mirror of
https://github.com/Bloodysharp/EXTERIUM-Cheat-ImGuiMenu.git
synced 2024-12-22 16:07:28 +08:00
490 lines
18 KiB
C++
490 lines
18 KiB
C++
// dear imgui: Renderer for DirectX9
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
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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 are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
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// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
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// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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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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#include <memory>
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#include "imgui.h"
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#include "imgui_impl_dx9.h"
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const BYTE default_vs[] =
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{
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0, 2, 254, 255, 254, 255,
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155, 0, 68, 66, 85, 71,
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40, 0, 0, 0, 64, 2,
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0, 0, 0, 0, 0, 0,
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1, 0, 0, 0, 116, 0,
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|
0, 0, 16, 0, 0, 0,
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|
120, 0, 0, 0, 3, 0,
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|
0, 0, 4, 2, 0, 0,
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|
248, 0, 0, 0, 67, 58,
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92, 85, 115, 101, 114, 115,
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92, 108, 111, 108, 111, 107,
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|
92, 68, 101, 115, 107, 116,
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111, 112, 92, 71, 79, 69,
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83, 80, 45, 109, 97, 115,
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116, 101, 114, 92, 71, 79,
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69, 83, 80, 92, 82, 101,
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115, 111, 117, 114, 99, 101,
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115, 92, 83, 104, 97, 100,
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101, 114, 115, 92, 100, 101,
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102, 97, 117, 108, 116, 95,
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118, 115, 46, 104, 108, 115,
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108, 0, 40, 0, 0, 0,
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0, 0, 255, 255, 0, 3,
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0, 0, 0, 0, 255, 255,
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24, 3, 0, 0, 0, 0,
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255, 255, 36, 3, 0, 0,
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0, 0, 255, 255, 48, 3,
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0, 0, 20, 0, 0, 0,
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60, 3, 0, 0, 20, 0,
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0, 0, 76, 3, 0, 0,
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20, 0, 0, 0, 92, 3,
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0, 0, 20, 0, 0, 0,
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108, 3, 0, 0, 20, 0,
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0, 0, 124, 3, 0, 0,
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20, 0, 0, 0, 136, 3,
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0, 0, 20, 0, 0, 0,
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152, 3, 0, 0, 21, 0,
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0, 0, 168, 3, 0, 0,
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22, 0, 0, 0, 180, 3,
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0, 0, 23, 0, 0, 0,
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192, 3, 0, 0, 23, 0,
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0, 0, 204, 3, 0, 0,
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23, 0, 0, 0, 216, 3,
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0, 0, 109, 97, 105, 110,
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0, 105, 110, 112, 117, 116,
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0, 112, 111, 115, 0, 171,
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1, 0, 3, 0, 1, 0,
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2, 0, 1, 0, 0, 0,
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0, 0, 0, 0, 99, 111,
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108, 0, 1, 0, 3, 0,
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1, 0, 4, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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117, 118, 0, 171, 3, 1,
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0, 0, 8, 1, 0, 0,
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24, 1, 0, 0, 28, 1,
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0, 0, 44, 1, 0, 0,
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8, 1, 0, 0, 5, 0,
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0, 0, 1, 0, 8, 0,
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1, 0, 3, 0, 48, 1,
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0, 0, 1, 0, 0, 0,
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0, 0, 1, 0, 255, 255,
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255, 255, 2, 0, 0, 0,
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2, 0, 3, 0, 4, 0,
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5, 0, 3, 0, 0, 0,
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6, 0, 7, 0, 255, 255,
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255, 255, 3, 1, 0, 0,
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28, 1, 0, 0, 24, 1,
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0, 0, 28, 1, 0, 0,
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44, 1, 0, 0, 8, 1,
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0, 0, 5, 0, 0, 0,
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1, 0, 10, 0, 1, 0,
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3, 0, 124, 1, 0, 0,
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13, 0, 0, 0, 0, 0,
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1, 0, 2, 0, 3, 0,
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14, 0, 0, 0, 4, 0,
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5, 0, 6, 0, 7, 0,
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15, 0, 0, 0, 8, 0,
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9, 0, 255, 255, 255, 255,
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111, 117, 116, 112, 117, 116,
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0, 171, 5, 0, 0, 0,
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1, 0, 10, 0, 1, 0,
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3, 0, 124, 1, 0, 0,
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10, 0, 0, 0, 0, 0,
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1, 0, 2, 0, 3, 0,
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11, 0, 0, 0, 4, 0,
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5, 0, 6, 0, 7, 0,
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12, 0, 0, 0, 8, 0,
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9, 0, 255, 255, 255, 255,
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248, 0, 0, 0, 253, 0,
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0, 0, 72, 1, 0, 0,
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3, 0, 0, 0, 88, 1,
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0, 0, 0, 0, 0, 0,
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248, 0, 0, 0, 148, 1,
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0, 0, 3, 0, 0, 0,
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164, 1, 0, 0, 0, 0,
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0, 0, 200, 1, 0, 0,
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208, 1, 0, 0, 3, 0,
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0, 0, 224, 1, 0, 0,
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77, 105, 99, 114, 111, 115,
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111, 102, 116, 32, 40, 82,
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41, 32, 72, 76, 83, 76,
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32, 83, 104, 97, 100, 101,
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114, 32, 67, 111, 109, 112,
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105, 108, 101, 114, 32, 49,
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48, 46, 49, 0, 254, 255,
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34, 0, 67, 84, 65, 66,
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28, 0, 0, 0, 91, 0,
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0, 0, 0, 2, 254, 255,
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1, 0, 0, 0, 28, 0,
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0, 0, 5, 1, 0, 0,
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84, 0, 0, 0, 48, 0,
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0, 0, 2, 0, 0, 0,
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4, 0, 0, 0, 68, 0,
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0, 0, 0, 0, 0, 0,
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112, 114, 111, 106, 101, 99,
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116, 105, 111, 110, 77, 97,
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116, 114, 105, 120, 0, 171,
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171, 171, 3, 0, 3, 0,
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4, 0, 4, 0, 1, 0,
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0, 0, 0, 0, 0, 0,
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118, 115, 95, 50, 95, 48,
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0, 77, 105, 99, 114, 111,
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115, 111, 102, 116, 32, 40,
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82, 41, 32, 72, 76, 83,
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76, 32, 83, 104, 97, 100,
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101, 114, 32, 67, 111, 109,
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112, 105, 108, 101, 114, 32,
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49, 48, 46, 49, 0, 171,
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81, 0, 0, 5, 4, 0,
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15, 160, 0, 0, 0, 0,
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0, 0, 128, 63, 0, 0,
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0, 0, 0, 0, 0, 0,
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31, 0, 0, 2, 0, 0,
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0, 128, 0, 0, 15, 144,
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31, 0, 0, 2, 10, 0,
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0, 128, 1, 0, 15, 144,
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31, 0, 0, 2, 5, 0,
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0, 128, 2, 0, 15, 144,
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5, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 0, 144,
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0, 0, 228, 160, 5, 0,
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0, 3, 1, 0, 15, 128,
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0, 0, 85, 144, 1, 0,
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228, 160, 2, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 128, 1, 0, 228, 128,
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2, 0, 0, 3, 0, 0,
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15, 128, 0, 0, 228, 128,
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4, 0, 0, 160, 1, 0,
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0, 2, 1, 0, 2, 128,
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4, 0, 85, 160, 5, 0,
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0, 3, 1, 0, 15, 128,
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1, 0, 85, 128, 3, 0,
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228, 160, 2, 0, 0, 3,
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0, 0, 15, 128, 0, 0,
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228, 128, 1, 0, 228, 128,
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1, 0, 0, 2, 1, 0,
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15, 128, 1, 0, 228, 144,
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1, 0, 0, 2, 2, 0,
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3, 128, 2, 0, 228, 144,
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1, 0, 0, 2, 0, 0,
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15, 192, 0, 0, 228, 128,
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1, 0, 0, 2, 0, 0,
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15, 208, 1, 0, 228, 128,
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1, 0, 0, 2, 0, 0,
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3, 224, 2, 0, 228, 128,
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255, 255, 0, 0
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};
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// DirectX data
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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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static IDirect3DVertexDeclaration9* vertexDeclaration = nullptr;
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static IDirect3DVertexShader9* vertexShader = nullptr;
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static void ImGui_ImplDX9_SetupRenderState(const ImDrawData* draw_data)
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{
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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)draw_data->DisplaySize.x;
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vp.Height = (DWORD)draw_data->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, shade mode (for gradient)
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g_pd3dDevice->SetPixelShader(nullptr);
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g_pd3dDevice->SetVertexShader(vertexShader);
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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->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
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g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
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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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// 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.
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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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float L = draw_data->DisplayPos.x + 0.5f;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
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float T = draw_data->DisplayPos.y + 0.5f;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
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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->SetVertexShaderConstantF(0, &mat_projection.m[0][0], 4);
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}
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}
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// Render function.
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX9_RenderDrawData(const ImDrawData* draw_data)
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{
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// Avoid rendering when minimized
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->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 = nullptr; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &g_pVB, nullptr) < 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 = nullptr; }
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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, nullptr) < 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 = nullptr;
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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if (d3d9_state_block->Capture() != D3D_OK)
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return;
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ImDrawVert* vtx_dst;
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ImDrawIdx* idx_dst;
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if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(ImDrawVert)), (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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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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vtx_dst += cmd_list->VtxBuffer.Size;
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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(ImDrawVert));
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g_pd3dDevice->SetIndices(g_pIB);
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g_pd3dDevice->SetVertexDeclaration(vertexDeclaration);
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// Setup desired DX state
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ImGui_ImplDX9_SetupRenderState(draw_data);
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
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int global_vtx_offset = 0;
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int global_idx_offset = 0;
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ImVec2 clip_off = draw_data->DisplayPos;
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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 != nullptr)
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{
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// User callback, registered via ImDrawList::AddCallback()
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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ImGui_ImplDX9_SetupRenderState(draw_data);
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else
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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 - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
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const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
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g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, texture == g_FontTexture ? D3DTOP_SELECTARG2 : D3DTOP_MODULATE);
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g_pd3dDevice->SetTexture(0, texture);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
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}
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}
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global_idx_offset += cmd_list->IdxBuffer.Size;
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global_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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void ImGui_ImplDX9_DestroyFontsTexture()
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{
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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.
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}
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bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
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{
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// Setup back-end capabilities flags
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ImGuiIO& io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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LoadLibraryW(L"d3d9"); // increment d3d9.dll reference count
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g_pd3dDevice = device;
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g_pd3dDevice->AddRef();
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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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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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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;
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io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
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// Upload texture to graphics system
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g_FontTexture = nullptr;
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture, nullptr) < 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, nullptr, D3DLOCK_DISCARD) != 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 * y, width);
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g_FontTexture->UnlockRect(0);
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// Store our identifier
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io.Fonts->TexID = (ImTextureID)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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|
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if (!ImGui_ImplDX9_CreateFontsTexture())
|
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return false;
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|
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if (!vertexDeclaration) {
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constexpr D3DVERTEXELEMENT9 elements[]{
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{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 8, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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D3DDECL_END()
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};
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g_pd3dDevice->CreateVertexDeclaration(elements, &vertexDeclaration);
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}
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|
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if (!vertexShader)
|
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g_pd3dDevice->CreateVertexShader(reinterpret_cast<const DWORD*>(default_vs), &vertexShader);
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|
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return true;
|
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}
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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) { g_pVB->Release(); g_pVB = nullptr; }
|
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if (g_pIB) { g_pIB->Release(); g_pIB = nullptr; }
|
|
if (vertexDeclaration) { vertexDeclaration->Release(); vertexDeclaration = nullptr; }
|
|
if (vertexShader) { vertexShader->Release(); vertexShader = nullptr; }
|
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ImGui_ImplDX9_DestroyFontsTexture();
|
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}
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|
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void ImGui_ImplDX9_NewFrame()
|
|
{
|
|
if (!g_FontTexture)
|
|
ImGui_ImplDX9_CreateDeviceObjects();
|
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}
|
|
|
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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<std::uint32_t*>((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<IDirect3DTexture9*>(texture)->Release();
|
|
}
|