Merge branch 'examples_refactor2' into viewport (#1870)

# Conflicts:
#	examples/README.txt
#	examples/directx11_example/main.cpp
#	examples/directx12_example/main.cpp
#	examples/imgui_impl_dx10.cpp
#	examples/imgui_impl_dx11.cpp
#	examples/imgui_impl_dx12.cpp
#	examples/imgui_impl_glfw.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl2.h
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_sdl2.cpp
#	examples/imgui_impl_sdl2.h
#	examples/imgui_impl_vulkan.cpp
#	examples/imgui_impl_vulkan.h
#	examples/imgui_impl_win32.cpp
#	examples/imgui_impl_win32.h
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/sdl_vulkan_example/main.cpp
#	examples/vulkan_example/main.cpp
#	imgui.cpp
#	imgui.h
This commit is contained in:
omar
2018-06-10 15:04:09 +02:00
20 changed files with 148 additions and 108 deletions

View File

@ -11,6 +11,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h"
@ -46,7 +48,7 @@ static UINT g_frameIndex = UINT_MAX;
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
float mvp[4][4];
};
// Forward Declarations
@ -57,7 +59,7 @@ static void ImGui_ImplDX12_ShutdownPlatformInterface();
// (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_ImplDX12_RenderDrawData(ImDrawData* draw_data)
{
// NOTE: I'm assuming that this only get's called once per frame!
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
g_frameIndex = g_frameIndex + 1;
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
@ -88,8 +90,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
return;
frameResources->VB = g_pVB;
frameResources->VertexBufferSize = g_VertexBufferSize;
@ -114,8 +115,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
return;
frameResources->IB = g_pIB;
frameResources->IndexBufferSize = g_IndexBufferSize;
@ -143,13 +143,14 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is (0,0) for single viewport apps.
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
float L = 0.0f;
float R = ImGui::GetIO().DisplaySize.x;
float B = ImGui::GetIO().DisplaySize.y;
float T = 0.0f;
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -163,8 +164,8 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
// Setup viewport
D3D12_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
@ -197,6 +198,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -209,7 +211,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
}
else
{
const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);