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// ImGui - standalone example application for DirectX 11
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# include <windows.h>
# include "../../imgui.h"
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// DirectX 11
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# include <d3d11.h>
# include <d3dcompiler.h>
# define DIRECTINPUT_VERSION 0x0800
# include <dinput.h>
# pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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static HWND hWnd ;
static ID3D11Device * g_pd3dDevice = NULL ;
static ID3D11DeviceContext * g_pd3dDeviceImmediateContext = NULL ;
static IDXGISwapChain * g_pSwapChain = NULL ;
static ID3D11Buffer * g_pVB = NULL ;
static ID3D11RenderTargetView * g_mainRenderTargetView ;
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static ID3D10Blob * g_pVertexShaderBlob = NULL ;
static ID3D11VertexShader * g_pVertexShader = NULL ;
static ID3D11InputLayout * g_pInputLayout = NULL ;
static ID3D11Buffer * g_pVertexConstantBuffer = NULL ;
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static ID3D10Blob * g_pPixelShaderBlob = NULL ;
static ID3D11PixelShader * g_pPixelShader = NULL ;
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static ID3D11SamplerState * g_pFontSampler = NULL ;
static ID3D11BlendState * g_blendState = NULL ;
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struct CUSTOMVERTEX
{
float pos [ 2 ] ;
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float uv [ 2 ] ;
unsigned int col ;
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} ;
struct VERTEX_CONSTANT_BUFFER
{
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float mvp [ 4 ] [ 4 ] ;
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} ;
// 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 ImImpl_RenderDrawLists ( ImDrawList * * const cmd_lists , int cmd_lists_count )
{
// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource ;
if ( g_pd3dDeviceImmediateContext - > Map ( g_pVB , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & mappedResource ) ! = S_OK )
return ;
CUSTOMVERTEX * vtx_dst = ( CUSTOMVERTEX * ) mappedResource . pData ;
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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 + + )
{
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vtx_dst - > pos [ 0 ] = vtx_src - > pos . x ;
vtx_dst - > pos [ 1 ] = vtx_src - > pos . y ;
vtx_dst - > uv [ 0 ] = vtx_src - > uv . x ;
vtx_dst - > uv [ 1 ] = vtx_src - > uv . y ;
vtx_dst - > col = vtx_src - > col ;
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vtx_dst + + ;
vtx_src + + ;
}
}
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g_pd3dDeviceImmediateContext - > Unmap ( g_pVB , 0 ) ;
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource ;
if ( g_pd3dDeviceImmediateContext - > Map ( g_pVertexConstantBuffer , 0 , D3D11_MAP_WRITE_DISCARD , 0 , & mappedResource ) ! = S_OK )
return ;
VERTEX_CONSTANT_BUFFER * pConstantBuffer = ( VERTEX_CONSTANT_BUFFER * ) mappedResource . pData ;
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const float L = 0.0f ;
const float R = ImGui : : GetIO ( ) . DisplaySize . x ;
const float B = ImGui : : GetIO ( ) . DisplaySize . y ;
const float T = 0.0f ;
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const float mvp [ 4 ] [ 4 ] =
{
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{ 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 } ,
{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
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} ;
memcpy ( & pConstantBuffer - > mvp , mvp , sizeof ( mvp ) ) ;
g_pd3dDeviceImmediateContext - > Unmap ( g_pVertexConstantBuffer , 0 ) ;
}
// Setup viewport
{
D3D11_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D11_VIEWPORT ) ) ;
vp . Width = ImGui : : GetIO ( ) . DisplaySize . x ;
vp . Height = ImGui : : GetIO ( ) . DisplaySize . y ;
vp . MinDepth = 0.0f ;
vp . MaxDepth = 1.0f ;
vp . TopLeftX = 0 ;
vp . TopLeftY = 0 ;
g_pd3dDeviceImmediateContext - > RSSetViewports ( 1 , & vp ) ;
}
// Bind shader and vertex buffers
unsigned int stride = sizeof ( CUSTOMVERTEX ) ;
unsigned int offset = 0 ;
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g_pd3dDeviceImmediateContext - > IASetInputLayout ( g_pInputLayout ) ;
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g_pd3dDeviceImmediateContext - > IASetVertexBuffers ( 0 , 1 , & g_pVB , & stride , & offset ) ;
g_pd3dDeviceImmediateContext - > IASetPrimitiveTopology ( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
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g_pd3dDeviceImmediateContext - > VSSetShader ( g_pVertexShader , NULL , 0 ) ;
g_pd3dDeviceImmediateContext - > VSSetConstantBuffers ( 0 , 1 , & g_pVertexConstantBuffer ) ;
g_pd3dDeviceImmediateContext - > PSSetShader ( g_pPixelShader , NULL , 0 ) ;
g_pd3dDeviceImmediateContext - > PSSetSamplers ( 0 , 1 , & g_pFontSampler ) ;
// Setup render state
const float blendFactor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
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g_pd3dDeviceImmediateContext - > OMSetBlendState ( g_blendState , blendFactor , 0xffffffff ) ;
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// Render command lists
int vtx_offset = 0 ;
for ( int n = 0 ; n < cmd_lists_count ; n + + )
{
// Render command list
const ImDrawList * cmd_list = cmd_lists [ n ] ;
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for ( size_t cmd_i = 0 ; cmd_i < cmd_list - > commands . size ( ) ; cmd_i + + )
{
const ImDrawCmd * pcmd = & cmd_list - > commands [ cmd_i ] ;
const D3D11_RECT r = { ( LONG ) pcmd - > clip_rect . x , ( LONG ) pcmd - > clip_rect . y , ( LONG ) pcmd - > clip_rect . z , ( LONG ) pcmd - > clip_rect . w } ;
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g_pd3dDeviceImmediateContext - > PSSetShaderResources ( 0 , 1 , ( ID3D11ShaderResourceView * * ) & pcmd - > texture_id ) ;
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g_pd3dDeviceImmediateContext - > RSSetScissorRects ( 1 , & r ) ;
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g_pd3dDeviceImmediateContext - > Draw ( pcmd - > vtx_count , vtx_offset ) ;
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vtx_offset + = pcmd - > vtx_count ;
}
}
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// Restore modified state
g_pd3dDeviceImmediateContext - > IASetInputLayout ( NULL ) ;
g_pd3dDeviceImmediateContext - > PSSetShader ( NULL , NULL , 0 ) ;
g_pd3dDeviceImmediateContext - > VSSetShader ( NULL , NULL , 0 ) ;
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}
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HRESULT InitDeviceD3D ( HWND hWnd )
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd ;
{
ZeroMemory ( & sd , sizeof ( sd ) ) ;
sd . BufferCount = 2 ;
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sd . BufferDesc . Width = 0 ;
sd . BufferDesc . Height = 0 ;
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sd . BufferDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . BufferDesc . RefreshRate . Numerator = 60 ;
sd . BufferDesc . RefreshRate . Denominator = 1 ;
sd . Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . OutputWindow = hWnd ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . Windowed = TRUE ;
sd . SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
}
UINT createDeviceFlags = 0 ;
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# ifdef _DEBUG
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createDeviceFlags | = D3D11_CREATE_DEVICE_DEBUG ;
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# endif
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D3D_FEATURE_LEVEL featureLevel ;
const D3D_FEATURE_LEVEL featureLevelArray [ 1 ] = { D3D_FEATURE_LEVEL_11_0 , } ;
if ( D3D11CreateDeviceAndSwapChain ( NULL , D3D_DRIVER_TYPE_HARDWARE , NULL , createDeviceFlags , featureLevelArray , 1 , D3D11_SDK_VERSION , & sd , & g_pSwapChain , & g_pd3dDevice , & featureLevel , & g_pd3dDeviceImmediateContext ) ! = S_OK )
return E_FAIL ;
// Setup rasterizer
{
D3D11_RASTERIZER_DESC RSDesc ;
memset ( & RSDesc , 0 , sizeof ( D3D11_RASTERIZER_DESC ) ) ;
RSDesc . FillMode = D3D11_FILL_SOLID ;
RSDesc . CullMode = D3D11_CULL_NONE ;
RSDesc . FrontCounterClockwise = FALSE ;
RSDesc . DepthBias = 0 ;
RSDesc . SlopeScaledDepthBias = 0.0f ;
RSDesc . DepthBiasClamp = 0 ;
RSDesc . DepthClipEnable = TRUE ;
RSDesc . ScissorEnable = TRUE ;
RSDesc . AntialiasedLineEnable = FALSE ;
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RSDesc . MultisampleEnable = ( sd . SampleDesc . Count > 1 ) ? TRUE : FALSE ;
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ID3D11RasterizerState * pRState = NULL ;
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g_pd3dDevice - > CreateRasterizerState ( & RSDesc , & pRState ) ;
g_pd3dDeviceImmediateContext - > RSSetState ( pRState ) ;
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pRState - > Release ( ) ;
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}
// Create the render target
{
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ID3D11Texture2D * pBackBuffer ;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc ;
ZeroMemory ( & render_target_view_desc , sizeof ( render_target_view_desc ) ) ;
render_target_view_desc . Format = sd . BufferDesc . Format ;
render_target_view_desc . ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D ;
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g_pSwapChain - > GetBuffer ( 0 , __uuidof ( ID3D11Texture2D ) , ( LPVOID * ) & pBackBuffer ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , & render_target_view_desc , & g_mainRenderTargetView ) ;
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g_pd3dDeviceImmediateContext - > OMSetRenderTargets ( 1 , & g_mainRenderTargetView , NULL ) ;
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pBackBuffer - > Release ( ) ;
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}
// Create the vertex shader
{
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static const char * vertexShader =
" cbuffer vertexBuffer : register(c0) \
{ \
float4x4 ProjectionMatrix ; \
} ; \
struct VS_INPUT \
{ \
float2 pos : POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
\
PS_INPUT main ( VS_INPUT input ) \
{ \
PS_INPUT output ; \
output . pos = mul ( ProjectionMatrix , float4 ( input . pos . xy , 0.f , 1.f ) ) ; \
output . col = input . col ; \
output . uv = input . uv ; \
return output ; \
} " ;
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D3DCompile ( vertexShader , strlen ( vertexShader ) , NULL , NULL , NULL , " main " , " vs_5_0 " , 0 , 0 , & g_pVertexShaderBlob , NULL ) ;
if ( g_pVertexShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL ;
if ( g_pd3dDevice - > CreateVertexShader ( ( DWORD * ) g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , NULL , & g_pVertexShader ) ! = S_OK )
return E_FAIL ;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout [ ] = {
{ " POSITION " , 0 , DXGI_FORMAT_R32G32B32A32_FLOAT , 0 , ( size_t ) ( & ( ( CUSTOMVERTEX * ) 0 ) - > pos ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( size_t ) ( & ( ( CUSTOMVERTEX * ) 0 ) - > col ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( size_t ) ( & ( ( CUSTOMVERTEX * ) 0 ) - > uv ) , D3D11_INPUT_PER_VERTEX_DATA , 0 } ,
} ;
if ( g_pd3dDevice - > CreateInputLayout ( localLayout , 3 , g_pVertexShaderBlob - > GetBufferPointer ( ) , g_pVertexShaderBlob - > GetBufferSize ( ) , & g_pInputLayout ) ! = S_OK )
return E_FAIL ;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc ;
cbDesc . ByteWidth = sizeof ( VERTEX_CONSTANT_BUFFER ) ;
cbDesc . Usage = D3D11_USAGE_DYNAMIC ;
cbDesc . BindFlags = D3D11_BIND_CONSTANT_BUFFER ;
cbDesc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
cbDesc . MiscFlags = 0 ;
g_pd3dDevice - > CreateBuffer ( & cbDesc , NULL , & g_pVertexConstantBuffer ) ;
}
}
// Create the pixel shader
{
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static const char * pixelShader =
" struct PS_INPUT \
{ \
float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
} ; \
sampler sampler0 ; \
Texture2D texture0 ; \
\
float4 main ( PS_INPUT input ) : SV_Target \
{ \
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float4 out_col = input . col * texture0 . Sample ( sampler0 , input . uv ) ; \
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return out_col ; \
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} " ;
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D3DCompile ( pixelShader , strlen ( pixelShader ) , NULL , NULL , NULL , " main " , " ps_5_0 " , 0 , 0 , & g_pPixelShaderBlob , NULL ) ;
if ( g_pPixelShaderBlob = = NULL ) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL ;
if ( g_pd3dDevice - > CreatePixelShader ( ( DWORD * ) g_pPixelShaderBlob - > GetBufferPointer ( ) , g_pPixelShaderBlob - > GetBufferSize ( ) , NULL , & g_pPixelShader ) ! = S_OK )
return E_FAIL ;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . AlphaToCoverageEnable = false ;
desc . RenderTarget [ 0 ] . BlendEnable = true ;
desc . RenderTarget [ 0 ] . SrcBlend = D3D11_BLEND_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlend = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . BlendOp = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA ;
desc . RenderTarget [ 0 ] . DestBlendAlpha = D3D11_BLEND_ZERO ;
desc . RenderTarget [ 0 ] . BlendOpAlpha = D3D11_BLEND_OP_ADD ;
desc . RenderTarget [ 0 ] . RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL ;
g_pd3dDevice - > CreateBlendState ( & desc , & g_blendState ) ;
}
return S_OK ;
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}
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void CleanupDevice ( )
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{
if ( g_pd3dDeviceImmediateContext ) g_pd3dDeviceImmediateContext - > ClearState ( ) ;
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// InitImGui
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if ( g_pFontSampler ) g_pFontSampler - > Release ( ) ;
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if ( ID3D11ShaderResourceView * font_texture_view = ( ID3D11ShaderResourceView * ) ImGui : : GetIO ( ) . Fonts - > TexID )
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font_texture_view - > Release ( ) ;
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if ( g_pVB ) g_pVB - > Release ( ) ;
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// InitDeviceD3D
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if ( g_blendState ) g_blendState - > Release ( ) ;
if ( g_pPixelShader ) g_pPixelShader - > Release ( ) ;
if ( g_pPixelShaderBlob ) g_pPixelShaderBlob - > Release ( ) ;
if ( g_pVertexConstantBuffer ) g_pVertexConstantBuffer - > Release ( ) ;
if ( g_pInputLayout ) g_pInputLayout - > Release ( ) ;
if ( g_pVertexShader ) g_pVertexShader - > Release ( ) ;
if ( g_pVertexShaderBlob ) g_pVertexShaderBlob - > Release ( ) ;
if ( g_mainRenderTargetView ) g_mainRenderTargetView - > Release ( ) ;
if ( g_pSwapChain ) g_pSwapChain - > Release ( ) ;
if ( g_pd3dDeviceImmediateContext ) g_pd3dDeviceImmediateContext - > Release ( ) ;
if ( g_pd3dDevice ) g_pd3dDevice - > Release ( ) ;
}
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LRESULT WINAPI WndProc ( HWND hWnd , UINT msg , WPARAM wParam , LPARAM lParam )
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{
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 :
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io . MouseWheel + = GET_WHEEL_DELTA_WPARAM ( wParam ) > 0 ? + 1.0f : - 1.0f ;
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return true ;
case WM_MOUSEMOVE :
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io . MousePos . x = ( signed short ) ( lParam ) ;
io . MousePos . y = ( signed short ) ( lParam > > 16 ) ;
return true ;
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case WM_KEYDOWN :
if ( wParam > = 0 & & wParam < 256 )
io . KeysDown [ wParam ] = 1 ;
return true ;
case WM_KEYUP :
if ( wParam > = 0 & & wParam < 256 )
io . KeysDown [ wParam ] = 0 ;
return true ;
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case WM_CHAR :
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if ( wParam > 0 & & wParam < 0x10000 )
io . AddInputCharacter ( ( unsigned short ) wParam ) ;
return true ;
case WM_DESTROY :
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CleanupDevice ( ) ;
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PostQuitMessage ( 0 ) ;
return 0 ;
}
return DefWindowProc ( hWnd , msg , wParam , lParam ) ;
}
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void LoadFontsTexture ( )
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{
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// Load one or more font
ImGuiIO & io = ImGui : : GetIO ( ) ;
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//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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// Build
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unsigned char * pixels ;
int width , height ;
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io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
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// Create texture
D3D11_TEXTURE2D_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
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desc . Width = width ;
desc . Height = height ;
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desc . MipLevels = 1 ;
desc . ArraySize = 1 ;
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desc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
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desc . SampleDesc . Count = 1 ;
desc . Usage = D3D11_USAGE_DEFAULT ;
desc . BindFlags = D3D11_BIND_SHADER_RESOURCE ;
desc . CPUAccessFlags = 0 ;
ID3D11Texture2D * pTexture = NULL ;
D3D11_SUBRESOURCE_DATA subResource ;
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subResource . pSysMem = pixels ;
subResource . SysMemPitch = desc . Width * 4 ;
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subResource . SysMemSlicePitch = 0 ;
g_pd3dDevice - > CreateTexture2D ( & desc , & subResource , & pTexture ) ;
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc ;
ZeroMemory ( & srvDesc , sizeof ( srvDesc ) ) ;
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srvDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
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srvDesc . ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D ;
srvDesc . Texture2D . MipLevels = desc . MipLevels ;
srvDesc . Texture2D . MostDetailedMip = 0 ;
ID3D11ShaderResourceView * font_texture_view = NULL ;
g_pd3dDevice - > CreateShaderResourceView ( pTexture , & srvDesc , & font_texture_view ) ;
pTexture - > Release ( ) ;
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// Store our identifier
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io . Fonts - > TexID = ( void * ) font_texture_view ;
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}
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void InitImGui ( )
{
RECT rect ;
GetClientRect ( hWnd , & rect ) ;
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int display_w = ( int ) ( rect . right - rect . left ) ;
int display_h = ( int ) ( rect . bottom - rect . top ) ;
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ImGuiIO & io = ImGui : : GetIO ( ) ;
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io . DisplaySize = ImVec2 ( ( float ) display_w , ( float ) display_h ) ; // Display size, in pixels. For clamping windows positions.
io . DeltaTime = 1.0f / 60.0f ; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
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.
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io . KeyMap [ ImGuiKey_LeftArrow ] = VK_LEFT ;
io . KeyMap [ ImGuiKey_RightArrow ] = VK_RIGHT ;
io . KeyMap [ ImGuiKey_UpArrow ] = VK_UP ;
io . KeyMap [ ImGuiKey_DownArrow ] = VK_UP ;
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 ' ;
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io . RenderDrawListsFn = ImImpl_RenderDrawLists ;
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io . ImeWindowHandle = hWnd ;
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// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc ;
memset ( & bufferDesc , 0 , sizeof ( D3D11_BUFFER_DESC ) ) ;
bufferDesc . Usage = D3D11_USAGE_DYNAMIC ;
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bufferDesc . ByteWidth = 100000 * sizeof ( CUSTOMVERTEX ) ; // Maybe we should handle that more dynamically?
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bufferDesc . BindFlags = D3D11_BIND_VERTEX_BUFFER ;
bufferDesc . CPUAccessFlags = D3D11_CPU_ACCESS_WRITE ;
bufferDesc . MiscFlags = 0 ;
if ( g_pd3dDevice - > CreateBuffer ( & bufferDesc , NULL , & g_pVB ) < 0 )
{
IM_ASSERT ( 0 ) ;
return ;
}
}
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// Load fonts
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LoadFontsTexture ( ) ;
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// Create texture sampler
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{
D3D11_SAMPLER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
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desc . Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR ;
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desc . AddressU = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressV = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . AddressW = D3D11_TEXTURE_ADDRESS_WRAP ;
desc . MipLODBias = 0.f ;
desc . ComparisonFunc = D3D11_COMPARISON_ALWAYS ;
desc . MinLOD = 0.f ;
desc . MaxLOD = 0.f ;
g_pd3dDevice - > CreateSamplerState ( & desc , & g_pFontSampler ) ;
}
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}
INT64 ticks_per_second = 0 ;
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INT64 last_time = 0 ;
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void UpdateImGui ( )
{
ImGuiIO & io = ImGui : : GetIO ( ) ;
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// Setup time step
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INT64 current_time ;
QueryPerformanceCounter ( ( LARGE_INTEGER * ) & current_time ) ;
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io . DeltaTime = ( float ) ( current_time - last_time ) / ticks_per_second ;
last_time = current_time ;
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// Read keyboard modifiers inputs
io . KeyCtrl = ( GetKeyState ( VK_CONTROL ) & 0x8000 ) ! = 0 ;
io . KeyShift = ( GetKeyState ( VK_SHIFT ) & 0x8000 ) ! = 0 ;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui : : NewFrame ( ) ;
}
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int main ( int argc , char * * argv )
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{
// Register the window class
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WNDCLASSEX wc = { sizeof ( WNDCLASSEX ) , CS_CLASSDC , WndProc , 0L , 0L , GetModuleHandle ( NULL ) , NULL , LoadCursor ( NULL , IDC_ARROW ) , NULL , NULL , L " ImGui Example " , NULL } ;
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RegisterClassEx ( & wc ) ;
// Create the application's window
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hWnd = CreateWindow ( L " ImGui Example " , L " ImGui DirectX11 Example " , WS_OVERLAPPEDWINDOW , 100 , 100 , 1280 , 800 , NULL , NULL , wc . hInstance , NULL ) ;
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if ( ! QueryPerformanceFrequency ( ( LARGE_INTEGER * ) & ticks_per_second ) )
return 1 ;
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if ( ! QueryPerformanceCounter ( ( LARGE_INTEGER * ) & last_time ) )
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return 1 ;
// Initialize Direct3D
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if ( InitDeviceD3D ( hWnd ) < 0 )
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{
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CleanupDevice ( ) ;
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UnregisterClass ( L " ImGui Example " , wc . hInstance ) ;
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return 1 ;
}
// Show the window
ShowWindow ( hWnd , SW_SHOWDEFAULT ) ;
UpdateWindow ( hWnd ) ;
InitImGui ( ) ;
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bool show_test_window = true ;
bool show_another_window = false ;
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ImVec4 clear_col = ImColor ( 114 , 144 , 154 ) ;
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// Enter the message loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
while ( msg . message ! = WM_QUIT )
{
if ( PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
{
TranslateMessage ( & msg ) ;
DispatchMessage ( & msg ) ;
continue ;
}
UpdateImGui ( ) ;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f ;
ImGui : : Text ( " Hello, world! " ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ;
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ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_col ) ;
if ( ImGui : : Button ( " Test Window " ) ) show_test_window ^ = 1 ;
if ( ImGui : : Button ( " Another Window " ) ) show_another_window ^ = 1 ;
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ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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}
// 2. Show another simple window, this time using an explicit Begin/End pair
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window , ImVec2 ( 200 , 100 ) ) ;
ImGui : : Text ( " Hello " ) ;
ImGui : : End ( ) ;
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if ( show_test_window )
{
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ImGui : : SetNextWindowPos ( ImVec2 ( 650 , 20 ) , ImGuiSetCond_FirstUseEver ) ; // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui : : ShowTestWindow ( & show_test_window ) ;
}
// Rendering
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g_pd3dDeviceImmediateContext - > ClearRenderTargetView ( g_mainRenderTargetView , ( float * ) & clear_col ) ;
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ImGui : : Render ( ) ;
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g_pSwapChain - > Present ( 0 , 0 ) ;
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}
ImGui : : Shutdown ( ) ;
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UnregisterClass ( L " ImGui Example " , wc . hInstance ) ;
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return 0 ;
}