diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj new file mode 100644 index 00000000..ae9e216a --- /dev/null +++ b/examples/directx11_example/directx11_example.vcxproj @@ -0,0 +1,82 @@ + + + + + Debug + Win32 + + + Release + Win32 + + + + {9F316E83-5AE5-4939-A723-305A94F48005} + directx11_example + + + + Application + true + MultiByte + v110 + + + Application + false + true + MultiByte + v110 + + + + + + + + + + + + + + + Level3 + Disabled + + + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + + + + + Level3 + MaxSpeed + true + true + + + true + true + true + d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies) + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters new file mode 100644 index 00000000..19429f4c --- /dev/null +++ b/examples/directx11_example/directx11_example.vcxproj.filters @@ -0,0 +1,38 @@ + + + + + {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6} + + + {08e36723-ce4f-4cff-9662-c40801cf1acf} + + + + + imgui + + + imgui + + + imgui + + + sources + + + + + imgui + + + sources + + + + + imgui + + + \ No newline at end of file diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp new file mode 100644 index 00000000..00835976 --- /dev/null +++ b/examples/directx11_example/main.cpp @@ -0,0 +1,627 @@ +#include +#include +#define STB_IMAGE_IMPLEMENTATION +#include "../shared/stb_image.h" // for .png loading +#include "../../imgui.h" + +// DirectX +#include +#include +#define DIRECTINPUT_VERSION 0x0800 +#include + +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup + +extern const char* vertexShader; // Implemented at the bottom +extern const char* pixelShader; + +static HWND hWnd; +static ID3D11Device* g_pd3dDevice = NULL; +static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL; +static IDXGISwapChain* g_pSwapChain = NULL; +static ID3D11Buffer* g_pVB = NULL; +static ID3D11RenderTargetView* g_mainRenderTargetView; + +static ID3D10Blob * g_pVertexShaderBlob = NULL; +static ID3D11VertexShader* g_pVertexShader = NULL; +static ID3D11InputLayout* g_pInputLayout = NULL; +static ID3D11Buffer* g_pVertexConstantBuffer = NULL; + +static ID3D10Blob * g_pPixelShaderBlob = NULL; +static ID3D11PixelShader* g_pPixelShader = NULL; + +static ID3D11ShaderResourceView*g_pFontTextureView = NULL; +static ID3D11SamplerState* g_pFontSampler = NULL; +static ID3D11BlendState* g_blendState = NULL; + +struct CUSTOMVERTEX +{ + float pos[2]; + float uv[2]; + unsigned int col; +}; + +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) +// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f +static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) +{ + size_t total_vtx_count = 0; + for (int n = 0; n < cmd_lists_count; n++) + total_vtx_count += cmd_lists[n]->vtx_buffer.size(); + if (total_vtx_count == 0) + return; + + // Copy and convert all vertices into a single contiguous buffer + D3D11_MAPPED_SUBRESOURCE mappedResource; + if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) + return; + CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; + for (int n = 0; n < cmd_lists_count; n++) + { + const ImDrawList* cmd_list = cmd_lists[n]; + const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; + for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst->col = vtx_src->col; + vtx_dst++; + vtx_src++; + } + } + g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); + + // Setup orthographic projection matrix into our constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource; + if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) + return; + + VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; + const float L = 0.5f; + const float R = ImGui::GetIO().DisplaySize.x + 0.5f; + const float B = ImGui::GetIO().DisplaySize.y + 0.5f; + const float T = 0.5f; + const 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 }, // -1.0f + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f + }; + memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); + g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); + } + + // 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_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); + } + + // Bind shader and vertex buffers + g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); + unsigned int stride = sizeof(CUSTOMVERTEX); + unsigned int offset = 0; + g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); + g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); + g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); + + g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); + g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView); + g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); + + // Setup render state + const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; + const UINT sampleMask = 0xffffffff; + g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask); + + // Render command lists + int vtx_offset = 0; + for (int n = 0; n < cmd_lists_count; n++) + { + // Render command list + const ImDrawList* cmd_list = cmd_lists[n]; + for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; + const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; + g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r); + g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); + vtx_offset += pcmd->vtx_count; + } + } + + // Restore modified state + g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); + g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); + g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); +} + +HRESULT InitD3D(HWND hWnd) +{ + IDXGIFactory1* pFactory = NULL; + CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); + + DXGI_SWAP_CHAIN_DESC sd; + // Setup the swap chain + { + // Setup swap chain + ZeroMemory(&sd, sizeof(sd)); + + sd.BufferCount = 2; + sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x; + sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.BufferDesc.RefreshRate.Numerator = 60; + sd.BufferDesc.RefreshRate.Denominator = 1; + sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.OutputWindow = hWnd; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + } + + UINT createDeviceFlags = 0; +#ifdef _DEBUG + createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; +#endif + D3D_FEATURE_LEVEL featureLevel; + const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; + if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) + return E_FAIL; + + // Setup rasterizer + { + D3D11_RASTERIZER_DESC RSDesc; + memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); + RSDesc.FillMode = D3D11_FILL_SOLID; + RSDesc.CullMode = D3D11_CULL_NONE; + RSDesc.FrontCounterClockwise = FALSE; + RSDesc.DepthBias = 0; + RSDesc.SlopeScaledDepthBias = 0.0f; + RSDesc.DepthBiasClamp = 0; + RSDesc.DepthClipEnable = TRUE; + RSDesc.ScissorEnable = TRUE; + RSDesc.AntialiasedLineEnable = FALSE; + if (sd.SampleDesc.Count > 1) + RSDesc.MultisampleEnable = TRUE; + else + RSDesc.MultisampleEnable = FALSE; + + ID3D11RasterizerState* g_pRState = NULL; + g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState); + g_pd3dDeviceImmediateContext->RSSetState(g_pRState); + } + + // Create the render target + { + ID3D11Texture2D* g_pBackBuffer; + D3D11_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 = D3D11_RTV_DIMENSION_TEXTURE2D; + + g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer); + g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); + + g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); + } + + + // Create the vertex shader + { + ID3D10Blob * pErrorBlob; + D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob); + + if (g_pVertexShaderBlob == NULL) + { + const char* pError = (const char*)pErrorBlob->GetBufferPointer(); + pErrorBlob->Release(); + return E_FAIL; + } + + if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + return E_FAIL; + + if (pErrorBlob) + pErrorBlob->Release(); + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC localLayout[] = { + { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) + return E_FAIL; + + // Create the constant buffer + { + D3D11_BUFFER_DESC cbDesc; + cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); + cbDesc.Usage = D3D11_USAGE_DYNAMIC; + cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + cbDesc.MiscFlags = 0; + g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + ID3D10Blob * pErrorBlob; + D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob); + + if (g_pPixelShaderBlob == NULL) + { + const char* pError = (const char*)pErrorBlob->GetBufferPointer(); + pErrorBlob->Release(); + return E_FAIL; + } + + if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + return E_FAIL; + + if (pErrorBlob) + pErrorBlob->Release(); + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + g_pd3dDevice->CreateBlendState(&desc, &g_blendState); + } + + return S_OK; +} + +LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGuiIO& io = ImGui::GetIO(); + switch (msg) + { + case WM_LBUTTONDOWN: + io.MouseDown[0] = true; + return true; + 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_MOUSEWHEEL: + io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + return true; + case WM_MOUSEMOVE: + // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) + io.MousePos.x = (signed short)(lParam); + io.MousePos.y = (signed short)(lParam >> 16); + return true; + case WM_CHAR: + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacter((unsigned short)wParam); + return true; + case WM_DESTROY: + PostQuitMessage(0); + return 0; + } + return DefWindowProc(hWnd, msg, wParam, lParam); +} + +// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed) +static void ImImpl_ImeSetInputScreenPosFn(int x, int y) +{ + if (HIMC himc = ImmGetContext(hWnd)) + { + COMPOSITIONFORM cf; + cf.ptCurrentPos.x = x; + cf.ptCurrentPos.y = y; + cf.dwStyle = CFS_FORCE_POSITION; + ImmSetCompositionWindow(himc, &cf); + } +} + +void InitImGui() +{ + RECT rect; + GetClientRect(hWnd, &rect); + + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions. + io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) + io.PixelCenterOffset = 0.0f; // Align Direct3D Texels + io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. + io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; + io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; + io.KeyMap[ImGuiKey_UpArrow] = VK_UP; + io.KeyMap[ImGuiKey_DownArrow] = VK_UP; + io.KeyMap[ImGuiKey_Home] = VK_HOME; + io.KeyMap[ImGuiKey_End] = VK_END; + io.KeyMap[ImGuiKey_Delete] = VK_DELETE; + io.KeyMap[ImGuiKey_Backspace] = VK_BACK; + io.KeyMap[ImGuiKey_Enter] = VK_RETURN; + io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; + io.KeyMap[ImGuiKey_A] = 'A'; + io.KeyMap[ImGuiKey_C] = 'C'; + io.KeyMap[ImGuiKey_V] = 'V'; + io.KeyMap[ImGuiKey_X] = 'X'; + io.KeyMap[ImGuiKey_Y] = 'Y'; + io.KeyMap[ImGuiKey_Z] = 'Z'; + + io.RenderDrawListsFn = ImImpl_RenderDrawLists; + io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; + + // Create the vertex buffer + { + D3D11_BUFFER_DESC bufferDesc; + memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + + bufferDesc.Usage = D3D11_USAGE_DYNAMIC; + bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + bufferDesc.MiscFlags = 0; + + if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) + { + IM_ASSERT(0); + return; + } + } + + // Load font texture + // Default font (embedded in code) + const void* png_data; + unsigned int png_size; + ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); + int tex_x, tex_y, tex_comp; + void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); + IM_ASSERT(tex_data != NULL); + + { + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = tex_x; + desc.Height = tex_y; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + ID3D11Texture2D *pTexture = NULL; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = tex_data; + subResource.SysMemPitch = tex_x * 4; + subResource.SysMemSlicePitch = 0; + g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); + + // create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); + } + + // create texture sampler + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); + } +} + +INT64 ticks_per_second = 0; +INT64 time = 0; + +void UpdateImGui() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup timestep + INT64 current_time; + QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); + io.DeltaTime = (float)(current_time - time) / ticks_per_second; + time = current_time; + + // Setup inputs + // (we already got mouse position, buttons, wheel from the window message callback) + BYTE keystate[256]; + GetKeyboardState(keystate); + for (int i = 0; i < 256; i++) + io.KeysDown[i] = (keystate[i] & 0x80) != 0; + io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; + io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; + // io.MousePos : filled by WM_MOUSEMOVE event + // io.MouseDown : filled by WM_*BUTTON* events + // io.MouseWheel : filled by WM_MOUSEWHEEL events + + // Start the frame + ImGui::NewFrame(); +} + +int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) +{ + // Register the window class + WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "ImGui Example", NULL }; + RegisterClassEx(&wc); + + // Create the application's window + hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); + + if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) + return 1; + if (!QueryPerformanceCounter((LARGE_INTEGER *)&time)) + return 1; + + // Initialize Direct3D + if (InitD3D(hWnd) < 0) + { + UnregisterClass("ImGui Example", wc.hInstance); + return 1; + } + + // Show the window + ShowWindow(hWnd, SW_SHOWDEFAULT); + UpdateWindow(hWnd); + + InitImGui(); + + // Enter the message loop + MSG msg; + ZeroMemory(&msg, sizeof(msg)); + while (msg.message != WM_QUIT) + { + if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) + { + TranslateMessage(&msg); + DispatchMessage(&msg); + continue; + } + + UpdateImGui(); + + static bool show_test_window = true; + static bool show_another_window = false; + + // 1. Show a simple window + // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" + { + static float f; + ImGui::Text("Hello, world!"); + ImGui::SliderFloat("float", &f, 0.0f, 1.0f); + show_test_window ^= ImGui::Button("Test Window"); + show_another_window ^= ImGui::Button("Another Window"); + + // Calculate and show frame rate + static float ms_per_frame[120] = { 0 }; + static int ms_per_frame_idx = 0; + static float ms_per_frame_accum = 0.0f; + ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; + ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; + ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; + ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; + const float ms_per_frame_avg = ms_per_frame_accum / 120; + ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); + } + + // 2. Show another simple window, this time using an explicit Begin/End pair + if (show_another_window) + { + ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); + ImGui::Text("Hello"); + ImGui::End(); + } + + // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() + if (show_test_window) + { + ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // 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); + } + + // Rendering + float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; + g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); + ImGui::Render(); + g_pSwapChain->Present(0, 0); + } + + ImGui::Shutdown(); + + UnregisterClass("ImGui Example", wc.hInstance); + return 0; +} + +static const char* vertexShader = "\ +cbuffer vertexBuffer : register(c0) \ +{\ + float4x4 ProjectionMatrix; \ +};\ +struct VS_INPUT\ +{\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ +};\ +\ +struct PS_INPUT\ +{\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ +};\ +\ +PS_INPUT main(VS_INPUT input)\ +{\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ +}"; + +static const char* pixelShader = "\ +struct PS_INPUT\ +{\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ +};\ +sampler sampler0;\ +Texture2D texture0;\ +\ +float4 main(PS_INPUT input) : SV_Target\ +{\ + float4 out_col = texture0.Sample(sampler0, input.uv);\ + return input.col * out_col;\ +}"; diff --git a/examples/directx9_example/directx9_example.vcxproj b/examples/directx9_example/directx9_example.vcxproj index df288311..60b70700 100644 --- a/examples/directx9_example/directx9_example.vcxproj +++ b/examples/directx9_example/directx9_example.vcxproj @@ -46,7 +46,7 @@ true $(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories) - d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib + d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies) @@ -64,7 +64,7 @@ true true $(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories) - d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib + d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies) diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index d20836fa..ac26ae28 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -1,23 +1,24 @@ #include #include -#include +#include "../../imgui.h" + +// DirectX #include #define DIRECTINPUT_VERSION 0x0800 #include -#include "../../imgui.h" #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup -static HWND hWnd; +static HWND hWnd; static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture struct CUSTOMVERTEX { - D3DXVECTOR3 position; - D3DCOLOR color; - float tu, tv; + D3DXVECTOR3 pos; + D3DCOLOR col; + D3DXVECTOR2 uv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) @@ -43,12 +44,12 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) { - vtx_dst->position.x = vtx_src->pos.x; - vtx_dst->position.y = vtx_src->pos.y; - vtx_dst->position.z = 0.0f; - vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 - vtx_dst->tu = vtx_src->uv.x; - vtx_dst->tv = vtx_src->uv.y; + vtx_dst->pos.x = vtx_src->pos.x; + vtx_dst->pos.y = vtx_src->pos.y; + vtx_dst->pos.z = 0.0f; + vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9 + vtx_dst->uv.x = vtx_src->uv.x; + vtx_dst->uv.y = vtx_src->uv.y; vtx_dst++; vtx_src++; } @@ -154,7 +155,6 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) io.MouseDown[1] = false; return true; case WM_MOUSEWHEEL: - // Mouse wheel uses integer on Windows io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; return true; case WM_MOUSEMOVE: @@ -320,7 +320,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) show_test_window ^= ImGui::Button("Test Window"); show_another_window ^= ImGui::Button("Another Window"); - // Calculate and show framerate + // Calculate and show frame rate static float ms_per_frame[120] = { 0 }; static int ms_per_frame_idx = 0; static float ms_per_frame_accum = 0.0f; diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln index d5bb1848..05c018d2 100644 --- a/examples/imgui_examples_msvc2010.sln +++ b/examples/imgui_examples_msvc2010.sln @@ -5,6 +5,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_ex EndProject Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}" EndProject +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Win32 = Debug|Win32 @@ -19,6 +21,10 @@ Global {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32 {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32 {4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32 + {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32 + {9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32 + {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32 + {9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp index 8dc96300..2efacced 100644 --- a/examples/opengl_example/main.cpp +++ b/examples/opengl_example/main.cpp @@ -4,7 +4,7 @@ #include #endif #define STB_IMAGE_IMPLEMENTATION -#include "stb_image.h" // for .png loading +#include "../shared/stb_image.h" // for .png loading #include "../../imgui.h" // glew & glfw @@ -77,11 +77,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c vtx_offset += pcmd->vtx_count; } } - glDisableClientState(GL_COLOR_ARRAY); + + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); - - // Restore modified state glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); @@ -294,7 +294,7 @@ int main(int argc, char** argv) show_test_window ^= ImGui::Button("Test Window"); show_another_window ^= ImGui::Button("Another Window"); - // Calculate and show framerate + // Calculate and show frame rate static float ms_per_frame[120] = { 0 }; static int ms_per_frame_idx = 0; static float ms_per_frame_accum = 0.0f; diff --git a/examples/opengl_example/opengl_example.vcxproj b/examples/opengl_example/opengl_example.vcxproj index 0ff40ca9..e53123c0 100644 --- a/examples/opengl_example/opengl_example.vcxproj +++ b/examples/opengl_example/opengl_example.vcxproj @@ -75,7 +75,7 @@ - + diff --git a/examples/opengl_example/opengl_example.vcxproj.filters b/examples/opengl_example/opengl_example.vcxproj.filters index 4f657bf8..baab0575 100644 --- a/examples/opengl_example/opengl_example.vcxproj.filters +++ b/examples/opengl_example/opengl_example.vcxproj.filters @@ -18,9 +18,6 @@ - - sources - imgui @@ -30,6 +27,9 @@ imgui + + sources + diff --git a/examples/shared/README.txt b/examples/shared/README.txt new file mode 100644 index 00000000..b2b431a0 --- /dev/null +++ b/examples/shared/README.txt @@ -0,0 +1,3 @@ +stb_image.h is used to load the PNG texture data by + opengl_example + directx11_example diff --git a/examples/opengl_example/stb_image.h b/examples/shared/stb_image.h similarity index 100% rename from examples/opengl_example/stb_image.h rename to examples/shared/stb_image.h