361 lines
15 KiB
C++
361 lines
15 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 in imgui.cpp.
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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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#include "impl_dx9.h"
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#include <algorithm>
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// DirectX
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#include <d3d9.h>
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#include "external/imgui/imgui.h"
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// allow std::min use
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#ifdef min
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#undef min
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#endif
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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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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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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(ImDrawData *draw_data) {
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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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if (g_pVB) {
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g_pVB->Release();
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g_pVB = NULL;
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}
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert),
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D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
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D3DPOOL_DEFAULT, &g_pVB, NULL) < 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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if (g_pIB) {
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g_pIB->Release();
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g_pIB = NULL;
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}
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx),
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D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
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sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32,
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D3DPOOL_DEFAULT, &g_pIB, NULL) < 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 = NULL;
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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
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D3DMATRIX last_world, last_view, last_projection;
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g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
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// Copy all vertices into a single contiguous buffer
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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,
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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,
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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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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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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->SetFVF(D3DFVF_CUSTOMVERTEX);
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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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g_pd3dDevice->SetPixelShader(nullptr);
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g_pd3dDevice->SetVertexShader(nullptr);
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D3DCAPS9 caps {};
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if (FAILED(g_pd3dDevice->GetDeviceCaps(&caps))) {
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caps.NumSimultaneousRTs = 0UL;
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}
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IDirect3DSurface9 *back_buffer = nullptr;
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IDirect3DSurface9 *depth_stencil = nullptr;
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IDirect3DSurface9 *render_targets[8];
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// save all previous render target state
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for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
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if (FAILED(g_pd3dDevice->GetRenderTarget(target, &render_targets[target]))) {
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render_targets[target] = nullptr;
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}
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}
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// get the previous depth stencil
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if (FAILED(g_pd3dDevice->GetDepthStencilSurface(&depth_stencil))) {
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depth_stencil = nullptr;
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}
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// set the back buffer as the current render target
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if (SUCCEEDED(g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer))) {
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g_pd3dDevice->SetRenderTarget(0, back_buffer);
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g_pd3dDevice->SetDepthStencilSurface(nullptr);
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for (size_t target = 1; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
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g_pd3dDevice->SetRenderTarget(target, nullptr);
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}
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} else {
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back_buffer = nullptr;
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}
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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->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_COLOROP, D3DTOP_MODULATE);
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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_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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// (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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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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const ImDrawCmd *pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback != NULL) {
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pcmd->UserCallback(cmd_list, pcmd);
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} else {
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const RECT r = {(LONG) (pcmd->ClipRect.x - clip_off.x), (LONG) (pcmd->ClipRect.y - clip_off.y),
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(LONG) (pcmd->ClipRect.z - clip_off.x), (LONG) (pcmd->ClipRect.w - clip_off.y)};
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auto texture = reinterpret_cast<IDirect3DBaseTexture9 *>(pcmd->TextureId);
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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,
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pcmd->VtxOffset + global_vtx_offset, 0,
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(UINT) cmd_list->VtxBuffer.Size,
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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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if (back_buffer) {
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back_buffer->Release();
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back_buffer = nullptr;
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}
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// restore previous depth stencil
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if (depth_stencil) {
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g_pd3dDevice->SetDepthStencilSurface(depth_stencil);
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depth_stencil->Release();
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depth_stencil = nullptr;
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}
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// restore all render target state
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for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
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auto render_target = render_targets[target];
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if (render_target) {
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g_pd3dDevice->SetRenderTarget(target, render_target);
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render_target->Release();
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}
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}
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// restore the DX9 transform
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
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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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bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device) {
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// Setup back-end capabilities flags
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auto &io = ImGui::GetIO();
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io.BackendRendererName = "imgui_impl_dx9";
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// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
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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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ImGui_ImplDX9_InvalidateDeviceObjects();
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if (g_pd3dDevice) {
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g_pd3dDevice->Release();
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g_pd3dDevice = NULL;
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}
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}
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static bool ImGui_ImplDX9_CreateFontsTexture() {
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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, bytes_per_pixel;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
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// Upload texture to graphics system
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g_FontTexture = NULL;
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if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
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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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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,
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pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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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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if (!g_pd3dDevice) {
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return false;
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}
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return ImGui_ImplDX9_CreateFontsTexture();
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}
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void ImGui_ImplDX9_InvalidateDeviceObjects() {
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if (!g_pd3dDevice)
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return;
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if (g_pVB) {
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g_pVB->Release();
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g_pVB = NULL;
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}
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if (g_pIB) {
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g_pIB->Release();
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g_pIB = NULL;
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}
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if (g_FontTexture) {
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g_FontTexture->Release();
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g_FontTexture = NULL;
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ImGui::GetIO().Fonts->TexID = NULL;
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} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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}
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void ImGui_ImplDX9_NewFrame() {
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if (!g_FontTexture) {
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ImGui_ImplDX9_CreateDeviceObjects();
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}
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IDirect3DSwapChain9 *swap_chain = nullptr;
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if (SUCCEEDED(g_pd3dDevice->GetSwapChain(0, &swap_chain))) {
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auto &io = ImGui::GetIO();
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D3DPRESENT_PARAMETERS present_params {};
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if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
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if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
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io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
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io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
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} else {
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RECT rect {};
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GetClientRect(present_params.hDeviceWindow, &rect);
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io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
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io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
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}
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}
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swap_chain->Release();
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}
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}
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