diff --git a/README.md b/README.md index a51632c0..51e9193a 100644 --- a/README.md +++ b/README.md @@ -123,11 +123,10 @@ Languages: (third-party bindinds) - Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) Frameworks: -- DirectX 9, DirectX 10, DirectX 11: [examples/](https://github.com/ocornut/imgui/tree/master/examples) +- DirectX 9, DirectX 10, DirectX 11, DirectX 12: [examples/](https://github.com/ocornut/imgui/tree/master/examples) - OpenGL 2/3 (with GLFW or SDL): [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Vulkan (with GLFW): [examples/](https://github.com/ocornut/imgui/tree/master/examples) - Allegro 5, iOS, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples) -- Unmerged PR: DirectX12: [#301](https://github.com/ocornut/imgui/pull/301) - Unmerged PR: SDL2 + OpenGLES + Emscripten: [#336](https://github.com/ocornut/imgui/pull/336) - Unmerged PR: FreeGlut + OpenGL2: [#801](https://github.com/ocornut/imgui/pull/801) - Unmerged PR: Native Win32 and OSX: [#281](https://github.com/ocornut/imgui/pull/281) diff --git a/examples/README.txt b/examples/README.txt index 7c2506c2..13660c31 100644 --- a/examples/README.txt +++ b/examples/README.txt @@ -4,8 +4,8 @@ Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links (languages: C, C#, ChaiScript, D, Go, Haxe, Odin, Python, Rust, Lua, Pascal) -(frameworks: DX12, OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, - OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.) +(other frameworks: OpenGLES, FreeGlut, Cinder, Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, + Ogre, OpenSceneGraph, openFrameworks, LOVE, NanoRT, Qt3d, SFML, Unreal Engine 4, etc.) (extras: RemoteImGui, ImWindow, imgui_wm, etc.) diff --git a/examples/directx12_example/directx12_example.vcxproj b/examples/directx12_example/directx12_example.vcxproj index 37b7327e..d3962a31 100644 --- a/examples/directx12_example/directx12_example.vcxproj +++ b/examples/directx12_example/directx12_example.vcxproj @@ -21,7 +21,7 @@ {b4cf9797-519d-4afe-a8f4-5141a6b521d3} directx12_example - 10.0.10240.0 + 10.0.16299.0 diff --git a/examples/directx12_example/imgui_impl_dx12.cpp b/examples/directx12_example/imgui_impl_dx12.cpp index b0b65d7d..2da3624d 100644 --- a/examples/directx12_example/imgui_impl_dx12.cpp +++ b/examples/directx12_example/imgui_impl_dx12.cpp @@ -1,18 +1,43 @@ // ImGui Win32 + DirectX12 binding -// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +// Implemented features: +// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui -#include +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" #include "imgui_impl_dx12.h" // DirectX #include #include +// Win32 data +static HWND g_hWnd = 0; +static INT64 g_Time = 0; +static INT64 g_TicksPerSecond = 0; +static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_; + +// DirectX data +static ID3D12Device* g_pd3dDevice = NULL; +static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; +static ID3D10Blob* g_pVertexShaderBlob = NULL; +static ID3D10Blob* g_pPixelShaderBlob = NULL; +static ID3D12RootSignature* g_pRootSignature = NULL; +static ID3D12PipelineState* g_pPipelineState = NULL; +static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; +static ID3D12Resource* g_pFontTextureResource = NULL; +static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; +static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; + struct FrameResources { ID3D12Resource* IB; @@ -20,40 +45,21 @@ struct FrameResources int VertexBufferSize; int IndexBufferSize; }; - -// Data -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; - -static HWND g_hWnd = 0; -static ID3D12Device* g_pd3dDevice = NULL; -static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; -static ID3D10Blob* g_pVertexShaderBlob = NULL; -static ID3D10Blob* g_pPixelShaderBlob = NULL; -static ID3D12RootSignature* g_pRootSignature = NULL; -static ID3D12PipelineState* g_pPipelineState = NULL; -static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; -static ID3D12Resource* g_pFontTextureResource = NULL; -static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {}; -static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {}; - -static FrameResources* g_pFrameResources = NULL; -static UINT g_numFramesInFlight = 0; -static UINT g_frameIndex = UINT_MAX; +static FrameResources* g_pFrameResources = NULL; +static UINT g_numFramesInFlight = 0; +static UINT g_frameIndex = UINT_MAX; struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; }; -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data) +// Render function +// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data) { - // NOTE: I'm assuming that this only get's called once per frame! If not, - // we can't just re-allocate the IB or VB, we'll have to do a proper - // allocator. + // NOTE: I'm assuming that this only get's called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. g_frameIndex = g_frameIndex + 1; FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight]; ID3D12Resource* g_pVB = frameResources->VB; @@ -215,49 +221,106 @@ void ImGui_ImplDX12_RenderDrawLists(ImDrawData* draw_data) } } -IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) +static void ImGui_ImplWin32_UpdateMouseCursor() { + ImGuiIO& io = ImGui::GetIO(); + ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(NULL); + } + else + { + // Hardware cursor type + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + } + ::SetCursor(::LoadCursor(NULL, win32_cursor)); + } +} + +// Process Win32 mouse/keyboard inputs. +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. +IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (ImGui::GetCurrentContext() == NULL) + return 0; + ImGuiIO& io = ImGui::GetIO(); switch (msg) { - case WM_LBUTTONDOWN: - io.MouseDown[0] = true; - return true; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + { + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) + ::SetCapture(hwnd); + io.MouseDown[button] = true; + return 0; + } case WM_LBUTTONUP: - io.MouseDown[0] = false; - return true; - case WM_RBUTTONDOWN: - io.MouseDown[1] = true; - return true; case WM_RBUTTONUP: - io.MouseDown[1] = false; - return true; - case WM_MBUTTONDOWN: - io.MouseDown[2] = true; - return true; case WM_MBUTTONUP: - io.MouseDown[2] = false; - return true; + { + int button = 0; + if (msg == WM_LBUTTONUP) button = 0; + if (msg == WM_RBUTTONUP) button = 1; + if (msg == WM_MBUTTONUP) button = 2; + io.MouseDown[button] = false; + if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) + ::ReleaseCapture(); + return 0; + } case WM_MOUSEWHEEL: io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; - return true; + return 0; + case WM_MOUSEHWHEEL: + io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return 0; case WM_MOUSEMOVE: io.MousePos.x = (signed short)(lParam); io.MousePos.y = (signed short)(lParam >> 16); - return true; + return 0; case WM_KEYDOWN: + case WM_SYSKEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; - return true; + return 0; case WM_KEYUP: + case WM_SYSKEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; - return true; + return 0; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); - return true; + return 0; + case WM_SETCURSOR: + if (LOWORD(lParam) == HTCLIENT) + { + ImGui_ImplWin32_UpdateMouseCursor(); + return 1; + } + return 0; } return 0; } @@ -317,16 +380,14 @@ static void ImGui_ImplDX12_CreateFontsTexture() ID3D12Resource* uploadBuffer = NULL; HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer)); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); void* mapped = NULL; D3D12_RANGE range = { 0, uploadSize }; hr = uploadBuffer->Map(0, &range, &mapped); - assert(SUCCEEDED(hr)); - for (int y = 0; y < height; ++y) - { + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < height; y++) memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4); - } uploadBuffer->Unmap(0, &range); D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; @@ -353,10 +414,10 @@ static void ImGui_ImplDX12_CreateFontsTexture() ID3D12Fence* fence = NULL; hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); HANDLE event = CreateEvent(0, 0, 0, 0); - assert(event != NULL); + IM_ASSERT(event != NULL); D3D12_COMMAND_QUEUE_DESC queueDesc = {}; queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; @@ -365,25 +426,25 @@ static void ImGui_ImplDX12_CreateFontsTexture() ID3D12CommandQueue* cmdQueue = NULL; hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue)); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); ID3D12CommandAllocator* cmdAlloc = NULL; hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); ID3D12GraphicsCommandList* cmdList = NULL; hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList)); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL); cmdList->ResourceBarrier(1, &barrier); hr = cmdList->Close(); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList); hr = cmdQueue->Signal(fence, 1); - assert(SUCCEEDED(hr)); + IM_ASSERT(SUCCEEDED(hr)); fence->SetEventOnCompletion(1, event); WaitForSingleObject(event, INFINITE); @@ -622,7 +683,7 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. - for (UINT i = 0; i < g_numFramesInFlight; ++i) + for (UINT i = 0; i < g_numFramesInFlight; i++) { if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } @@ -644,7 +705,7 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, g_numFramesInFlight = num_frames_in_flight; g_frameIndex = UINT_MAX; - for (int i = 0; i < num_frames_in_flight; ++i) + for (int i = 0; i < num_frames_in_flight; i++) { g_pFrameResources[i].IB = NULL; g_pFrameResources[i].VB = NULL; @@ -667,8 +728,10 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; io.KeyMap[ImGuiKey_Home] = VK_HOME; io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Insert] = VK_INSERT; io.KeyMap[ImGuiKey_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Space] = VK_SPACE; io.KeyMap[ImGuiKey_Enter] = VK_RETURN; io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; io.KeyMap[ImGuiKey_A] = 'A'; @@ -678,7 +741,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Z] = 'Z'; - io.RenderDrawListsFn = ImGui_ImplDX12_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; @@ -687,7 +749,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, void ImGui_ImplDX12_Shutdown() { ImGui_ImplDX12_InvalidateDeviceObjects(); - ImGui::Shutdown(); delete[] g_pFrameResources; g_pd3dDevice = NULL; g_hWnd = (HWND)0; @@ -737,10 +798,14 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list) SetCursorPos(pos.x, pos.y); } - // Hide OS mouse cursor if ImGui is drawing it - if (io.MouseDrawCursor) - SetCursor(NULL); + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (g_LastMouseCursor != mouse_cursor) + { + g_LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(); + } - // Start the frame + // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. ImGui::NewFrame(); } diff --git a/examples/directx12_example/imgui_impl_dx12.h b/examples/directx12_example/imgui_impl_dx12.h index 059d73e1..628bbd49 100644 --- a/examples/directx12_example/imgui_impl_dx12.h +++ b/examples/directx12_example/imgui_impl_dx12.h @@ -1,5 +1,8 @@ // ImGui Win32 + DirectX12 binding -// In this binding, ImTextureID is used to store a 'D3D12_GPU_DESCRIPTOR_HANDLE' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) + +// Implemented features: +// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). @@ -12,22 +15,18 @@ struct ID3D12GraphicsCommandList; struct D3D12_CPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE; -// cmdList is the command list that the implementation will use to render the -// GUI. -// -// Before calling ImGui::Render(), caller must prepare cmdList by resetting it -// and setting the appropriate render target and descriptor heap that contains -// fontSrvCpuDescHandle/fontSrvGpuDescHandle. -// -// fontSrvCpuDescHandle and fontSrvGpuDescHandle are handles to a single SRV -// descriptor to use for the internal font texture. -IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int numFramesInFlight, +// cmd_list is the command list that the implementation will use to render imgui draw lists. +// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate +// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. +IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, ID3D12Device* device, DXGI_FORMAT rtv_format, - D3D12_CPU_DESCRIPTOR_HANDLE fontSrvCpuDescHandle, - D3D12_GPU_DESCRIPTOR_HANDLE fontSrvGpuDescHandle); + D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, + D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); IMGUI_API void ImGui_ImplDX12_Shutdown(); -IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmdList); +IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list); +IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data); // Use if you want to reset your rendering device without losing ImGui state. IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects(); @@ -37,5 +36,5 @@ IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects(); // You may or not need this for your implementation, but it can serve as reference for handling inputs. // Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code. /* -IMGUI_API LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); */ diff --git a/examples/directx12_example/main.cpp b/examples/directx12_example/main.cpp index 51b9da4e..7e6d6719 100644 --- a/examples/directx12_example/main.cpp +++ b/examples/directx12_example/main.cpp @@ -1,19 +1,19 @@ -// ImGui - standalone example application for DirectX 11 +// ImGui - standalone example application for DirectX 12 // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. +// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)) -#include +#include "imgui.h" #include "imgui_impl_dx12.h" #include #include #include -#define D3D11_CREATE_DEVICE_DEBUG 2 +#define DX12_ENABLE_DEBUG_LAYER 0 struct FrameContext { ID3D12CommandAllocator* CommandAllocator; UINT64 FenceValue; - bool FenceSignalled; }; // Data @@ -29,7 +29,7 @@ static ID3D12CommandQueue* g_pd3dCommandQueue = NULL; static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL; static ID3D12Fence* g_fence = NULL; static HANDLE g_fenceEvent = NULL; -static UINT64 g_fenceLastSignalledValue = 0; +static UINT64 g_fenceLastSignaledValue = 0; static IDXGISwapChain3* g_pSwapChain = NULL; static HANDLE g_hSwapChainWaitableObject = NULL; static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {}; @@ -37,19 +37,11 @@ static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFER void CreateRenderTarget() { - DXGI_SWAP_CHAIN_DESC sd; - g_pSwapChain->GetDesc(&sd); - - // Create the render target ID3D12Resource* pBackBuffer; - D3D12_RENDER_TARGET_VIEW_DESC render_target_view_desc; - ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); - render_target_view_desc.Format = sd.BufferDesc.Format; - render_target_view_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2D; - for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) { g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer)); - g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, g_mainRenderTargetDescriptor[i]); + g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]); g_mainRenderTargetResource[i] = pBackBuffer; } } @@ -60,7 +52,7 @@ void WaitForLastSubmittedFrame() UINT64 fenceValue = frameCtxt->FenceValue; if (fenceValue == 0) - return; // no fence was signalled + return; // No fence was signaled frameCtxt->FenceValue = 0; if (g_fence->GetCompletedValue() >= fenceValue) @@ -75,15 +67,12 @@ FrameContext* WaitForNextFrameResources() UINT nextFrameIndex = g_frameIndex + 1; g_frameIndex = nextFrameIndex; - HANDLE waitableObjects[] = { - g_hSwapChainWaitableObject, - NULL, - }; + HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL }; DWORD numWaitableObjects = 1; FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT]; UINT64 fenceValue = frameCtxt->FenceValue; - if (fenceValue != 0) // means no fence was signalled + if (fenceValue != 0) // means no fence was signaled { frameCtxt->FenceValue = 0; g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent); @@ -125,7 +114,7 @@ void CleanupRenderTarget() { WaitForLastSubmittedFrame(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; } } @@ -149,11 +138,7 @@ HRESULT CreateDeviceD3D(HWND hWnd) sd.Stereo = FALSE; } - UINT createDeviceFlags = 0; - //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; - D3D_FEATURE_LEVEL featureLevel; - featureLevel = D3D_FEATURE_LEVEL_11_0; - if (createDeviceFlags & D3D11_CREATE_DEVICE_DEBUG) + if (DX12_ENABLE_DEBUG_LAYER) { ID3D12Debug* dx12Debug = NULL; if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug)))) @@ -162,6 +147,8 @@ HRESULT CreateDeviceD3D(HWND hWnd) dx12Debug->Release(); } } + + D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK) return E_FAIL; @@ -176,7 +163,8 @@ HRESULT CreateDeviceD3D(HWND hWnd) SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); - for (UINT i = 0; i < NUM_BACK_BUFFERS; ++i) { + for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) + { g_mainRenderTargetDescriptor[i] = rtvHandle; rtvHandle.ptr += rtvDescriptorSize; } @@ -200,11 +188,9 @@ HRESULT CreateDeviceD3D(HWND hWnd) return E_FAIL; } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i) - { + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK) return E_FAIL; - } if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK || g_pd3dCommandList->Close() != S_OK) @@ -240,7 +226,7 @@ void CleanupDeviceD3D() CleanupRenderTarget(); if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); } - for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; ++i) + for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++) if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; } if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; } if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; } @@ -251,10 +237,10 @@ void CleanupDeviceD3D() if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } } -extern LRESULT ImGui_ImplDX12_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { - if (ImGui_ImplDX12_WndProcHandler(hWnd, msg, wParam, lParam)) + if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) return true; switch (msg) @@ -283,7 +269,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) int main(int, char**) { // Create application window - WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL }; RegisterClassEx(&wc); HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); @@ -300,30 +286,46 @@ int main(int, char**) UpdateWindow(hwnd); // Setup ImGui binding + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); (void)io; + //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); - // Load Fonts - // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) - //ImGuiIO& io = ImGui::GetIO(); - //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); - //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + // Setup style + ImGui::StyleColorsDark(); + //ImGui::StyleColorsClassic(); - bool show_test_window = true; + // Load Fonts + // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. + // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. + // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). + // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. + // - Read 'misc/fonts/README.txt' for more instructions and details. + // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //io.Fonts->AddFontDefault(); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); + //IM_ASSERT(font != NULL); + + bool show_demo_window = true; bool show_another_window = false; - ImVec4 clear_col = ImColor(114, 144, 154); + ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); // Main loop MSG msg; ZeroMemory(&msg, sizeof(msg)); while (msg.message != WM_QUIT) { + // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. + // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. + // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. + // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); @@ -332,31 +334,41 @@ int main(int, char**) } ImGui_ImplDX12_NewFrame(g_pd3dCommandList); - // 1. Show a simple window - // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + // 1. Show a simple window. + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug". { static float f = 0.0f; - ImGui::Text("Hello, world!"); - ImGui::SliderFloat("float", &f, 0.0f, 1.0f); - ImGui::ColorEdit3("clear color", (float*)&clear_col); - if (ImGui::Button("Test Window")) show_test_window ^= 1; - if (ImGui::Button("Another Window")) show_another_window ^= 1; + static int counter = 0; + ImGui::Text("Hello, world!"); // Display some text (you can use a format string too) + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f + ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + + ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state + ImGui::Checkbox("Another Window", &show_another_window); + + if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated) + counter++; + ImGui::SameLine(); + ImGui::Text("counter = %d", counter); + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); } - // 2. Show another simple window, this time using an explicit Begin/End pair + // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows. if (show_another_window) { ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello from another window!"); + if (ImGui::Button("Close Me")) + show_another_window = false; ImGui::End(); } - // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() - if (show_test_window) + // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui! + if (show_demo_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! - ImGui::ShowTestWindow(&show_test_window); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::ShowDemoWindow(&show_demo_window); } // Rendering @@ -374,10 +386,11 @@ int main(int, char**) g_pd3dCommandList->Reset(frameCtxt->CommandAllocator, NULL); g_pd3dCommandList->ResourceBarrier(1, &barrier); - g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_col, 0, NULL); + g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], (float*)&clear_color, 0, NULL); g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL); g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap); ImGui::Render(); + ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData()); barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; g_pd3dCommandList->ResourceBarrier(1, &barrier); @@ -388,13 +401,15 @@ int main(int, char**) g_pSwapChain->Present(1, 0); // Present with vsync //g_pSwapChain->Present(0, 0); // Present without vsync - auto fenceValue = g_fenceLastSignalledValue + 1; + UINT64 fenceValue = g_fenceLastSignaledValue + 1; g_pd3dCommandQueue->Signal(g_fence, fenceValue); - g_fenceLastSignalledValue = fenceValue; + g_fenceLastSignaledValue = fenceValue; frameCtxt->FenceValue = fenceValue; } ImGui_ImplDX12_Shutdown(); + ImGui::DestroyContext(); + CleanupDeviceD3D(); UnregisterClass(_T("ImGui Example"), wc.hInstance);