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https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Tab->Spaces :( visual studio can't even be trusted for that, oh thanks.
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@ -14,24 +14,24 @@
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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 ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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static IDXGISwapChain* g_pSwapChain = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11RenderTargetView* g_mainRenderTargetView;
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static HWND hWnd;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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static IDXGISwapChain* g_pSwapChain = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11RenderTargetView* g_mainRenderTargetView;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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struct CUSTOMVERTEX
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{
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@ -92,10 +92,10 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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const float T = 0.5f;
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
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{ 0.0f, 0.0f, 0.5f, 0.0f }, // -1.0f
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
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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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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
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@ -143,7 +143,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
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vtx_offset += pcmd->vtx_count;
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}
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@ -203,15 +203,15 @@ HRESULT InitD3D(HWND hWnd)
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else
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RSDesc.MultisampleEnable = FALSE;
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ID3D11RasterizerState* pRState = NULL;
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ID3D11RasterizerState* pRState = NULL;
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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g_pd3dDeviceImmediateContext->RSSetState(pRState);
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pRState->Release();
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pRState->Release();
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}
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// Create the render target
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{
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ID3D11Texture2D* pBackBuffer;
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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