mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Ported d3d11 renderer to d3d10
This commit is contained in:
parent
fe2972e8b2
commit
1f3a0e78cc
4
examples/directx10_example/build_win32.bat
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4
examples/directx10_example/build_win32.bat
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
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mkdir Debug
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cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
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159
examples/directx10_example/directx10_example.vcxproj
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159
examples/directx10_example/directx10_example.vcxproj
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<?xml version="1.0" encoding="utf-8"?>
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||||||
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
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<RootNamespace>directx10_example</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>Console</SubSystem>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\imgui_internal.h" />
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<ClInclude Include="imgui_impl_dx10.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="imgui_impl_dx10.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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45
examples/directx10_example/directx10_example.vcxproj.filters
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45
examples/directx10_example/directx10_example.vcxproj.filters
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@ -0,0 +1,45 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="imgui">
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<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
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</Filter>
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<Filter Include="sources">
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<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="imgui_impl_dx10.h">
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<Filter>sources</Filter>
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</ClInclude>
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<ClInclude Include="..\..\imgui_internal.h">
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<Filter>imgui</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="main.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="imgui_impl_dx10.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_demo.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="..\..\imgui_draw.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\README.txt" />
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</ItemGroup>
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</Project>
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508
examples/directx10_example/imgui_impl_dx10.cpp
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508
examples/directx10_example/imgui_impl_dx10.cpp
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// ImGui Win32 + DirectX10 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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#include "imgui.h"
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#include "imgui_impl_dx10.h"
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// DirectX
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#include <d3d10_1.h>
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#include <d3d10.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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// Data
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static HWND g_hWnd = 0;
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static ID3D10Device* g_pd3dDevice = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D10VertexShader* g_pVertexShader = NULL;
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static ID3D10InputLayout* g_pInputLayout = NULL;
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D10PixelShader* g_pPixelShader = NULL;
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static ID3D10SamplerState* g_pFontSampler = NULL;
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D10RasterizerState* g_pRasterizerState = NULL;
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static ID3D10BlendState* g_pBlendState = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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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)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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{
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void* vtx_resourceData;
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void* idx_resourceData;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D10_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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desc.Usage = D3D10_USAGE_DYNAMIC;
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D10_BUFFER_DESC bufferDesc;
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memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
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bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0)
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return;
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}
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData);
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.size();
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idx_dst += cmd_list->IdxBuffer.size();
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}
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g_pVB->Unmap();
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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{
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void* pmappedResource;
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g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource);
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource;
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const float L = 0.0f;
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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const float T = 0.0f;
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||||||
|
const float mvp[4][4] =
|
||||||
|
{
|
||||||
|
{ 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 },
|
||||||
|
};
|
||||||
|
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||||
|
D3D10_MAPPED_TEXTURE2D texMap;
|
||||||
|
g_pVertexConstantBuffer->Unmap();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup viewport
|
||||||
|
{
|
||||||
|
D3D10_VIEWPORT vp;
|
||||||
|
memset(&vp, 0, sizeof(D3D10_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_pd3dDevice->RSSetViewports(1, &vp);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind shader and vertex buffers
|
||||||
|
unsigned int stride = sizeof(ImDrawVert);
|
||||||
|
unsigned int offset = 0;
|
||||||
|
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
|
||||||
|
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||||
|
g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||||
|
g_pd3dDevice->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
g_pd3dDevice->VSSetShader(g_pVertexShader);
|
||||||
|
g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
|
g_pd3dDevice->PSSetShader(g_pPixelShader);
|
||||||
|
g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||||
|
|
||||||
|
// Setup render state
|
||||||
|
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||||
|
g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||||
|
g_pd3dDevice->RSSetState(g_pRasterizerState);
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
int vtx_offset = 0;
|
||||||
|
int idx_offset = 0;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||||
|
g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||||
|
g_pd3dDevice->RSSetScissorRects(1, &r);
|
||||||
|
g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||||
|
}
|
||||||
|
idx_offset += pcmd->ElemCount;
|
||||||
|
}
|
||||||
|
vtx_offset += cmd_list->VtxBuffer.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
|
g_pd3dDevice->IASetInputLayout(NULL);
|
||||||
|
g_pd3dDevice->PSSetShader(NULL);
|
||||||
|
g_pd3dDevice->VSSetShader(NULL);
|
||||||
|
}
|
||||||
|
|
||||||
|
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
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_MBUTTONDOWN:
|
||||||
|
io.MouseDown[2] = true;
|
||||||
|
return true;
|
||||||
|
case WM_MBUTTONUP:
|
||||||
|
io.MouseDown[2] = false;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEWHEEL:
|
||||||
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEMOVE:
|
||||||
|
io.MousePos.x = (signed short)(lParam);
|
||||||
|
io.MousePos.y = (signed short)(lParam >> 16);
|
||||||
|
return true;
|
||||||
|
case WM_KEYDOWN:
|
||||||
|
if (wParam < 256)
|
||||||
|
io.KeysDown[wParam] = 1;
|
||||||
|
return true;
|
||||||
|
case WM_KEYUP:
|
||||||
|
if (wParam < 256)
|
||||||
|
io.KeysDown[wParam] = 0;
|
||||||
|
return true;
|
||||||
|
case WM_CHAR:
|
||||||
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||||
|
if (wParam > 0 && wParam < 0x10000)
|
||||||
|
io.AddInputCharacter((unsigned short)wParam);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Build
|
||||||
|
unsigned char* pixels;
|
||||||
|
int width, height;
|
||||||
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||||
|
|
||||||
|
// Create DX10 texture
|
||||||
|
{
|
||||||
|
D3D10_TEXTURE2D_DESC texDesc;
|
||||||
|
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||||
|
texDesc.Width = width;
|
||||||
|
texDesc.Height = height;
|
||||||
|
texDesc.MipLevels = 1;
|
||||||
|
texDesc.ArraySize = 1;
|
||||||
|
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
texDesc.SampleDesc.Count = 1;
|
||||||
|
texDesc.Usage = D3D10_USAGE_DEFAULT;
|
||||||
|
texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||||
|
texDesc.CPUAccessFlags = 0;
|
||||||
|
|
||||||
|
ID3D10Texture2D *pTexture = NULL;
|
||||||
|
D3D10_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = pixels;
|
||||||
|
subResource.SysMemPitch = texDesc.Width * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||||
|
|
||||||
|
// Create texture view
|
||||||
|
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||||
|
pTexture->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Store our identifier
|
||||||
|
io.Fonts->TexID = (void *)g_pFontTextureView;
|
||||||
|
|
||||||
|
// Create texture sampler
|
||||||
|
{
|
||||||
|
D3D10_SAMPLER_DESC samplerDesc;
|
||||||
|
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||||
|
samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.MipLODBias = 0.f;
|
||||||
|
samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||||
|
samplerDesc.MinLOD = 0.f;
|
||||||
|
samplerDesc.MaxLOD = 0.f;
|
||||||
|
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||||
|
io.Fonts->ClearInputData();
|
||||||
|
io.Fonts->ClearTexData();
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||||
|
{
|
||||||
|
if (!g_pd3dDevice)
|
||||||
|
return false;
|
||||||
|
if (g_pFontSampler)
|
||||||
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
static const char* vertexShader =
|
||||||
|
"cbuffer vertexBuffer : register(b0) \
|
||||||
|
{\
|
||||||
|
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;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_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!
|
||||||
|
return false;
|
||||||
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D10_INPUT_ELEMENT_DESC localLayout[] = {
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// Create the constant buffer
|
||||||
|
{
|
||||||
|
D3D10_BUFFER_DESC cbDesc;
|
||||||
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||||
|
cbDesc.Usage = D3D10_USAGE_DYNAMIC;
|
||||||
|
cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||||
|
cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||||
|
cbDesc.MiscFlags = 0;
|
||||||
|
g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_pVertexConstantBuffer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader
|
||||||
|
{
|
||||||
|
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\
|
||||||
|
{\
|
||||||
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||||
|
return out_col; \
|
||||||
|
}";
|
||||||
|
|
||||||
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_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!
|
||||||
|
return false;
|
||||||
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the blending setup
|
||||||
|
{
|
||||||
|
D3D10_BLEND_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.AlphaToCoverageEnable = false;
|
||||||
|
desc.BlendEnable[0] = true;
|
||||||
|
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||||
|
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||||
|
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
||||||
|
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||||
|
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||||
|
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the rasterizer state
|
||||||
|
{
|
||||||
|
D3D10_RASTERIZER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.FillMode = D3D10_FILL_SOLID;
|
||||||
|
desc.CullMode = D3D10_CULL_NONE;
|
||||||
|
desc.ScissorEnable = true;
|
||||||
|
desc.DepthClipEnable = true;
|
||||||
|
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui_ImplDX10_CreateFontsTexture();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||||
|
{
|
||||||
|
if (!g_pd3dDevice)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||||
|
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
|
||||||
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||||
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||||
|
|
||||||
|
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||||
|
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||||
|
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||||
|
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||||
|
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||||
|
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||||
|
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||||
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
|
||||||
|
{
|
||||||
|
g_hWnd = (HWND)hwnd;
|
||||||
|
g_pd3dDevice = device;
|
||||||
|
|
||||||
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||||
|
return false;
|
||||||
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
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.
|
||||||
|
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_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';
|
||||||
|
|
||||||
|
io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||||
|
io.ImeWindowHandle = g_hWnd;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX10_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||||
|
ImGui::Shutdown();
|
||||||
|
g_pd3dDevice = NULL;
|
||||||
|
g_hWnd = (HWND)0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX10_NewFrame()
|
||||||
|
{
|
||||||
|
if (!g_pVB)
|
||||||
|
ImGui_ImplDX10_CreateDeviceObjects();
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
|
RECT rect;
|
||||||
|
GetClientRect(g_hWnd, &rect);
|
||||||
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
INT64 current_time;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||||
|
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||||
|
g_Time = current_time;
|
||||||
|
|
||||||
|
// 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.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||||
|
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||||
|
// io.MouseDown : filled by WM_*BUTTON* events
|
||||||
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||||
|
|
||||||
|
// Hide OS mouse cursor if ImGui is drawing it
|
||||||
|
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
22
examples/directx10_example/imgui_impl_dx10.h
Normal file
22
examples/directx10_example/imgui_impl_dx10.h
Normal file
@ -0,0 +1,22 @@
|
|||||||
|
// ImGui Win32 + DirectX10 binding
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// See main.cpp for an example of using this.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
struct ID3D10Device;
|
||||||
|
|
||||||
|
IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
|
||||||
|
IMGUI_API void ImGui_ImplDX10_Shutdown();
|
||||||
|
IMGUI_API void ImGui_ImplDX10_NewFrame();
|
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
|
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||||
|
IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
|
||||||
|
|
||||||
|
// Handler for Win32 messages, update mouse/keyboard data.
|
||||||
|
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||||
|
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||||
|
/*
|
||||||
|
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
*/
|
505
examples/directx10_example/imgui_impl_dx11.cpp
Normal file
505
examples/directx10_example/imgui_impl_dx11.cpp
Normal file
@ -0,0 +1,505 @@
|
|||||||
|
// ImGui Win32 + DirectX11 binding
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
|
#include "imgui_impl_dx11.h"
|
||||||
|
|
||||||
|
// DirectX
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
|
#include <dinput.h>
|
||||||
|
|
||||||
|
// Data
|
||||||
|
static INT64 g_Time = 0;
|
||||||
|
static INT64 g_TicksPerSecond = 0;
|
||||||
|
|
||||||
|
static HWND g_hWnd = 0;
|
||||||
|
static ID3D11Device* g_pd3dDevice = NULL;
|
||||||
|
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||||
|
static ID3D11Buffer* g_pVB = NULL;
|
||||||
|
static ID3D11Buffer* g_pIB = NULL;
|
||||||
|
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
||||||
|
static ID3D11VertexShader* g_pVertexShader = NULL;
|
||||||
|
static ID3D11InputLayout* g_pInputLayout = NULL;
|
||||||
|
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
||||||
|
static ID3D10Blob * g_pPixelShaderBlob = NULL;
|
||||||
|
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||||
|
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||||
|
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
|
||||||
|
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||||
|
static ID3D11BlendState* g_pBlendState = NULL;
|
||||||
|
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||||
|
|
||||||
|
struct VERTEX_CONSTANT_BUFFER
|
||||||
|
{
|
||||||
|
float mvp[4][4];
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||||
|
{
|
||||||
|
// Create and grow vertex/index 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;
|
||||||
|
D3D11_BUFFER_DESC desc;
|
||||||
|
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||||
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
desc.MiscFlags = 0;
|
||||||
|
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 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;
|
||||||
|
D3D11_BUFFER_DESC bufferDesc;
|
||||||
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||||
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
|
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy and convert all vertices into a single contiguous buffer
|
||||||
|
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
|
||||||
|
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
|
||||||
|
return;
|
||||||
|
if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
|
||||||
|
return;
|
||||||
|
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
|
||||||
|
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
|
||||||
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||||
|
{
|
||||||
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||||
|
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
|
||||||
|
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
|
||||||
|
vtx_dst += cmd_list->VtxBuffer.size();
|
||||||
|
idx_dst += cmd_list->IdxBuffer.size();
|
||||||
|
}
|
||||||
|
g_pd3dDeviceContext->Unmap(g_pVB, 0);
|
||||||
|
g_pd3dDeviceContext->Unmap(g_pIB, 0);
|
||||||
|
|
||||||
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
|
{
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
|
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||||
|
return;
|
||||||
|
|
||||||
|
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
||||||
|
const float L = 0.0f;
|
||||||
|
const float R = ImGui::GetIO().DisplaySize.x;
|
||||||
|
const float B = ImGui::GetIO().DisplaySize.y;
|
||||||
|
const float T = 0.0f;
|
||||||
|
const float mvp[4][4] =
|
||||||
|
{
|
||||||
|
{ 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 },
|
||||||
|
};
|
||||||
|
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||||
|
g_pd3dDeviceContext->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_pd3dDeviceContext->RSSetViewports(1, &vp);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind shader and vertex buffers
|
||||||
|
unsigned int stride = sizeof(ImDrawVert);
|
||||||
|
unsigned int offset = 0;
|
||||||
|
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||||
|
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||||
|
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||||
|
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||||
|
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
|
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
|
||||||
|
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||||
|
|
||||||
|
// Setup render state
|
||||||
|
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||||
|
g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||||
|
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
int vtx_offset = 0;
|
||||||
|
int idx_offset = 0;
|
||||||
|
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)
|
||||||
|
{
|
||||||
|
pcmd->UserCallback(cmd_list, pcmd);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||||
|
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
||||||
|
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||||
|
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||||
|
}
|
||||||
|
idx_offset += pcmd->ElemCount;
|
||||||
|
}
|
||||||
|
vtx_offset += cmd_list->VtxBuffer.size();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
|
g_pd3dDeviceContext->IASetInputLayout(NULL);
|
||||||
|
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
|
||||||
|
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
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_MBUTTONDOWN:
|
||||||
|
io.MouseDown[2] = true;
|
||||||
|
return true;
|
||||||
|
case WM_MBUTTONUP:
|
||||||
|
io.MouseDown[2] = false;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEWHEEL:
|
||||||
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEMOVE:
|
||||||
|
io.MousePos.x = (signed short)(lParam);
|
||||||
|
io.MousePos.y = (signed short)(lParam >> 16);
|
||||||
|
return true;
|
||||||
|
case WM_KEYDOWN:
|
||||||
|
if (wParam < 256)
|
||||||
|
io.KeysDown[wParam] = 1;
|
||||||
|
return true;
|
||||||
|
case WM_KEYUP:
|
||||||
|
if (wParam < 256)
|
||||||
|
io.KeysDown[wParam] = 0;
|
||||||
|
return true;
|
||||||
|
case WM_CHAR:
|
||||||
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||||
|
if (wParam > 0 && wParam < 0x10000)
|
||||||
|
io.AddInputCharacter((unsigned short)wParam);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||||
|
{
|
||||||
|
// Build texture atlas
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
unsigned char* pixels;
|
||||||
|
int width, height;
|
||||||
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||||
|
|
||||||
|
// Upload texture to graphics system
|
||||||
|
{
|
||||||
|
D3D11_TEXTURE2D_DESC texDesc;
|
||||||
|
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||||
|
texDesc.Width = width;
|
||||||
|
texDesc.Height = height;
|
||||||
|
texDesc.MipLevels = 1;
|
||||||
|
texDesc.ArraySize = 1;
|
||||||
|
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
texDesc.SampleDesc.Count = 1;
|
||||||
|
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
texDesc.CPUAccessFlags = 0;
|
||||||
|
|
||||||
|
ID3D11Texture2D *pTexture = NULL;
|
||||||
|
D3D11_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = pixels;
|
||||||
|
subResource.SysMemPitch = texDesc.Width * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||||
|
|
||||||
|
// Create texture view
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||||
|
pTexture->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Store our identifier
|
||||||
|
io.Fonts->TexID = (void *)g_pFontTextureView;
|
||||||
|
|
||||||
|
// Create texture sampler
|
||||||
|
{
|
||||||
|
D3D11_SAMPLER_DESC samplerDesc;
|
||||||
|
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||||
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.MipLODBias = 0.f;
|
||||||
|
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
samplerDesc.MinLOD = 0.f;
|
||||||
|
samplerDesc.MaxLOD = 0.f;
|
||||||
|
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||||
|
{
|
||||||
|
if (!g_pd3dDevice)
|
||||||
|
return false;
|
||||||
|
if (g_pFontSampler)
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
static const char* vertexShader =
|
||||||
|
"cbuffer vertexBuffer : register(b0) \
|
||||||
|
{\
|
||||||
|
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;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_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!
|
||||||
|
return false;
|
||||||
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// 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
|
||||||
|
{
|
||||||
|
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\
|
||||||
|
{\
|
||||||
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||||
|
return out_col; \
|
||||||
|
}";
|
||||||
|
|
||||||
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_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!
|
||||||
|
return false;
|
||||||
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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_pBlendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the rasterizer state
|
||||||
|
{
|
||||||
|
D3D11_RASTERIZER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.FillMode = D3D11_FILL_SOLID;
|
||||||
|
desc.CullMode = D3D11_CULL_NONE;
|
||||||
|
desc.ScissorEnable = true;
|
||||||
|
desc.DepthClipEnable = true;
|
||||||
|
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui_ImplDX11_CreateFontsTexture();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||||
|
{
|
||||||
|
if (!g_pd3dDevice)
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||||
|
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
|
||||||
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||||
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||||
|
|
||||||
|
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||||
|
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||||
|
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||||
|
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||||
|
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||||
|
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||||
|
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||||
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||||
|
{
|
||||||
|
g_hWnd = (HWND)hwnd;
|
||||||
|
g_pd3dDevice = device;
|
||||||
|
g_pd3dDeviceContext = device_context;
|
||||||
|
|
||||||
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||||
|
return false;
|
||||||
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
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.
|
||||||
|
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_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';
|
||||||
|
|
||||||
|
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||||
|
io.ImeWindowHandle = g_hWnd;
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_Shutdown()
|
||||||
|
{
|
||||||
|
ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
ImGui::Shutdown();
|
||||||
|
g_pd3dDevice = NULL;
|
||||||
|
g_pd3dDeviceContext = NULL;
|
||||||
|
g_hWnd = (HWND)0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ImGui_ImplDX11_NewFrame()
|
||||||
|
{
|
||||||
|
if (!g_pVB)
|
||||||
|
ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup display size (every frame to accommodate for window resizing)
|
||||||
|
RECT rect;
|
||||||
|
GetClientRect(g_hWnd, &rect);
|
||||||
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
INT64 current_time;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||||
|
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||||
|
g_Time = current_time;
|
||||||
|
|
||||||
|
// 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.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||||
|
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||||
|
// io.MouseDown : filled by WM_*BUTTON* events
|
||||||
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||||
|
|
||||||
|
// Hide OS mouse cursor if ImGui is drawing it
|
||||||
|
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
23
examples/directx10_example/imgui_impl_dx11.h
Normal file
23
examples/directx10_example/imgui_impl_dx11.h
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
// ImGui Win32 + DirectX11 binding
|
||||||
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||||
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||||
|
// https://github.com/ocornut/imgui
|
||||||
|
|
||||||
|
struct ID3D11Device;
|
||||||
|
struct ID3D11DeviceContext;
|
||||||
|
|
||||||
|
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
|
||||||
|
IMGUI_API void ImGui_ImplDX11_Shutdown();
|
||||||
|
IMGUI_API void ImGui_ImplDX11_NewFrame();
|
||||||
|
|
||||||
|
// Use if you want to reset your rendering device without losing ImGui state.
|
||||||
|
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
|
||||||
|
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
|
||||||
|
|
||||||
|
// Handler for Win32 messages, update mouse/keyboard data.
|
||||||
|
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
||||||
|
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
||||||
|
/*
|
||||||
|
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
*/
|
225
examples/directx10_example/main.cpp
Normal file
225
examples/directx10_example/main.cpp
Normal file
@ -0,0 +1,225 @@
|
|||||||
|
// ImGui - standalone example application for DirectX 10
|
||||||
|
|
||||||
|
#include <imgui.h>
|
||||||
|
#include "imgui_impl_dx10.h"
|
||||||
|
#include <d3d10_1.h>
|
||||||
|
#include <d3d10.h>
|
||||||
|
#include <d3dcompiler.h>
|
||||||
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
|
#include <dinput.h>
|
||||||
|
#include <tchar.h>
|
||||||
|
|
||||||
|
// Data
|
||||||
|
static ID3D10Device* g_pd3dDevice = NULL;
|
||||||
|
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||||
|
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||||
|
|
||||||
|
void CreateRenderTarget()
|
||||||
|
{
|
||||||
|
DXGI_SWAP_CHAIN_DESC sd;
|
||||||
|
g_pSwapChain->GetDesc(&sd);
|
||||||
|
|
||||||
|
// Create the render target
|
||||||
|
ID3D10Texture2D* pBackBuffer;
|
||||||
|
D3D10_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 = D3D10_RTV_DIMENSION_TEXTURE2D;
|
||||||
|
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
||||||
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||||
|
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
|
pBackBuffer->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
void CleanupRenderTarget()
|
||||||
|
{
|
||||||
|
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||||
|
{
|
||||||
|
// Setup swap chain
|
||||||
|
DXGI_SWAP_CHAIN_DESC sd;
|
||||||
|
{
|
||||||
|
ZeroMemory(&sd, sizeof(sd));
|
||||||
|
sd.BufferCount = 2;
|
||||||
|
sd.BufferDesc.Width = 0;
|
||||||
|
sd.BufferDesc.Height = 0;
|
||||||
|
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;
|
||||||
|
#ifdef _DEBUG
|
||||||
|
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||||
|
#endif
|
||||||
|
D3D_FEATURE_LEVEL featureLevel;
|
||||||
|
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_10_1, };
|
||||||
|
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Setup rasterizer
|
||||||
|
{
|
||||||
|
D3D10_RASTERIZER_DESC RSDesc;
|
||||||
|
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
|
||||||
|
RSDesc.FillMode = D3D10_FILL_SOLID;
|
||||||
|
RSDesc.CullMode = D3D10_CULL_NONE;
|
||||||
|
RSDesc.FrontCounterClockwise = FALSE;
|
||||||
|
RSDesc.DepthBias = 0;
|
||||||
|
RSDesc.SlopeScaledDepthBias = 0.0f;
|
||||||
|
RSDesc.DepthBiasClamp = 0;
|
||||||
|
RSDesc.DepthClipEnable = TRUE;
|
||||||
|
RSDesc.ScissorEnable = TRUE;
|
||||||
|
RSDesc.AntialiasedLineEnable = FALSE;
|
||||||
|
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
||||||
|
|
||||||
|
ID3D10RasterizerState* pRState = NULL;
|
||||||
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||||
|
g_pd3dDevice->RSSetState(pRState);
|
||||||
|
pRState->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
CreateRenderTarget();
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CleanupDeviceD3D()
|
||||||
|
{
|
||||||
|
CleanupRenderTarget();
|
||||||
|
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||||
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||||
|
}
|
||||||
|
|
||||||
|
extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||||
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||||
|
return true;
|
||||||
|
|
||||||
|
switch (msg)
|
||||||
|
{
|
||||||
|
case WM_SIZE:
|
||||||
|
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||||
|
{
|
||||||
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||||
|
CleanupRenderTarget();
|
||||||
|
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||||
|
CreateRenderTarget();
|
||||||
|
ImGui_ImplDX10_CreateDeviceObjects();
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
case WM_SYSCOMMAND:
|
||||||
|
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||||
|
return 0;
|
||||||
|
break;
|
||||||
|
case WM_DESTROY:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(int, char**)
|
||||||
|
{
|
||||||
|
// Create application window
|
||||||
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
|
||||||
|
RegisterClassEx(&wc);
|
||||||
|
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
|
// Initialize Direct3D
|
||||||
|
if (CreateDeviceD3D(hwnd) < 0)
|
||||||
|
{
|
||||||
|
CleanupDeviceD3D();
|
||||||
|
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show the window
|
||||||
|
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||||
|
UpdateWindow(hwnd);
|
||||||
|
|
||||||
|
// Setup ImGui binding
|
||||||
|
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
|
||||||
|
|
||||||
|
// Load Fonts
|
||||||
|
// (see extra_fonts/README.txt for more details)
|
||||||
|
//ImGuiIO& io = ImGui::GetIO();
|
||||||
|
//io.Fonts->AddFontDefault();
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
|
|
||||||
|
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
||||||
|
//static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
|
||||||
|
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
||||||
|
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
||||||
|
|
||||||
|
bool show_test_window = true;
|
||||||
|
bool show_another_window = false;
|
||||||
|
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||||
|
|
||||||
|
// Main 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;
|
||||||
|
}
|
||||||
|
ImGui_ImplDX10_NewFrame();
|
||||||
|
|
||||||
|
// 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 = 0.0f;
|
||||||
|
ImGui::Text("Hello, world!");
|
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
|
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;
|
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
|
||||||
|
ImGui::Begin("Another Window", &show_another_window);
|
||||||
|
ImGui::Text("Hello");
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window)
|
||||||
|
{
|
||||||
|
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!
|
||||||
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
||||||
|
ImGui::Render();
|
||||||
|
g_pSwapChain->Present(0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui_ImplDX10_Shutdown();
|
||||||
|
CleanupDeviceD3D();
|
||||||
|
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
@ -9,6 +9,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "direct
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx10_example", "directx10_example\directx10_example.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Win32 = Debug|Win32
|
Debug|Win32 = Debug|Win32
|
||||||
@ -49,6 +51,14 @@ Global
|
|||||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
||||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
Loading…
Reference in New Issue
Block a user