Initial re-upload of spice2x-24-08-24

This commit is contained in:
2024-08-28 11:10:34 -04:00
commit caa9e02285
1181 changed files with 380065 additions and 0 deletions

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#include "extensions.h"
#include <cmath>
#include "external/imgui/imgui.h"
namespace ImGui {
void HelpMarker(const char* desc) {
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
ImGui::TextUnformatted(desc);
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
void WarnMarker(const char* desc, const char* warn) {
ImGui::PushStyleColor(ImGuiCol_TextDisabled, ImVec4(1.f, 1.f, 0.f, 1.f));
ImGui::TextDisabled("(!)");
ImGui::PopStyleColor();
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
if (desc) {
ImGui::TextUnformatted(desc);
ImGui::TextUnformatted("");
}
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.f, 1.f, 0.f, 1.f));
if (warn) {
ImGui::TextUnformatted("WARNING:");
ImGui::TextUnformatted(warn);
}
ImGui::PopStyleColor();
ImGui::PopTextWrapPos();
ImGui::EndTooltip();
}
}
void DummyMarker() {
// dummy marker that is the same width as HelpMarker/WarnMarker.
ImGui::Dummy(ImVec2(22, 0));
}
void Knob(float fraction, float size, float thickness, float pos_x, float pos_y) {
// get values
auto radius = size * 0.5f;
auto pos = ImGui::GetCursorScreenPos();
if (pos_x >= 0) pos.x = pos_x;
if (pos_y >= 0) pos.y = pos_y;
auto center = ImVec2(pos.x + radius, pos.y + radius);
auto draw_list = ImGui::GetWindowDrawList();
// dummy for spacing knob with other content
if (pos_x < 0 && pos_y < 0) {
ImGui::Dummy(ImVec2(size, size));
}
// draw knob
auto angle = (fraction + 0.25f) * (3.141592f * 2);
draw_list->AddCircleFilled(center, radius, ImGui::GetColorU32(ImGuiCol_FrameBg), 16);
draw_list->AddLine(center,
ImVec2(center.x + cosf(angle) * radius, center.y + sinf(angle) * radius),
ImGui::GetColorU32(ImGuiCol_PlotHistogram),
thickness);
}
}

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#pragma once
namespace ImGui {
void HelpMarker(const char* desc);
void WarnMarker(const char* desc, const char* warn);
void DummyMarker();
void Knob(float fraction, float size, float thickness = 2.f,
float pos_x = -1.f, float pos_y = -1.f);
}

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overlay/imgui/impl_dx9.cpp Normal file
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// 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 in imgui.cpp.
// [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.
#include "impl_dx9.h"
#include <algorithm>
// DirectX
#include <d3d9.h>
#include "external/imgui/imgui.h"
// allow std::min use
#ifdef min
#undef min
#endif
// 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;
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// 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(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 = NULL;
}
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(ImDrawVert),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) {
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
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, NULL) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9 *d3d9_state_block = NULL;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
g_pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
// Copy all vertices into a single contiguous buffer
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));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
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->SetFVF(D3DFVF_CUSTOMVERTEX);
// 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);
g_pd3dDevice->SetPixelShader(nullptr);
g_pd3dDevice->SetVertexShader(nullptr);
D3DCAPS9 caps {};
if (FAILED(g_pd3dDevice->GetDeviceCaps(&caps))) {
caps.NumSimultaneousRTs = 0UL;
}
IDirect3DSurface9 *back_buffer = nullptr;
IDirect3DSurface9 *depth_stencil = nullptr;
IDirect3DSurface9 *render_targets[8];
// save all previous render target state
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
if (FAILED(g_pd3dDevice->GetRenderTarget(target, &render_targets[target]))) {
render_targets[target] = nullptr;
}
}
// get the previous depth stencil
if (FAILED(g_pd3dDevice->GetDepthStencilSurface(&depth_stencil))) {
depth_stencil = nullptr;
}
// set the back buffer as the current render target
if (SUCCEEDED(g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &back_buffer))) {
g_pd3dDevice->SetRenderTarget(0, back_buffer);
g_pd3dDevice->SetDepthStencilSurface(nullptr);
for (size_t target = 1; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
g_pd3dDevice->SetRenderTarget(target, nullptr);
}
} else {
back_buffer = nullptr;
}
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
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_COLOROP, D3DTOP_MODULATE);
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_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}}};
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->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
// 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 != NULL) {
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)};
auto texture = reinterpret_cast<IDirect3DBaseTexture9 *>(pcmd->TextureId);
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;
}
if (back_buffer) {
back_buffer->Release();
back_buffer = nullptr;
}
// restore previous depth stencil
if (depth_stencil) {
g_pd3dDevice->SetDepthStencilSurface(depth_stencil);
depth_stencil->Release();
depth_stencil = nullptr;
}
// restore all render target state
for (size_t target = 0; target < std::min(8UL, caps.NumSimultaneousRTs); target++) {
auto render_target = render_targets[target];
if (render_target) {
g_pd3dDevice->SetRenderTarget(target, render_target);
render_target->Release();
}
}
// restore the DX9 transform
g_pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device) {
// Setup back-end capabilities flags
auto &io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_dx9";
// We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;
g_pd3dDevice = device;
g_pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX9_Shutdown() {
ImGui_ImplDX9_InvalidateDeviceObjects();
if (g_pd3dDevice) {
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
}
static bool ImGui_ImplDX9_CreateFontsTexture() {
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Upload texture to graphics system
g_FontTexture = NULL;
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != 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 * bytes_per_pixel) * y, (width * bytes_per_pixel));
g_FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (ImTextureID) g_FontTexture;
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects() {
if (!g_pd3dDevice) {
return false;
}
return ImGui_ImplDX9_CreateFontsTexture();
}
void ImGui_ImplDX9_InvalidateDeviceObjects() {
if (!g_pd3dDevice)
return;
if (g_pVB) {
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB) {
g_pIB->Release();
g_pIB = NULL;
}
if (g_FontTexture) {
g_FontTexture->Release();
g_FontTexture = NULL;
ImGui::GetIO().Fonts->TexID = NULL;
} // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame() {
if (!g_FontTexture) {
ImGui_ImplDX9_CreateDeviceObjects();
}
IDirect3DSwapChain9 *swap_chain = nullptr;
if (SUCCEEDED(g_pd3dDevice->GetSwapChain(0, &swap_chain))) {
auto &io = ImGui::GetIO();
D3DPRESENT_PARAMETERS present_params {};
if (SUCCEEDED(swap_chain->GetPresentParameters(&present_params))) {
if (present_params.BackBufferWidth != 0 && present_params.BackBufferHeight != 0) {
io.DisplaySize.x = static_cast<float>(present_params.BackBufferWidth);
io.DisplaySize.y = static_cast<float>(present_params.BackBufferHeight);
} else {
RECT rect {};
GetClientRect(present_params.hDeviceWindow, &rect);
io.DisplaySize.x = static_cast<float>(rect.right - rect.left);
io.DisplaySize.y = static_cast<float>(rect.bottom - rect.top);
}
}
swap_chain->Release();
}
}

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// 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 in imgui.cpp.
// [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
#pragma once
#include "external/imgui/imgui.h"
struct IDirect3DDevice9;
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9 *device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData *draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

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#include "impl_spice.h"
#include <windows.h>
#include "games/io.h"
#include "launcher/launcher.h"
#include "launcher/superexit.h"
#include "misc/eamuse.h"
#include "overlay/overlay.h"
#include "rawinput/rawinput.h"
#include "touch/touch.h"
#include "util/logging.h"
// state
static HWND g_hWnd = nullptr;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
bool ImGui_ImplSpice_Init(HWND hWnd) {
log_misc("imgui_impl_spice", "init");
// check if already initialized
if (g_hWnd != nullptr) {
if (g_hWnd == hWnd) {
return true;
} else {
ImGui_ImplSpice_Shutdown();
}
}
// init performance stuff
if (!::QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
// setup back-end capabilities flags
g_hWnd = hWnd;
ImGuiIO &io = ImGui::GetIO();
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;
io.BackendPlatformName = "imgui_impl_spice";
// keyboard mapping
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
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';
// get display size
ImGui_ImplSpice_UpdateDisplaySize();
// return success
return true;
}
void ImGui_ImplSpice_Shutdown() {
log_misc("imgui_impl_spice", "shutdown");
// reset window handle
g_hWnd = nullptr;
}
void ImGui_ImplSpice_UpdateDisplaySize() {
// get display size
RECT rect;
::GetClientRect(g_hWnd, &rect);
ImGui::GetIO().DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
}
bool ImGui_ImplSpice_UpdateMouseCursor() {
// check if cursor should be changed
auto &io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) {
return false;
}
// update cursor
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) {
// hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(nullptr);
} else {
// show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor) {
case ImGuiMouseCursor_Arrow:
win32_cursor = IDC_ARROW;
break;
case ImGuiMouseCursor_TextInput:
win32_cursor = IDC_IBEAM;
break;
case ImGuiMouseCursor_ResizeAll:
win32_cursor = IDC_SIZEALL;
break;
case ImGuiMouseCursor_ResizeEW:
win32_cursor = IDC_SIZEWE;
break;
case ImGuiMouseCursor_ResizeNS:
win32_cursor = IDC_SIZENS;
break;
case ImGuiMouseCursor_ResizeNESW:
win32_cursor = IDC_SIZENESW;
break;
case ImGuiMouseCursor_ResizeNWSE:
win32_cursor = IDC_SIZENWSE;
break;
case ImGuiMouseCursor_Hand:
win32_cursor = IDC_HAND;
break;
default:
break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
}
return true;
}
static void ImGui_ImplSpice_UpdateMousePos() {
// get current window size
RECT rect;
if (GetClientRect(g_hWnd, &rect)) {
ImVec2 window_size(
(float)(rect.right - rect.left),
(float)(rect.bottom - rect.top));
// set OS mouse position if requested
auto &io = ImGui::GetIO();
if (io.WantSetMousePos) {
POINT pos {
.x = static_cast<long>(io.MousePos.x),
.y = static_cast<long>(io.MousePos.y),
};
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(
static_cast<int>(pos.x / io.DisplaySize.x * window_size.x),
static_cast<int>(pos.y / io.DisplaySize.y * window_size.y));
}
// set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
POINT pos;
if (HWND active_window = ::GetForegroundWindow()) {
if (active_window == g_hWnd
|| ::IsChild(active_window, g_hWnd)
|| ::IsChild(g_hWnd, active_window)
|| active_window == SPICETOUCH_TOUCH_HWND) {
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos)) {
io.MousePos = ImVec2(
(float) pos.x * io.DisplaySize.x / window_size.x,
(float) pos.y * io.DisplaySize.y / window_size.y);
}
}
}
// fallback to touch hwnd
if (io.MousePos.x == -FLT_MAX || io.MousePos.y == -FLT_MAX) {
if (SPICETOUCH_TOUCH_HWND) {
if (::GetCursorPos(&pos) && ::ScreenToClient(SPICETOUCH_TOUCH_HWND, &pos)) {
io.MousePos = ImVec2(
(float) pos.x * io.DisplaySize.x / window_size.x,
(float) pos.y * io.DisplaySize.y / window_size.y);
}
}
}
// alternatively check touch
std::vector<TouchPoint> touch_points;
touch_get_points(touch_points, true);
static size_t delay_touch = 0;
static size_t delay_touch_target = 2;
static DWORD last_touch_id = ~0u;
if (!touch_points.empty()) {
// use the first touch point
auto &tp = touch_points[0];
io.MousePos.x = tp.x * io.DisplaySize.x / window_size.x;
io.MousePos.y = tp.y * io.DisplaySize.y / window_size.y;
// update cursor position
if (!tp.mouse) {
pos.x = static_cast<long>(io.MousePos.x);
pos.y = static_cast<long>(io.MousePos.y);
::ClientToScreen(g_hWnd, &pos);
::SetCursorPos(
static_cast<long>(pos.x / io.DisplaySize.x * window_size.x),
static_cast<long>(pos.y / io.DisplaySize.y * window_size.y));
}
// delay press
io.MouseDown[0] = delay_touch++ >= delay_touch_target && last_touch_id == tp.id;
if (last_touch_id == ~0u) {
last_touch_id = tp.id;
}
} else {
// reset
delay_touch = 0;
last_touch_id = ~0;
}
}
}
void ImGui_ImplSpice_NewFrame() {
// check if font is built
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt());
// setup time step
INT64 current_time;
::QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float) (current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// remember old state
BYTE KeysDownOld[sizeof(io.KeysDown)];
for (size_t i = 0; i < sizeof(io.KeysDown); i++) {
KeysDownOld[i] = io.KeysDown[i] ? ~0 : 0;
}
KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_LSHIFT];
KeysDownOld[VK_SHIFT] |= KeysDownOld[VK_RSHIFT];
// reset keys state
io.MouseWheel = 0;
io.KeyCtrl = false;
io.KeyShift = false;
io.KeyAlt = false;
io.KeySuper = false;
memset(io.KeysDown, false, sizeof(io.KeysDown));
memset(io.MouseDown, false, sizeof(io.MouseDown));
// early quit if window not in focus
if (!superexit::has_focus()) {
return;
}
// 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.KeySuper = (::GetKeyState(VK_LWIN) & 0x8000) != 0;
io.KeySuper |= (::GetKeyState(VK_RWIN) & 0x8000) != 0;
// apply windows mouse buttons
io.MouseDown[0] |= (GetAsyncKeyState(VK_LBUTTON)) != 0;
io.MouseDown[1] |= (GetAsyncKeyState(VK_RBUTTON)) != 0;
io.MouseDown[2] |= (GetAsyncKeyState(VK_MBUTTON)) != 0;
// read new keys state
static long mouse_wheel_last = 0;
long mouse_wheel = 0;
if (RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
case rawinput::MOUSE: {
auto &mouse = device.mouseInfo;
// mouse button triggers
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
io.MouseDown[0] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
io.MouseDown[1] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_MIDDLE]) {
io.MouseDown[2] = true;
}
// final mouse wheel value should be all devices combined
mouse_wheel += mouse->pos_wheel;
break;
}
case rawinput::KEYBOARD: {
// iterate all virtual key codes
for (size_t vKey = 0; vKey < 256; vKey++) {
// get state (combined from all pages)
auto &key_states = device.keyboardInfo->key_states;
bool state = false;
for (size_t page_index = 0; page_index < 1024; page_index += 256) {
state |= key_states[page_index + vKey];
}
// trigger
io.KeysDown[vKey] |= state;
// generate character input, but only if WM_CHAR didn't take over the
// functionality
if (!overlay::USE_WM_CHAR_FOR_IMGUI_CHAR_INPUT && !KeysDownOld[vKey] && state) {
UCHAR buf[2];
auto ret = ToAscii(
static_cast<UINT>(vKey),
0,
static_cast<const BYTE *>(KeysDownOld),
reinterpret_cast<LPWORD>(buf),
0);
if (ret > 0) {
for (int i = 0; i < ret; i++) {
overlay::OVERLAY->input_char(buf[i]);
}
}
}
}
break;
}
default:
break;
}
}
}
// navigator input
auto buttons = games::get_buttons_overlay(eamuse_get_game());
if (buttons && (!overlay::OVERLAY || overlay::OVERLAY->hotkeys_triggered())) {
struct {
size_t index;
Button &btn;
} NAV_MAPPING[] = {
{ ImGuiNavInput_Activate, buttons->at(games::OverlayButtons::NavigatorActivate )},
{ ImGuiNavInput_Cancel, buttons->at(games::OverlayButtons::NavigatorCancel) },
{ ImGuiNavInput_DpadUp, buttons->at(games::OverlayButtons::NavigatorUp) },
{ ImGuiNavInput_DpadDown, buttons->at(games::OverlayButtons::NavigatorDown) },
{ ImGuiNavInput_DpadLeft, buttons->at(games::OverlayButtons::NavigatorLeft) },
{ ImGuiNavInput_DpadRight, buttons->at(games::OverlayButtons::NavigatorRight) },
};
for (auto mapping : NAV_MAPPING) {
if (GameAPI::Buttons::getState(RI_MGR, mapping.btn)) {
io.NavInputs[mapping.index] = 1;
}
}
}
// set mouse wheel
auto mouse_diff = mouse_wheel - mouse_wheel_last;
mouse_wheel_last = mouse_wheel;
io.MouseWheel = mouse_diff;
// update OS mouse position
ImGui_ImplSpice_UpdateMousePos();
// update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (g_LastMouseCursor != mouse_cursor) {
g_LastMouseCursor = mouse_cursor;
ImGui_ImplSpice_UpdateMouseCursor();
}
}

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#pragma once
#include <windows.h>
#include "external/imgui/imgui.h"
IMGUI_IMPL_API bool ImGui_ImplSpice_Init(HWND hWnd);
IMGUI_IMPL_API void ImGui_ImplSpice_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSpice_UpdateDisplaySize();
IMGUI_IMPL_API bool ImGui_ImplSpice_UpdateMouseCursor();
IMGUI_IMPL_API void ImGui_ImplSpice_NewFrame();

731
overlay/imgui/impl_sw.cpp Normal file
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// Original File By Emil Ernerfeldt 2018
// https://github.com/emilk/imgui_software_renderer
// LICENSE:
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
#include "impl_sw.h"
#include <algorithm>
#include <cmath>
#include <vector>
#include "external/imgui/imgui.h"
namespace imgui_sw {
namespace {
struct Texture
{
const uint8_t* pixels; // 8-bit.
int width;
int height;
};
struct PaintTarget
{
uint32_t* pixels;
int width;
int height;
ImVec2 scale; // Multiply ImGui (point) coordinates with this to get pixel coordinates.
};
// ----------------------------------------------------------------------------
struct ColorInt
{
uint32_t a, b, g, r;
ColorInt() = default;
explicit ColorInt(uint32_t x)
{
a = (x >> IM_COL32_A_SHIFT) & 0xFFu;
b = (x >> IM_COL32_B_SHIFT) & 0xFFu;
g = (x >> IM_COL32_G_SHIFT) & 0xFFu;
r = (x >> IM_COL32_R_SHIFT) & 0xFFu;
}
uint32_t toUint32() const
{
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
return (a << 24u) | (r << 16u) | (g << 8u) | b;
#else
return (a << 24u) | (b << 16u) | (g << 8u) | r;
#endif
}
};
ColorInt blend(ColorInt target, ColorInt source)
{
ColorInt result;
result.a = 0; // Whatever.
result.b = (source.b * source.a + target.b * (255 - source.a)) / 255;
result.g = (source.g * source.a + target.g * (255 - source.a)) / 255;
result.r = (source.r * source.a + target.r * (255 - source.a)) / 255;
return result;
}
// ----------------------------------------------------------------------------
// Used for interpolating vertex attributes (color and texture coordinates) in a triangle.
struct Barycentric
{
float w0, w1, w2;
};
Barycentric operator*(const float f, const Barycentric& va)
{
return { f * va.w0, f * va.w1, f * va.w2 };
}
void operator+=(Barycentric& a, const Barycentric& b)
{
a.w0 += b.w0;
a.w1 += b.w1;
a.w2 += b.w2;
}
Barycentric operator+(const Barycentric& a, const Barycentric& b)
{
return Barycentric{ a.w0 + b.w0, a.w1 + b.w1, a.w2 + b.w2 };
}
// ----------------------------------------------------------------------------
// Useful operators on ImGui vectors:
ImVec2 operator*(const float f, const ImVec2& v)
{
return ImVec2{f * v.x, f * v.y};
}
ImVec2 operator+(const ImVec2& a, const ImVec2& b)
{
return ImVec2{a.x + b.x, a.y + b.y};
}
ImVec2 operator-(const ImVec2& a, const ImVec2& b)
{
return ImVec2{a.x - b.x, a.y - b.y};
}
bool operator!=(const ImVec2& a, const ImVec2& b)
{
return a.x != b.x || a.y != b.y;
}
ImVec4 operator*(const float f, const ImVec4& v)
{
return ImVec4{f * v.x, f * v.y, f * v.z, f * v.w};
}
ImVec4 operator+(const ImVec4& a, const ImVec4& b)
{
return ImVec4{a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w};
}
// ----------------------------------------------------------------------------
// Copies of functions in ImGui, inlined for speed:
ImVec4 color_convert_u32_to_float4(ImU32 in)
{
const float s = 1.0f / 255.0f;
return ImVec4(
((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
}
ImU32 color_convert_float4_to_u32(const ImVec4& in)
{
ImU32 out;
out = uint32_t(in.x * 255.0f + 0.5f) << IM_COL32_R_SHIFT;
out |= uint32_t(in.y * 255.0f + 0.5f) << IM_COL32_G_SHIFT;
out |= uint32_t(in.z * 255.0f + 0.5f) << IM_COL32_B_SHIFT;
out |= uint32_t(in.w * 255.0f + 0.5f) << IM_COL32_A_SHIFT;
return out;
}
// ----------------------------------------------------------------------------
// For fast and subpixel-perfect triangle rendering we used fixed point arithmetic.
// To keep the code simple we use 64 bits to avoid overflows.
using Int = int64_t;
const Int kFixedBias = 256;
struct Point
{
Int x, y;
};
Int orient2d(const Point& a, const Point& b, const Point& c)
{
return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
}
Int as_int(float v)
{
return static_cast<Int>(std::floor(v * kFixedBias));
}
Point as_point(ImVec2 v)
{
return Point{as_int(v.x), as_int(v.y)};
}
// ----------------------------------------------------------------------------
float min3(float a, float b, float c)
{
if (a < b && a < c) { return a; }
return b < c ? b : c;
}
float max3(float a, float b, float c)
{
if (a > b && a > c) { return a; }
return b > c ? b : c;
}
float barycentric(const ImVec2& a, const ImVec2& b, const ImVec2& point)
{
return (b.x - a.x) * (point.y - a.y) - (b.y - a.y) * (point.x - a.x);
}
inline uint8_t sample_texture(const Texture& texture, const ImVec2& uv)
{
int tx = static_cast<int>(uv.x * (texture.width - 1.0f) + 0.5f);
int ty = static_cast<int>(uv.y * (texture.height - 1.0f) + 0.5f);
// Clamp to inside of texture:
tx = std::max(tx, 0);
tx = std::min(tx, texture.width - 1);
ty = std::max(ty, 0);
ty = std::min(ty, texture.height - 1);
return texture.pixels[ty * texture.width + tx];
}
void paint_uniform_rectangle(
const PaintTarget& target,
const ImVec2& min_f,
const ImVec2& max_f,
const ColorInt& color,
Stats* stats)
{
// Integer bounding box [min, max):
int min_x_i = static_cast<int>(target.scale.x * min_f.x + 0.5f);
int min_y_i = static_cast<int>(target.scale.y * min_f.y + 0.5f);
int max_x_i = static_cast<int>(target.scale.x * max_f.x + 0.5f);
int max_y_i = static_cast<int>(target.scale.y * max_f.y + 0.5f);
// Clamp to render target:
min_x_i = std::max(min_x_i, 0);
min_y_i = std::max(min_y_i, 0);
max_x_i = std::min(max_x_i, target.width);
max_y_i = std::min(max_y_i, target.height);
stats->uniform_rectangle_pixels += (max_x_i - min_x_i) * (max_y_i - min_y_i);
// We often blend the same colors over and over again, so optimize for this (saves 25% total cpu):
uint32_t last_target_pixel = target.pixels[min_y_i * target.width + min_x_i];
uint32_t last_output = blend(ColorInt(last_target_pixel), color).toUint32();
for (int y = min_y_i; y < max_y_i; ++y) {
for (int x = min_x_i; x < max_x_i; ++x) {
uint32_t& target_pixel = target.pixels[y * target.width + x];
if (target_pixel == last_target_pixel) {
target_pixel = last_output;
continue;
}
last_target_pixel = target_pixel;
target_pixel = blend(ColorInt(target_pixel), color).toUint32();
last_output = target_pixel;
}
}
}
void paint_uniform_textured_rectangle(
const PaintTarget& target,
const Texture& texture,
const ImVec4& clip_rect,
const ImDrawVert& min_v,
const ImDrawVert& max_v,
Stats* stats)
{
const ImVec2 min_p = ImVec2(target.scale.x * min_v.pos.x, target.scale.y * min_v.pos.y);
const ImVec2 max_p = ImVec2(target.scale.x * max_v.pos.x, target.scale.y * max_v.pos.y);
// Find bounding box:
float min_x_f = min_p.x;
float min_y_f = min_p.y;
float max_x_f = max_p.x;
float max_y_f = max_p.y;
// Clip against clip_rect:
min_x_f = std::max(min_x_f, target.scale.x * clip_rect.x);
min_y_f = std::max(min_y_f, target.scale.y * clip_rect.y);
max_x_f = std::min(max_x_f, target.scale.x * clip_rect.z - 0.5f);
max_y_f = std::min(max_y_f, target.scale.y * clip_rect.w - 0.5f);
// Integer bounding box [min, max):
int min_x_i = static_cast<int>(min_x_f);
int min_y_i = static_cast<int>(min_y_f);
int max_x_i = static_cast<int>(max_x_f + 1.0f);
int max_y_i = static_cast<int>(max_y_f + 1.0f);
// Clip against render target:
min_x_i = std::max(min_x_i, 0);
min_y_i = std::max(min_y_i, 0);
max_x_i = std::min(max_x_i, target.width);
max_y_i = std::min(max_y_i, target.height);
stats->font_pixels += (max_x_i - min_x_i) * (max_y_i - min_y_i);
const auto topleft = ImVec2(min_x_i + 0.5f * target.scale.x,
min_y_i + 0.5f * target.scale.y);
const ImVec2 delta_uv_per_pixel = {
(max_v.uv.x - min_v.uv.x) / (max_p.x - min_p.x),
(max_v.uv.y - min_v.uv.y) / (max_p.y - min_p.y),
};
const ImVec2 uv_topleft = {
min_v.uv.x + (topleft.x - min_v.pos.x) * delta_uv_per_pixel.x,
min_v.uv.y + (topleft.y - min_v.pos.y) * delta_uv_per_pixel.y,
};
ImVec2 current_uv = uv_topleft;
for (int y = min_y_i; y < max_y_i; ++y, current_uv.y += delta_uv_per_pixel.y) {
current_uv.x = uv_topleft.x;
for (int x = min_x_i; x < max_x_i; ++x, current_uv.x += delta_uv_per_pixel.x) {
uint32_t& target_pixel = target.pixels[y * target.width + x];
const uint8_t texel = sample_texture(texture, current_uv);
// The font texture is all black or all white, so optimize for this:
if (texel == 0) { continue; }
// Other textured rectangles
ColorInt source_color = ColorInt(min_v.col);
source_color.a = source_color.a * texel / 255;
target_pixel = blend(ColorInt(target_pixel), source_color).toUint32();
}
}
}
// When two triangles share an edge, we want to draw the pixels on that edge exactly once.
// The edge will be the same, but the direction will be the opposite
// (assuming the two triangles have the same winding order).
// Which edge wins? This functions decides.
bool is_dominant_edge(ImVec2 edge)
{
// return edge.x < 0 || (edge.x == 0 && edge.y > 0);
return edge.y > 0 || (edge.y == 0 && edge.x < 0);
}
// Handles triangles in any winding order (CW/CCW)
void paint_triangle(
const PaintTarget& target,
const Texture* texture,
const ImVec4& clip_rect,
const ImDrawVert& v0,
const ImDrawVert& v1,
const ImDrawVert& v2,
Stats* stats)
{
const ImVec2 p0 = ImVec2(target.scale.x * v0.pos.x, target.scale.y * v0.pos.y);
const ImVec2 p1 = ImVec2(target.scale.x * v1.pos.x, target.scale.y * v1.pos.y);
const ImVec2 p2 = ImVec2(target.scale.x * v2.pos.x, target.scale.y * v2.pos.y);
const auto rect_area = barycentric(p0, p1, p2); // Can be positive or negative depending on winding order
if (rect_area == 0.0f) { return; }
// if (rect_area < 0.0f) { return paint_triangle(target, texture, clip_rect, v0, v2, v1, stats); }
// Find bounding box:
float min_x_f = min3(p0.x, p1.x, p2.x);
float min_y_f = min3(p0.y, p1.y, p2.y);
float max_x_f = max3(p0.x, p1.x, p2.x);
float max_y_f = max3(p0.y, p1.y, p2.y);
// Clip against clip_rect:
min_x_f = std::max(min_x_f, target.scale.x * clip_rect.x);
min_y_f = std::max(min_y_f, target.scale.y * clip_rect.y);
max_x_f = std::min(max_x_f, target.scale.x * clip_rect.z - 0.5f);
max_y_f = std::min(max_y_f, target.scale.y * clip_rect.w - 0.5f);
// Integer bounding box [min, max):
int min_x_i = static_cast<int>(min_x_f);
int min_y_i = static_cast<int>(min_y_f);
int max_x_i = static_cast<int>(max_x_f + 1.0f);
int max_y_i = static_cast<int>(max_y_f + 1.0f);
// Clip against render target:
min_x_i = std::max(min_x_i, 0);
min_y_i = std::max(min_y_i, 0);
max_x_i = std::min(max_x_i, target.width);
max_y_i = std::min(max_y_i, target.height);
// ------------------------------------------------------------------------
// Set up interpolation of barycentric coordinates:
const auto topleft = ImVec2(min_x_i + 0.5f * target.scale.x,
min_y_i + 0.5f * target.scale.y);
const auto dx = ImVec2(1, 0);
const auto dy = ImVec2(0, 1);
const auto w0_topleft = barycentric(p1, p2, topleft);
const auto w1_topleft = barycentric(p2, p0, topleft);
const auto w2_topleft = barycentric(p0, p1, topleft);
const auto w0_dx = barycentric(p1, p2, topleft + dx) - w0_topleft;
const auto w1_dx = barycentric(p2, p0, topleft + dx) - w1_topleft;
const auto w2_dx = barycentric(p0, p1, topleft + dx) - w2_topleft;
const auto w0_dy = barycentric(p1, p2, topleft + dy) - w0_topleft;
const auto w1_dy = barycentric(p2, p0, topleft + dy) - w1_topleft;
const auto w2_dy = barycentric(p0, p1, topleft + dy) - w2_topleft;
const Barycentric bary_0 { 1, 0, 0 };
const Barycentric bary_1 { 0, 1, 0 };
const Barycentric bary_2 { 0, 0, 1 };
const auto inv_area = 1 / rect_area;
const Barycentric bary_topleft = inv_area * (w0_topleft * bary_0 + w1_topleft * bary_1 + w2_topleft * bary_2);
const Barycentric bary_dx = inv_area * (w0_dx * bary_0 + w1_dx * bary_1 + w2_dx * bary_2);
const Barycentric bary_dy = inv_area * (w0_dy * bary_0 + w1_dy * bary_1 + w2_dy * bary_2);
Barycentric bary_current_row = bary_topleft;
// ------------------------------------------------------------------------
// For pixel-perfect inside/outside testing:
const int sign = rect_area > 0 ? 1 : -1; // winding order?
const int bias0i = is_dominant_edge(p2 - p1) ? 0 : -1;
const int bias1i = is_dominant_edge(p0 - p2) ? 0 : -1;
const int bias2i = is_dominant_edge(p1 - p0) ? 0 : -1;
const auto p0i = as_point(p0);
const auto p1i = as_point(p1);
const auto p2i = as_point(p2);
// ------------------------------------------------------------------------
const bool has_uniform_color = (v0.col == v1.col && v0.col == v2.col);
const ImVec4 c0 = color_convert_u32_to_float4(v0.col);
const ImVec4 c1 = color_convert_u32_to_float4(v1.col);
const ImVec4 c2 = color_convert_u32_to_float4(v2.col);
// We often blend the same colors over and over again, so optimize for this (saves 10% total cpu):
uint32_t last_target_pixel = 0;
uint32_t last_output = blend(ColorInt(last_target_pixel), ColorInt(v0.col)).toUint32();
for (int y = min_y_i; y < max_y_i; ++y) {
auto bary = bary_current_row;
bool has_been_inside_this_row = false;
for (int x = min_x_i; x < max_x_i; ++x) {
const auto w0 = bary.w0;
const auto w1 = bary.w1;
const auto w2 = bary.w2;
bary += bary_dx;
{
// Inside/outside test:
const auto p = Point{kFixedBias * x + kFixedBias / 2, kFixedBias * y + kFixedBias / 2};
const auto w0i = sign * orient2d(p1i, p2i, p) + bias0i;
const auto w1i = sign * orient2d(p2i, p0i, p) + bias1i;
const auto w2i = sign * orient2d(p0i, p1i, p) + bias2i;
if (w0i < 0 || w1i < 0 || w2i < 0) {
if (has_been_inside_this_row) {
break; // Gives a nice 10% speedup
} else {
continue;
}
}
}
has_been_inside_this_row = true;
uint32_t& target_pixel = target.pixels[y * target.width + x];
if (has_uniform_color && !texture) {
stats->uniform_triangle_pixels += 1;
if (target_pixel == last_target_pixel) {
target_pixel = last_output;
continue;
}
last_target_pixel = target_pixel;
target_pixel = blend(ColorInt(target_pixel), ColorInt(v0.col)).toUint32();
last_output = target_pixel;
continue;
}
ImVec4 src_color;
if (has_uniform_color) {
src_color = c0;
} else {
stats->gradient_triangle_pixels += 1;
src_color = w0 * c0 + w1 * c1 + w2 * c2;
}
if (texture) {
stats->textured_triangle_pixels += 1;
const ImVec2 uv = w0 * v0.uv + w1 * v1.uv + w2 * v2.uv;
src_color.w *= sample_texture(*texture, uv) / 255.0f;
}
if (src_color.w <= 0.0f) { continue; } // Transparent.
if (src_color.w >= 1.0f) {
// Opaque, no blending needed:
target_pixel = color_convert_float4_to_u32(src_color);
continue;
}
ImVec4 target_color = color_convert_u32_to_float4(target_pixel);
const auto blended_color = src_color.w * src_color + (1.0f - src_color.w) * target_color;
target_pixel = color_convert_float4_to_u32(blended_color);
}
bary_current_row += bary_dy;
}
}
void paint_draw_cmd(
const PaintTarget& target,
const ImDrawVert* vertices,
const ImDrawIdx* idx_buffer,
const ImDrawCmd& pcmd,
const SwOptions& options,
Stats* stats)
{
const auto texture = reinterpret_cast<const Texture*>(pcmd.TextureId);
const auto offset = pcmd.IdxOffset;
// ImGui uses the first pixel for "white".
const ImVec2 white_uv = ImVec2(0.5f / texture->width, 0.5f / texture->height);
for (size_t i = 0; i + 3 <= pcmd.ElemCount; ) {
const auto io = i + offset;
const ImDrawVert& v0 = vertices[idx_buffer[io + 0]];
const ImDrawVert& v1 = vertices[idx_buffer[io + 1]];
const ImDrawVert& v2 = vertices[idx_buffer[io + 2]];
// Text is common, and is made of textured rectangles. So let's optimize for it.
// This assumes the ImGui way to layout text does not change.
if (options.optimize_text && i + 6 <= pcmd.ElemCount &&
idx_buffer[io + 3] == idx_buffer[io + 0] && idx_buffer[io + 4] == idx_buffer[io + 2]) {
const ImDrawVert& v3 = vertices[idx_buffer[io + 5]];
if (v0.pos.x == v3.pos.x &&
v1.pos.x == v2.pos.x &&
v0.pos.y == v1.pos.y &&
v2.pos.y == v3.pos.y &&
v0.uv.x == v3.uv.x &&
v1.uv.x == v2.uv.x &&
v0.uv.y == v1.uv.y &&
v2.uv.y == v3.uv.y)
{
const bool has_uniform_color =
v0.col == v1.col &&
v0.col == v2.col &&
v0.col == v3.col;
const bool has_texture =
v0.uv != white_uv ||
v1.uv != white_uv ||
v2.uv != white_uv ||
v3.uv != white_uv;
if (has_uniform_color && has_texture)
{
paint_uniform_textured_rectangle(target, *texture, pcmd.ClipRect, v0, v2, stats);
i += 6;
continue;
}
}
}
// A lot of the big stuff are uniformly colored rectangles,
// so we can save a lot of CPU by detecting them:
if (options.optimize_rectangles && i + 6 <= pcmd.ElemCount) {
const ImDrawVert& v3 = vertices[idx_buffer[io + 3]];
const ImDrawVert& v4 = vertices[idx_buffer[io + 4]];
const ImDrawVert& v5 = vertices[idx_buffer[io + 5]];
ImVec2 min, max;
min.x = min3(v0.pos.x, v1.pos.x, v2.pos.x);
min.y = min3(v0.pos.y, v1.pos.y, v2.pos.y);
max.x = max3(v0.pos.x, v1.pos.x, v2.pos.x);
max.y = max3(v0.pos.y, v1.pos.y, v2.pos.y);
// Not the prettiest way to do this, but it catches all cases
// of a rectangle split into two triangles.
// TODO: Stop it from also assuming duplicate triangles is one rectangle.
if ((v0.pos.x == min.x || v0.pos.x == max.x) &&
(v0.pos.y == min.y || v0.pos.y == max.y) &&
(v1.pos.x == min.x || v1.pos.x == max.x) &&
(v1.pos.y == min.y || v1.pos.y == max.y) &&
(v2.pos.x == min.x || v2.pos.x == max.x) &&
(v2.pos.y == min.y || v2.pos.y == max.y) &&
(v3.pos.x == min.x || v3.pos.x == max.x) &&
(v3.pos.y == min.y || v3.pos.y == max.y) &&
(v4.pos.x == min.x || v4.pos.x == max.x) &&
(v4.pos.y == min.y || v4.pos.y == max.y) &&
(v5.pos.x == min.x || v5.pos.x == max.x) &&
(v5.pos.y == min.y || v5.pos.y == max.y))
{
const bool has_uniform_color =
v0.col == v1.col &&
v0.col == v2.col &&
v0.col == v3.col &&
v0.col == v4.col &&
v0.col == v5.col;
const bool has_texture =
v0.uv != white_uv ||
v1.uv != white_uv ||
v2.uv != white_uv ||
v3.uv != white_uv ||
v4.uv != white_uv ||
v5.uv != white_uv;
min.x = std::max(min.x, pcmd.ClipRect.x);
min.y = std::max(min.y, pcmd.ClipRect.y);
max.x = std::min(max.x, pcmd.ClipRect.z - 0.5f);
max.y = std::min(max.y, pcmd.ClipRect.w - 0.5f);
if (max.x < min.x || max.y < min.y) { i += 6; continue; } // Completely clipped
const auto num_pixels = (max.x - min.x) * (max.y - min.y) * target.scale.x * target.scale.y;
if (has_uniform_color) {
if (has_texture) {
stats->textured_rectangle_pixels += num_pixels;
} else {
paint_uniform_rectangle(target, min, max, ColorInt(v0.col), stats);
i += 6;
continue;
}
} else {
if (has_texture) {
// I have never encountered these.
stats->gradient_textured_rectangle_pixels += num_pixels;
} else {
// Color picker. TODO: Optimize
stats->gradient_rectangle_pixels += num_pixels;
}
}
}
}
const bool has_texture = (v0.uv != white_uv || v1.uv != white_uv || v2.uv != white_uv);
paint_triangle(target, has_texture ? texture : nullptr, pcmd.ClipRect, v0, v1, v2, stats);
i += 3;
}
}
void paint_draw_list(const PaintTarget& target, const ImDrawList* cmd_list, const SwOptions& options, Stats* stats)
{
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer[0];
const ImDrawVert* vertices = cmd_list->VtxBuffer.Data;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd& pcmd = cmd_list->CmdBuffer[cmd_i];
if (pcmd.UserCallback) {
pcmd.UserCallback(cmd_list, &pcmd);
} else {
paint_draw_cmd(target, vertices, idx_buffer, pcmd, options, stats);
}
}
}
} // namespace
void make_style_fast()
{
ImGuiStyle& style = ImGui::GetStyle();
style.AntiAliasedLines = false;
style.AntiAliasedFill = false;
style.WindowRounding = 0;
}
void restore_style()
{
ImGuiStyle& style = ImGui::GetStyle();
const ImGuiStyle default_style = ImGuiStyle();
style.AntiAliasedLines = default_style.AntiAliasedLines;
style.AntiAliasedFill = default_style.AntiAliasedFill;
style.WindowRounding = default_style.WindowRounding;
}
void bind_imgui_painting()
{
// make sure it doesn't get called twice
static bool done = false;
if (done) {
return;
}
done = true;
// Load default font (embedded in code):
ImGuiIO& io = ImGui::GetIO();
uint8_t* tex_data;
int font_width, font_height;
io.Fonts->GetTexDataAsAlpha8(&tex_data, &font_width, &font_height);
const auto texture = new Texture{tex_data, font_width, font_height};
io.Fonts->TexID = texture;
}
static Stats s_stats; // TODO: pass as an argument?
void paint_imgui(uint32_t* pixels, int width_pixels, int height_pixels, const SwOptions& options)
{
const float width_points = ImGui::GetIO().DisplaySize.x;
const float height_points = ImGui::GetIO().DisplaySize.y;
const ImVec2 scale{width_pixels / width_points, height_pixels / height_points};
PaintTarget target{pixels, width_pixels, height_pixels, scale};
const ImDrawData* draw_data = ImGui::GetDrawData();
s_stats = Stats{};
for (int i = 0; i < draw_data->CmdListsCount; ++i) {
paint_draw_list(target, draw_data->CmdLists[i], options, &s_stats);
}
}
void unbind_imgui_painting()
{
ImGuiIO& io = ImGui::GetIO();
delete reinterpret_cast<Texture*>(io.Fonts->TexID);
io.Fonts = nullptr;
}
bool show_options(SwOptions* io_options)
{
bool changed = false;
changed |= ImGui::Checkbox("optimize_text", &io_options->optimize_text);
changed |= ImGui::Checkbox("optimize_rectangles", &io_options->optimize_rectangles);
return changed;
}
void show_stats()
{
ImGui::Text("uniform_triangle_pixels: %7d", s_stats.uniform_triangle_pixels);
ImGui::Text("textured_triangle_pixels: %7d", s_stats.textured_triangle_pixels);
ImGui::Text("gradient_triangle_pixels: %7d", s_stats.gradient_triangle_pixels);
ImGui::Text("font_pixels: %7d", s_stats.font_pixels);
ImGui::Text("uniform_rectangle_pixels: %7.0f", s_stats.uniform_rectangle_pixels);
ImGui::Text("textured_rectangle_pixels: %7.0f", s_stats.textured_rectangle_pixels);
ImGui::Text("gradient_rectangle_pixels: %7.0f", s_stats.gradient_rectangle_pixels);
ImGui::Text("gradient_textured_rectangle_pixels: %7.0f", s_stats.gradient_textured_rectangle_pixels);
}
Stats get_stats() {
return s_stats;
}
} // namespace imgui_sw

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overlay/imgui/impl_sw.h Normal file
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// Original File By Emil Ernerfeldt 2018
// https://github.com/emilk/imgui_software_renderer
// LICENSE:
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
// WHAT:
// This is a software renderer for Dear ImGui.
// It is decently fast, but has a lot of room for optimization.
// The goal was to get something fast and decently accurate in not too many lines of code.
// LIMITATIONS:
// * It is not pixel-perfect, but it is good enough for must use cases.
// * It does not support painting with any other texture than the default font texture.
#pragma once
#include <cstdint>
namespace imgui_sw {
struct SwOptions
{
bool optimize_text = true; // No reason to turn this off.
bool optimize_rectangles = true; // No reason to turn this off.
};
struct Stats
{
int uniform_triangle_pixels = 0;
int textured_triangle_pixels = 0;
int gradient_triangle_pixels = 0;
int font_pixels = 0;
double uniform_rectangle_pixels = 0;
double textured_rectangle_pixels = 0;
double gradient_rectangle_pixels = 0;
double gradient_textured_rectangle_pixels = 0;
};
/// Optional: tweak ImGui style to make it render faster.
void make_style_fast();
/// Undo what make_style_fast did.
void restore_style();
/// Call once a the start of your program.
void bind_imgui_painting();
/// The buffer is assumed to follow how ImGui packs pixels, i.e. ABGR by default.
/// Change with IMGUI_USE_BGRA_PACKED_COLOR.
/// If width/height differs from ImGui::GetIO().DisplaySize then
/// the function scales the UI to fit the given pixel buffer.
void paint_imgui(uint32_t* pixels, int width_pixels, int height_pixels, const SwOptions& options = {});
/// Free the resources allocated by bind_imgui_painting.
void unbind_imgui_painting();
/// Show ImGui controls for rendering options if you want to.
bool show_options(SwOptions* io_options);
/// Show rendering stats in an ImGui window if you want to.
void show_stats();
Stats get_stats();
} // namespace imgui_sw