mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-26 05:27:01 +00:00
Examples: DirectX10: Save/restore state + minor cleanups (#570)
This commit is contained in:
parent
90493f8add
commit
518f32ccfe
@ -46,6 +46,8 @@ struct VERTEX_CONSTANT_BUFFER
|
|||||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||||
void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
||||||
{
|
{
|
||||||
|
ID3D10Device* ctx = g_pd3dDevice;
|
||||||
|
|
||||||
// Create and grow vertex/index buffers if needed
|
// Create and grow vertex/index buffers if needed
|
||||||
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
||||||
{
|
{
|
||||||
@ -58,7 +60,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||||
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||||
desc.MiscFlags = 0;
|
desc.MiscFlags = 0;
|
||||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -66,13 +68,13 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
{
|
{
|
||||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||||
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
D3D10_BUFFER_DESC bufferDesc;
|
D3D10_BUFFER_DESC desc;
|
||||||
memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
|
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||||
bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||||
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||||
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||||
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -81,7 +83,6 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
ImDrawIdx* idx_dst = NULL;
|
ImDrawIdx* idx_dst = NULL;
|
||||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||||
|
|
||||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||||
{
|
{
|
||||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||||
@ -95,11 +96,10 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
|
|
||||||
// Setup orthographic projection matrix into our constant buffer
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
{
|
{
|
||||||
void* mappedResource;
|
void* mapped_resource;
|
||||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||||
return;
|
return;
|
||||||
|
VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
|
||||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
|
|
||||||
const float L = 0.0f;
|
const float L = 0.0f;
|
||||||
const float R = ImGui::GetIO().DisplaySize.x;
|
const float R = ImGui::GetIO().DisplaySize.x;
|
||||||
const float B = ImGui::GetIO().DisplaySize.y;
|
const float B = ImGui::GetIO().DisplaySize.y;
|
||||||
@ -111,39 +111,72 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||||
};
|
};
|
||||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
||||||
g_pVertexConstantBuffer->Unmap();
|
g_pVertexConstantBuffer->Unmap();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup viewport
|
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
|
||||||
|
struct BACKUP_DX10_STATE
|
||||||
{
|
{
|
||||||
D3D10_VIEWPORT vp;
|
UINT ScissorRectsCount, ViewportsCount;
|
||||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||||
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
|
||||||
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
ID3D10RasterizerState* RS;
|
||||||
vp.MinDepth = 0.0f;
|
ID3D10BlendState* BlendState;
|
||||||
vp.MaxDepth = 1.0f;
|
FLOAT BlendFactor[4];
|
||||||
vp.TopLeftX = 0;
|
UINT SampleMask;
|
||||||
vp.TopLeftY = 0;
|
ID3D10ShaderResourceView* PSShaderResource;
|
||||||
g_pd3dDevice->RSSetViewports(1, &vp);
|
ID3D10SamplerState* PSSampler;
|
||||||
}
|
ID3D10PixelShader* PS;
|
||||||
|
ID3D10VertexShader* VS;
|
||||||
|
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||||
|
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||||
|
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||||
|
DXGI_FORMAT IndexBufferFormat;
|
||||||
|
ID3D10InputLayout* InputLayout;
|
||||||
|
};
|
||||||
|
BACKUP_DX10_STATE old;
|
||||||
|
old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
|
||||||
|
ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
||||||
|
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
||||||
|
ctx->RSGetState(&old.RS);
|
||||||
|
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
||||||
|
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||||
|
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||||
|
ctx->PSGetShader(&old.PS);
|
||||||
|
ctx->VSGetShader(&old.VS);
|
||||||
|
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||||
|
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||||
|
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||||
|
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||||
|
ctx->IAGetInputLayout(&old.InputLayout);
|
||||||
|
|
||||||
|
// Setup viewport
|
||||||
|
D3D10_VIEWPORT vp;
|
||||||
|
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||||
|
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
||||||
|
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
||||||
|
vp.MinDepth = 0.0f;
|
||||||
|
vp.MaxDepth = 1.0f;
|
||||||
|
vp.TopLeftX = vp.TopLeftY = 0;
|
||||||
|
ctx->RSSetViewports(1, &vp);
|
||||||
|
|
||||||
// Bind shader and vertex buffers
|
// Bind shader and vertex buffers
|
||||||
unsigned int stride = sizeof(ImDrawVert);
|
unsigned int stride = sizeof(ImDrawVert);
|
||||||
unsigned int offset = 0;
|
unsigned int offset = 0;
|
||||||
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
|
ctx->IASetInputLayout(g_pInputLayout);
|
||||||
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||||
g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||||
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
g_pd3dDevice->VSSetShader(g_pVertexShader);
|
ctx->VSSetShader(g_pVertexShader);
|
||||||
g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
g_pd3dDevice->PSSetShader(g_pPixelShader);
|
ctx->PSSetShader(g_pPixelShader);
|
||||||
g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
|
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||||
|
|
||||||
// Setup render state
|
// Setup render state
|
||||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||||
g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
|
||||||
g_pd3dDevice->RSSetState(g_pRasterizerState);
|
ctx->RSSetState(g_pRasterizerState);
|
||||||
|
|
||||||
// Render command lists
|
// Render command lists
|
||||||
int vtx_offset = 0;
|
int vtx_offset = 0;
|
||||||
@ -161,19 +194,29 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
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);
|
ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||||
g_pd3dDevice->RSSetScissorRects(1, &r);
|
ctx->RSSetScissorRects(1, &r);
|
||||||
g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||||
}
|
}
|
||||||
idx_offset += pcmd->ElemCount;
|
idx_offset += pcmd->ElemCount;
|
||||||
}
|
}
|
||||||
vtx_offset += cmd_list->VtxBuffer.size();
|
vtx_offset += cmd_list->VtxBuffer.size();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Restore modified state
|
// Restore modified DX state
|
||||||
g_pd3dDevice->IASetInputLayout(NULL);
|
ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
||||||
g_pd3dDevice->PSSetShader(NULL);
|
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
|
||||||
g_pd3dDevice->VSSetShader(NULL);
|
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
||||||
|
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
||||||
|
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
||||||
|
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||||
|
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||||
|
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||||
|
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||||
|
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||||
|
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||||
|
ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
||||||
|
ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
||||||
}
|
}
|
||||||
|
|
||||||
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
Loading…
Reference in New Issue
Block a user