diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 00835976..bb5be23c 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -37,13 +37,13 @@ static ID3D11BlendState* g_blendState = NULL; struct CUSTOMVERTEX { float pos[2]; - float uv[2]; - unsigned int col; + float uv[2]; + unsigned int col; }; struct VERTEX_CONSTANT_BUFFER { - float mvp[4][4]; + 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) @@ -59,80 +59,80 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c 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; + 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->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); + 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; + // 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); - } + 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); + // 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->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); + 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); + // 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; @@ -140,171 +140,171 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c { // 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); + 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); + // 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); + IDXGIFactory1* pFactory = NULL; + CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); - DXGI_SWAP_CHAIN_DESC sd; - // Setup the swap chain - { - // Setup swap chain - ZeroMemory(&sd, sizeof(sd)); + 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; - } + 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; + UINT createDeviceFlags = 0; #ifdef _DEBUG - createDeviceFlags |= D3D11_CREATE_DEVICE_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; + 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; + // 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); - } + 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; + // 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_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); - } + 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); + // 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_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 (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) + return E_FAIL; - if (pErrorBlob) - pErrorBlob->Release(); + 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 }, - }; + // 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; + 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 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); + // 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_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 (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) + return E_FAIL; - if (pErrorBlob) - pErrorBlob->Release(); - } + 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); - } + // 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; + return S_OK; } LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) @@ -325,7 +325,7 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) io.MouseDown[1] = false; return true; case WM_MOUSEWHEEL: - io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; + 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.) @@ -385,79 +385,79 @@ void InitImGui() io.KeyMap[ImGuiKey_Z] = 'Z'; io.RenderDrawListsFn = ImImpl_RenderDrawLists; - io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; + io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; - // Create the vertex buffer - { - D3D11_BUFFER_DESC bufferDesc; - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); + // 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; + 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; - } - } + 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); + // 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; + { + 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); + 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 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); - } + // 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; @@ -570,10 +570,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) } // Rendering - float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; - g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); + 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); + g_pSwapChain->Present(0, 0); } ImGui::Shutdown(); @@ -585,43 +585,43 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) static const char* vertexShader = "\ cbuffer vertexBuffer : register(c0) \ {\ - float4x4 ProjectionMatrix; \ + float4x4 ProjectionMatrix; \ };\ struct VS_INPUT\ {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ };\ \ struct PS_INPUT\ {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ + 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;\ + 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;\ + 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;\ + float4 out_col = texture0.Sample(sampler0, input.uv);\ + return input.col * out_col;\ }"; diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index ac26ae28..94249de9 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -18,7 +18,7 @@ struct CUSTOMVERTEX { D3DXVECTOR3 pos; D3DCOLOR col; - D3DXVECTOR2 uv; + D3DXVECTOR2 uv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) @@ -48,8 +48,8 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c 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->uv.x = vtx_src->uv.x; + vtx_dst->uv.y = vtx_src->uv.y; vtx_dst++; vtx_src++; } @@ -93,9 +93,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c { // 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]; + for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); diff --git a/examples/opengl_example/main.cpp b/examples/opengl_example/main.cpp index 2efacced..dbf29e26 100644 --- a/examples/opengl_example/main.cpp +++ b/examples/opengl_example/main.cpp @@ -69,17 +69,17 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col))); int vtx_offset = 0; - for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) + for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) { - const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; + const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); vtx_offset += pcmd->vtx_count; } } - // Restore modified state - glDisableClientState(GL_COLOR_ARRAY); + // Restore modified state + glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glMatrixMode(GL_MODELVIEW); diff --git a/imgui.cpp b/imgui.cpp index 7c08b7a7..3a37af2a 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -4331,7 +4331,7 @@ void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const if (new_text_len + text_len + 1 >= BufSize) return; - size_t upos = (size_t)pos; + size_t upos = (size_t)pos; if (text_len != upos) memmove(Buf + upos + new_text_len, Buf + upos, text_len - upos); memcpy(Buf + upos, new_text, new_text_len * sizeof(char)); @@ -5798,7 +5798,7 @@ bool ImFont::LoadFromMemory(const void* data, size_t data_size) IM_ASSERT(Kerning == NULL && KerningCount == 0); Kerning = (FntKerning*)p; KerningCount = block_size / sizeof(FntKerning); - break; + break; default: break; }