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Examples: DirectX11: moved shader to be close to its usage location,
This commit is contained in:
parent
52b5376d9b
commit
2e5b81627f
@ -13,9 +13,6 @@
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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extern const char* vertexShader; // Implemented at the bottom
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extern const char* pixelShader;
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static HWND hWnd;
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static HWND hWnd;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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@ -222,6 +219,34 @@ HRESULT InitDeviceD3D(HWND hWnd)
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// Create the vertex shader
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// Create the vertex shader
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{
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{
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(c0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL;
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return E_FAIL;
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@ -252,6 +277,22 @@ HRESULT InitDeviceD3D(HWND hWnd)
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// Create the pixel shader
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// Create the pixel shader
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{
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{
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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sampler sampler0;\
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Texture2D texture0;\
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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 = texture0.Sample(sampler0, input.uv);\
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return input.col * out_col;\
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}";
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL;
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return E_FAIL;
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@ -563,47 +604,3 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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return 0;
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return 0;
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}
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}
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static const char* vertexShader = "\
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cbuffer vertexBuffer : register(c0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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static const char* pixelShader = "\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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sampler sampler0;\
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Texture2D texture0;\
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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 = texture0.Sample(sampler0, input.uv);\
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return input.col * out_col;\
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}";
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@ -60,7 +60,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glUniform1i(texture_location, 0);
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glUniform1i(texture_location, 0);
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glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
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// Grow our buffer according to what we need
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// Grow our buffer according to what we need
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size_t total_vtx_count = 0;
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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@ -72,7 +72,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glBufferData(GL_ARRAY_BUFFER, neededBufferSize, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, neededBufferSize, NULL, GL_STREAM_DRAW);
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}
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}
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// Copy and convert all vertices into a single contiguous buffer
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// Copy and convert all vertices into a single contiguous buffer
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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if (!buffer_data)
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return;
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return;
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@ -101,7 +101,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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cmd_offset = vtx_offset;
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cmd_offset = vtx_offset;
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}
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}
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// Restore modified state
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// Restore modified state
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glBindVertexArray(0);
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glBindVertexArray(0);
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glUseProgram(0);
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glUseProgram(0);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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@ -179,30 +179,30 @@ void InitGL()
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
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const GLchar *vertex_shader =
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const GLchar *vertex_shader =
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"#version 330\n"
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"#version 330\n"
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"uniform mat4 ortho;\n"
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"uniform mat4 ortho;\n"
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"in vec2 Position;\n"
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"in vec2 Position;\n"
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"in vec2 UV;\n"
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"in vec2 UV;\n"
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"in vec4 Colour;\n"
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"in vec4 Colour;\n"
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"out vec2 Frag_UV;\n"
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"out vec2 Frag_UV;\n"
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"out vec4 Frag_Colour;\n"
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"out vec4 Frag_Colour;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" Frag_UV = UV;\n"
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" Frag_UV = UV;\n"
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" Frag_Colour = Colour;\n"
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" Frag_Colour = Colour;\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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" gl_Position = ortho*vec4(Position.xy,0,1);\n"
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"}\n";
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"}\n";
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const GLchar* fragment_shader =
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const GLchar* fragment_shader =
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"#version 330\n"
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"#version 330\n"
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"uniform sampler2D Texture;\n"
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"uniform sampler2D Texture;\n"
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"in vec2 Frag_UV;\n"
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"in vec2 Frag_UV;\n"
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"in vec4 Frag_Colour;\n"
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"in vec4 Frag_Colour;\n"
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"out vec4 FragColor;\n"
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"out vec4 FragColor;\n"
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
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"}\n";
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"}\n";
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shader_handle = glCreateProgram();
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shader_handle = glCreateProgram();
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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vert_handle = glCreateShader(GL_VERTEX_SHADER);
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@ -241,12 +241,12 @@ void InitGL()
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void InitImGui()
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void InitImGui()
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{
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{
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int w, h;
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int w, h;
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int display_w, display_h;
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int display_w, display_h;
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glfwGetWindowSize(window, &w, &h);
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glfwGetWindowSize(window, &w, &h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glfwGetFramebufferSize(window, &display_w, &display_h);
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mousePosScale.x = (float)display_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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mousePosScale.x = (float)display_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
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mousePosScale.y = (float)display_h / h;
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mousePosScale.y = (float)display_h / h;
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ImGuiIO& io = ImGui::GetIO();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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@ -302,9 +302,9 @@ void UpdateImGui()
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
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double mouse_x, mouse_y;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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// Start the frame
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// Start the frame
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ImGui::NewFrame();
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ImGui::NewFrame();
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@ -323,46 +323,46 @@ int main(int argc, char** argv)
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glfwPollEvents();
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glfwPollEvents();
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UpdateImGui();
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UpdateImGui();
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static bool show_test_window = true;
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static bool show_test_window = true;
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static bool show_another_window = false;
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static bool show_another_window = false;
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// 1. Show a simple window
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// 1. Show a simple window
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
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{
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{
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static float f;
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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show_test_window ^= ImGui::Button("Test Window");
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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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show_another_window ^= ImGui::Button("Another Window");
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// Calculate and show frame rate
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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 float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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static int ms_per_frame_idx = 0;
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static float ms_per_frame_accum = 0.0f;
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static float ms_per_frame_accum = 0.0f;
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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const float ms_per_frame_avg = ms_per_frame_accum / 120;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
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}
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}
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// 2. Show another simple window, this time using an explicit Begin/End pair
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// 2. Show another simple window, this time using an explicit Begin/End pair
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if (show_another_window)
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if (show_another_window)
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{
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{
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
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ImGui::Text("Hello");
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ImGui::Text("Hello");
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ImGui::End();
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ImGui::End();
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}
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
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if (show_test_window)
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if (show_test_window)
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{
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{
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
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ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowTestWindow(&show_test_window);
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ImGui::ShowTestWindow(&show_test_window);
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}
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}
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// Rendering
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// Rendering
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -370,7 +370,7 @@ int main(int argc, char** argv)
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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// Cleanup
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// Cleanup
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
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if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
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glDetachShader(shader_handle, vert_handle);
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glDetachShader(shader_handle, vert_handle);
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@ -383,4 +383,4 @@ int main(int argc, char** argv)
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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}
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}
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@ -305,9 +305,9 @@ int main(int argc, char** argv)
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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// Cleanup
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// Cleanup
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ImGui::Shutdown();
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ImGui::Shutdown();
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glfwTerminate();
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glfwTerminate();
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||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user