// dear imgui: Renderer for DirectX9 // This needs to be used along with a Platform Binding (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-bits indices. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 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. // DirectX #include #define DIRECTINPUT_VERSION 0x0800 #include #include #include "imgui.h" #include "imgui_impl_dx9.h" const BYTE default_vs[] = { 0, 2, 254, 255, 254, 255, 155, 0, 68, 66, 85, 71, 40, 0, 0, 0, 64, 2, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 116, 0, 0, 0, 16, 0, 0, 0, 120, 0, 0, 0, 3, 0, 0, 0, 4, 2, 0, 0, 248, 0, 0, 0, 67, 58, 92, 85, 115, 101, 114, 115, 92, 108, 111, 108, 111, 107, 92, 68, 101, 115, 107, 116, 111, 112, 92, 71, 79, 69, 83, 80, 45, 109, 97, 115, 116, 101, 114, 92, 71, 79, 69, 83, 80, 92, 82, 101, 115, 111, 117, 114, 99, 101, 115, 92, 83, 104, 97, 100, 101, 114, 115, 92, 100, 101, 102, 97, 117, 108, 116, 95, 118, 115, 46, 104, 108, 115, 108, 0, 40, 0, 0, 0, 0, 0, 255, 255, 0, 3, 0, 0, 0, 0, 255, 255, 24, 3, 0, 0, 0, 0, 255, 255, 36, 3, 0, 0, 0, 0, 255, 255, 48, 3, 0, 0, 20, 0, 0, 0, 60, 3, 0, 0, 20, 0, 0, 0, 76, 3, 0, 0, 20, 0, 0, 0, 92, 3, 0, 0, 20, 0, 0, 0, 108, 3, 0, 0, 20, 0, 0, 0, 124, 3, 0, 0, 20, 0, 0, 0, 136, 3, 0, 0, 20, 0, 0, 0, 152, 3, 0, 0, 21, 0, 0, 0, 168, 3, 0, 0, 22, 0, 0, 0, 180, 3, 0, 0, 23, 0, 0, 0, 192, 3, 0, 0, 23, 0, 0, 0, 204, 3, 0, 0, 23, 0, 0, 0, 216, 3, 0, 0, 109, 97, 105, 110, 0, 105, 110, 112, 117, 116, 0, 112, 111, 115, 0, 171, 1, 0, 3, 0, 1, 0, 2, 0, 1, 0, 0, 0, 0, 0, 0, 0, 99, 111, 108, 0, 1, 0, 3, 0, 1, 0, 4, 0, 1, 0, 0, 0, 0, 0, 0, 0, 117, 118, 0, 171, 3, 1, 0, 0, 8, 1, 0, 0, 24, 1, 0, 0, 28, 1, 0, 0, 44, 1, 0, 0, 8, 1, 0, 0, 5, 0, 0, 0, 1, 0, 8, 0, 1, 0, 3, 0, 48, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 255, 255, 255, 255, 2, 0, 0, 0, 2, 0, 3, 0, 4, 0, 5, 0, 3, 0, 0, 0, 6, 0, 7, 0, 255, 255, 255, 255, 3, 1, 0, 0, 28, 1, 0, 0, 24, 1, 0, 0, 28, 1, 0, 0, 44, 1, 0, 0, 8, 1, 0, 0, 5, 0, 0, 0, 1, 0, 10, 0, 1, 0, 3, 0, 124, 1, 0, 0, 13, 0, 0, 0, 0, 0, 1, 0, 2, 0, 3, 0, 14, 0, 0, 0, 4, 0, 5, 0, 6, 0, 7, 0, 15, 0, 0, 0, 8, 0, 9, 0, 255, 255, 255, 255, 111, 117, 116, 112, 117, 116, 0, 171, 5, 0, 0, 0, 1, 0, 10, 0, 1, 0, 3, 0, 124, 1, 0, 0, 10, 0, 0, 0, 0, 0, 1, 0, 2, 0, 3, 0, 11, 0, 0, 0, 4, 0, 5, 0, 6, 0, 7, 0, 12, 0, 0, 0, 8, 0, 9, 0, 255, 255, 255, 255, 248, 0, 0, 0, 253, 0, 0, 0, 72, 1, 0, 0, 3, 0, 0, 0, 88, 1, 0, 0, 0, 0, 0, 0, 248, 0, 0, 0, 148, 1, 0, 0, 3, 0, 0, 0, 164, 1, 0, 0, 0, 0, 0, 0, 200, 1, 0, 0, 208, 1, 0, 0, 3, 0, 0, 0, 224, 1, 0, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 49, 48, 46, 49, 0, 254, 255, 34, 0, 67, 84, 65, 66, 28, 0, 0, 0, 91, 0, 0, 0, 0, 2, 254, 255, 1, 0, 0, 0, 28, 0, 0, 0, 5, 1, 0, 0, 84, 0, 0, 0, 48, 0, 0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 68, 0, 0, 0, 0, 0, 0, 0, 112, 114, 111, 106, 101, 99, 116, 105, 111, 110, 77, 97, 116, 114, 105, 120, 0, 171, 171, 171, 3, 0, 3, 0, 4, 0, 4, 0, 1, 0, 0, 0, 0, 0, 0, 0, 118, 115, 95, 50, 95, 48, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, 76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 49, 48, 46, 49, 0, 171, 81, 0, 0, 5, 4, 0, 15, 160, 0, 0, 0, 0, 0, 0, 128, 63, 0, 0, 0, 0, 0, 0, 0, 0, 31, 0, 0, 2, 0, 0, 0, 128, 0, 0, 15, 144, 31, 0, 0, 2, 10, 0, 0, 128, 1, 0, 15, 144, 31, 0, 0, 2, 5, 0, 0, 128, 2, 0, 15, 144, 5, 0, 0, 3, 0, 0, 15, 128, 0, 0, 0, 144, 0, 0, 228, 160, 5, 0, 0, 3, 1, 0, 15, 128, 0, 0, 85, 144, 1, 0, 228, 160, 2, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, 1, 0, 228, 128, 2, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, 4, 0, 0, 160, 1, 0, 0, 2, 1, 0, 2, 128, 4, 0, 85, 160, 5, 0, 0, 3, 1, 0, 15, 128, 1, 0, 85, 128, 3, 0, 228, 160, 2, 0, 0, 3, 0, 0, 15, 128, 0, 0, 228, 128, 1, 0, 228, 128, 1, 0, 0, 2, 1, 0, 15, 128, 1, 0, 228, 144, 1, 0, 0, 2, 2, 0, 3, 128, 2, 0, 228, 144, 1, 0, 0, 2, 0, 0, 15, 192, 0, 0, 228, 128, 1, 0, 0, 2, 0, 0, 15, 208, 1, 0, 228, 128, 1, 0, 0, 2, 0, 0, 3, 224, 2, 0, 228, 128, 255, 255, 0, 0 }; // 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; static IDirect3DVertexDeclaration9* vertexDeclaration = nullptr; static IDirect3DVertexShader9* vertexShader = nullptr; static void ImGui_ImplDX9_SetupRenderState(const 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(nullptr); g_pd3dDevice->SetVertexShader(vertexShader); 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_SCISSORTESTENABLE, true); g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false); 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 or 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_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->SetVertexShaderConstantF(0, &mat_projection.m[0][0], 4); } } // Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX9_RenderDrawData(const 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 = nullptr; } g_VertexBufferSize = draw_data->TotalVtxCount + 5000; if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &g_pVB, nullptr) < 0) return; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { if (g_pIB) { g_pIB->Release(); g_pIB = nullptr; } 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, nullptr) < 0) return; } // Backup the DX9 state IDirect3DStateBlock9* d3d9_state_block = nullptr; if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0) return; if (d3d9_state_block->Capture() != D3D_OK) return; ImDrawVert* vtx_dst; ImDrawIdx* idx_dst; if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(ImDrawVert)), (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]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); vtx_dst += cmd_list->VtxBuffer.Size; 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(ImDrawVert)); g_pd3dDevice->SetIndices(g_pIB); g_pd3dDevice->SetVertexDeclaration(vertexDeclaration); // 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 != nullptr) { // 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->SetTextureStageState(0, D3DTSS_COLOROP, texture == g_FontTexture ? D3DTOP_SELECTARG2 : D3DTOP_MODULATE); 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 state d3d9_state_block->Apply(); d3d9_state_block->Release(); } void ImGui_ImplDX9_DestroyFontsTexture() { if (g_FontTexture) { g_FontTexture->Release(); g_FontTexture = nullptr; ImGui::GetIO().Fonts->TexID = nullptr; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. } bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) { // Setup back-end 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. LoadLibraryW(L"d3d9"); // increment d3d9.dll reference count g_pd3dDevice = device; g_pd3dDevice->AddRef(); return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; } } static bool ImGui_ImplDX9_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); // Upload texture to graphics system g_FontTexture = nullptr; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture, nullptr) < 0) return false; D3DLOCKED_RECT tex_locked_rect; if (g_FontTexture->LockRect(0, &tex_locked_rect, nullptr, D3DLOCK_DISCARD) != 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 * y, width); g_FontTexture->UnlockRect(0); // Store our identifier io.Fonts->TexID = (ImTextureID)g_FontTexture; return true; } bool ImGui_ImplDX9_CreateDeviceObjects() { if (!g_pd3dDevice) return false; if (!ImGui_ImplDX9_CreateFontsTexture()) return false; if (!vertexDeclaration) { constexpr D3DVERTEXELEMENT9 elements[]{ { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, { 0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 }, D3DDECL_END() }; g_pd3dDevice->CreateVertexDeclaration(elements, &vertexDeclaration); } if (!vertexShader) g_pd3dDevice->CreateVertexShader(reinterpret_cast(default_vs), &vertexShader); return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; if (g_pVB) { g_pVB->Release(); g_pVB = nullptr; } if (g_pIB) { g_pIB->Release(); g_pIB = nullptr; } if (vertexDeclaration) { vertexDeclaration->Release(); vertexDeclaration = nullptr; } if (vertexShader) { vertexShader->Release(); vertexShader = nullptr; } ImGui_ImplDX9_DestroyFontsTexture(); } void ImGui_ImplDX9_NewFrame() { if (!g_FontTexture) ImGui_ImplDX9_CreateDeviceObjects(); } ImTextureID ImGui_CreateTextureRGBA(int width, int height, const unsigned char* data) { IDirect3DTexture9* texture; if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, nullptr) != D3D_OK) return nullptr; D3DLOCKED_RECT lockedRect; if (texture->LockRect(0, &lockedRect, nullptr, D3DLOCK_DISCARD) != D3D_OK) { texture->Release(); return nullptr; } for (int y = 0; y < height; ++y) { const auto dest = reinterpret_cast((unsigned char*)lockedRect.pBits + lockedRect.Pitch * y); std::memcpy(dest, data + width * 4 * y, width * 4); for (int i = 0; i < width; ++i) { // RGBA --> BGRA auto color = dest[i]; color = (color & 0xFF00FF00) | ((color & 0xFF0000) >> 16) | ((color & 0xFF) << 16); dest[i] = color; } } texture->UnlockRect(0); return texture; } void ImGui_DestroyTexture(ImTextureID texture) { reinterpret_cast(texture)->Release(); }