From 90493f8add46738278d8b60ba9131d3673057c74 Mon Sep 17 00:00:00 2001 From: ocornut Date: Sun, 3 Apr 2016 12:48:38 +0200 Subject: [PATCH] Examples: DirectX11: Shallow massaging to make the code more consistent/readable (following #570) --- .../directx11_example/imgui_impl_dx11.cpp | 93 +++++++++---------- 1 file changed, 45 insertions(+), 48 deletions(-) diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp index bc6a0858..f02da129 100644 --- a/examples/directx11_example/imgui_impl_dx11.cpp +++ b/examples/directx11_example/imgui_impl_dx11.cpp @@ -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) void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) { + ID3D11DeviceContext* ctx = g_pd3dDeviceContext; + // Create and grow vertex/index buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { @@ -65,21 +67,21 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) { 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) + D3D11_BUFFER_DESC buffer_desc; + memset(&buffer_desc, 0, sizeof(D3D11_BUFFER_DESC)); + buffer_desc.Usage = D3D11_USAGE_DYNAMIC; + buffer_desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); + buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (g_pd3dDevice->CreateBuffer(&buffer_desc, 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) + if (ctx->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) + if (ctx->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; @@ -91,33 +93,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) vtx_dst += cmd_list->VtxBuffer.size(); idx_dst += cmd_list->IdxBuffer.size(); } - g_pd3dDeviceContext->Unmap(g_pVB, 0); - g_pd3dDeviceContext->Unmap(g_pIB, 0); + ctx->Unmap(g_pVB, 0); + ctx->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) + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != 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] = + VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; + float L = 0.0f; + float R = ImGui::GetIO().DisplaySize.x; + float B = ImGui::GetIO().DisplaySize.y; + float T = 0.0f; + 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); + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + ctx->Unmap(g_pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; struct BACKUP_DX11_STATE { UINT ScissorRectsCount, ViewportsCount; @@ -157,34 +157,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) ctx->IAGetInputLayout(&old.InputLayout); // 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); - } + 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 = vp.TopLeftY = 0.0f; + ctx->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); + ctx->IASetInputLayout(g_pInputLayout); + ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ctx->VSSetShader(g_pVertexShader, NULL, 0); + ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + ctx->PSSetShader(g_pPixelShader, NULL, 0); + ctx->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); + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); + ctx->RSSetState(g_pRasterizerState); // Render command lists int vtx_offset = 0; @@ -202,9 +199,9 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) 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); + ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); + ctx->RSSetScissorRects(1, &r); + ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); } idx_offset += pcmd->ElemCount; }