EXTERIUM-Cheat-ImGuiMenu/ImGuiMenu/backends/imgui_impl_dx9.cpp
2024-11-03 23:35:23 +03:00

490 lines
18 KiB
C++

// 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 <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <memory>
#include "imgui.h"
#include "imgui_impl_dx9.h"
const BYTE default_vs[] =
{
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155, 0, 68, 66, 85, 71,
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0, 112, 111, 115, 0, 171,
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111, 102, 116, 32, 40, 82,
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171, 171, 3, 0, 3, 0,
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112, 105, 108, 101, 114, 32,
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0, 3, 1, 0, 15, 128,
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228, 160, 2, 0, 0, 3,
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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 <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_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<const DWORD*>(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<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();
}