mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
ImFont::GetTextureData API allow to retrieve 8/32 bits data + lazily load defaults font
Examples: OpenGL3 and DirectX11 back to using 32-bits texture solely for ease of integration.
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@ -286,8 +286,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col; \
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out_col.w *= texture0.Sample(sampler0, input.uv).w; \
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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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@ -381,16 +380,18 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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unsigned char* pixels;
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int width, height;
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font->GetTextureDataRGBA32(&pixels, &width, &height);
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// Create texture
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = font->TexWidth;
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desc.Height = font->TexHeight;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -398,15 +399,15 @@ void LoadFontTexture(ImFont* font)
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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@ -464,10 +465,9 @@ void InitImGui()
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}
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}
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// Load font
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io.Font->LoadDefault();
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// Load font (optionally load a custom TTF font)
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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//io.Font->DisplayOffset.y += 1.0f;
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LoadFontTexture(io.Font);
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// Create texture sampler
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@ -569,11 +569,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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