |
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io.KeySuper = false; |
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events |
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// io.MousePos : filled by WM_MOUSEMOVE events |
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// io.MouseDown : filled by WM_*BUTTON* events |
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// io.MouseWheel : filled by WM_MOUSEWHEEL events |
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) |
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if (io.WantMoveMouse) |
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{ |
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
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ClientToScreen(g_hWnd, &pos); |
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SetCursorPos(pos.x, pos.y); |
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} |
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// Hide OS mouse cursor if ImGui is drawing it |
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if (io.MouseDrawCursor) |
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SetCursor(NULL); |
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// Start the frame |
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ImGui::NewFrame(); |
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}
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