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Examples: DirectX9: Removed dependency on dx3x9.h so it can be used in a DirectXMath.h only environment (#611)
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@ -10,7 +10,7 @@
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#include "imgui_impl_dx9.h"
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// DirectX
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#include <d3dx9.h>
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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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@ -26,9 +26,9 @@ static int g_VertexBufferSize = 5000, g_IndexBufferSize = 1
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 pos;
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D3DCOLOR col;
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D3DXVECTOR2 uv;
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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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@ -37,6 +37,11 @@ struct CUSTOMVERTEX
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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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@ -75,12 +80,12 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
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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.x = vtx_src->pos.x;
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vtx_dst->pos.y = vtx_src->pos.y;
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vtx_dst->pos.z = 0.0f;
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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.x = vtx_src->uv.x;
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vtx_dst->uv.y = vtx_src->uv.y;
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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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@ -115,12 +120,21 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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D3DXMatrixIdentity(&mat);
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g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
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g_pd3dDevice->SetTransform( D3DTS_VIEW, &mat );
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D3DXMatrixOrthoOffCenterLH( &mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f );
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g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
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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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@ -256,7 +270,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
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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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