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Examples: DirectX10: Save/restore state + minor cleanups (#570)
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@ -46,6 +46,8 @@ struct VERTEX_CONSTANT_BUFFER
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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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ID3D10Device* ctx = g_pd3dDevice;
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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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@ -58,7 +60,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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, NULL, &g_pVB) < 0)
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if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return;
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}
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@ -66,13 +68,13 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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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, NULL, &g_pIB) < 0)
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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_IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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return;
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}
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@ -81,7 +83,6 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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ImDrawIdx* idx_dst = NULL;
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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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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@ -95,11 +96,10 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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// Setup orthographic projection matrix into our constant buffer
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{
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void* mappedResource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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void* mapped_resource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
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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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@ -111,39 +111,72 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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g_pVertexConstantBuffer->Unmap();
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}
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// Setup viewport
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX10_STATE
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{
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pd3dDevice->RSSetViewports(1, &vp);
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}
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UINT ScissorRectsCount, ViewportsCount;
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D10RasterizerState* RS;
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ID3D10BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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ID3D10ShaderResourceView* PSShaderResource;
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ID3D10SamplerState* PSSampler;
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ID3D10PixelShader* PS;
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ID3D10VertexShader* VS;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D10InputLayout* InputLayout;
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};
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BACKUP_DX10_STATE old;
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old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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ctx->PSGetShader(&old.PS);
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ctx->VSGetShader(&old.VS);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup viewport
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D3D10_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = vp.TopLeftY = 0;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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g_pd3dDevice->IASetInputLayout(g_pInputLayout);
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g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDevice->VSSetShader(g_pVertexShader);
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g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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g_pd3dDevice->PSSetShader(g_pPixelShader);
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g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
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g_pd3dDevice->RSSetState(g_pRasterizerState);
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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ctx->RSSetState(g_pRasterizerState);
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// Render command lists
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int vtx_offset = 0;
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@ -161,19 +194,29 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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else
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{
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const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
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g_pd3dDevice->RSSetScissorRects(1, &r);
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g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.size();
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}
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// Restore modified state
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g_pd3dDevice->IASetInputLayout(NULL);
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g_pd3dDevice->PSSetShader(NULL);
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g_pd3dDevice->VSSetShader(NULL);
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// Restore modified DX state
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
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ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
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