// ImGui Win32 + DirectX9 binding // https://github.com/ocornut/imgui #include #include "imgui_impl_dx9.h" // DirectX #include #define DIRECTINPUT_VERSION 0x0800 #include // Data static HWND g_hWnd = 0; static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed. struct CUSTOMVERTEX { D3DXVECTOR3 pos; D3DCOLOR col; D3DXVECTOR2 uv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) { size_t total_vtx_count = 0; for (int n = 0; n < cmd_lists_count; n++) total_vtx_count += cmd_lists[n]->vtx_buffer.size(); if (total_vtx_count == 0) return; // Copy and convert all vertices into a single contiguous buffer CUSTOMVERTEX* vtx_dst; if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) return; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) { vtx_dst->pos.x = vtx_src->pos.x; vtx_dst->pos.y = vtx_src->pos.y; vtx_dst->pos.z = 0.0f; vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 vtx_dst->uv.x = vtx_src->uv.x; vtx_dst->uv.y = vtx_src->uv.y; vtx_dst++; vtx_src++; } } g_pVB->Unlock(); g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing g_pd3dDevice->SetPixelShader( NULL ); g_pd3dDevice->SetVertexShader( NULL ); 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_BLENDOP, D3DBLENDOP_ADD ); g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false ); g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, 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 D3DXMATRIXA16 mat; D3DXMatrixIdentity(&mat); g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat); g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat); D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat); // Render command lists int vtx_offset = 0; for (int n = 0; n < cmd_lists_count; n++) { const ImDrawList* cmd_list = cmd_lists[n]; for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; if (pcmd->user_callback) { pcmd->user_callback(cmd_list, pcmd); } else { const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id ); g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); } vtx_offset += pcmd->vtx_count; } } } LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) { ImGuiIO& io = ImGui::GetIO(); switch (msg) { case WM_LBUTTONDOWN: io.MouseDown[0] = true; return true; case WM_LBUTTONUP: io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: io.MouseDown[1] = true; return true; case WM_RBUTTONUP: io.MouseDown[1] = false; return true; case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return true; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); return true; case WM_KEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; return true; case WM_KEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; return true; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return true; } return 0; } bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device) { g_hWnd = (HWND)hwnd; g_pd3dDevice = device; if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) return false; if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) return false; ImGuiIO& io = ImGui::GetIO(); 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. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_UpArrow] = VK_UP; io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; io.KeyMap[ImGuiKey_C] = 'C'; io.KeyMap[ImGuiKey_V] = 'V'; io.KeyMap[ImGuiKey_X] = 'X'; io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; io.ImeWindowHandle = g_hWnd; return true; } void ImGui_ImplDX9_Shutdown() { ImGui_ImplDX9_InvalidateDeviceObjects(); ImGui::Shutdown(); g_pd3dDevice = NULL; g_hWnd = 0; } static void ImGui_ImplDX9_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); // Build unsigned char* pixels; int width, height, bytes_per_pixel; io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel); // Create DX9 texture LPDIRECT3DTEXTURE9 pTexture = NULL; if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0) { IM_ASSERT(0); return; } D3DLOCKED_RECT tex_locked_rect; if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK) { IM_ASSERT(0); return; } for (int y = 0; y < height; y++) memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel)); pTexture->UnlockRect(0); // Store our identifier io.Fonts->TexID = (void *)pTexture; // Cleanup (don't clear the input data if you want to append new fonts later) io.Fonts->ClearInputData(); io.Fonts->ClearTexData(); } bool ImGui_ImplDX9_CreateDeviceObjects() { if (!g_pd3dDevice) return false; if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0) return false; ImGui_ImplDX9_CreateFontsTexture(); return true; } void ImGui_ImplDX9_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID) { tex->Release(); ImGui::GetIO().Fonts->TexID = 0; } } void ImGui_ImplDX9_NewFrame() { if (!g_pVB) ImGui_ImplDX9_CreateDeviceObjects(); ImGuiIO& io = ImGui::GetIO(); // Setup display size (every frame to accommodate for window resizing) RECT rect; GetClientRect(g_hWnd, &rect); io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Setup time step INT64 current_time; QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; g_Time = current_time; // Read keyboard modifiers inputs io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events // io.MousePos : filled by WM_MOUSEMOVE events // io.MouseDown : filled by WM_*BUTTON* events // io.MouseWheel : filled by WM_MOUSEWHEEL events // Hide OS mouse cursor if ImGui is drawing it SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); // Start the frame ImGui::NewFrame(); }