mirror of https://github.com/ocornut/imgui
Examples: DirectX9: Removing spaces (#663)
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@ -60,7 +60,7 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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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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if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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@ -90,30 +90,30 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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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( CUSTOMVERTEX ) );
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g_pd3dDevice->SetIndices( g_pIB );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
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g_pd3dDevice->SetIndices(g_pIB);
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g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
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// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
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g_pd3dDevice->SetPixelShader( NULL );
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g_pd3dDevice->SetVertexShader( NULL );
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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->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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g_pd3dDevice->SetPixelShader(NULL);
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g_pd3dDevice->SetVertexShader(NULL);
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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->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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// 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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@ -148,9 +148,9 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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else
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{
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const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
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g_pd3dDevice->SetScissorRect( &r );
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g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
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g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
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g_pd3dDevice->SetScissorRect(&r);
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g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
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}
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idx_offset += pcmd->ElemCount;
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}
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