mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 20:18:47 +02:00
Loading TTF file with stb_truetype. Broke setup API slightly. Font baked, packed with space for custom data. Embeds compressed ProggyClean.
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@ -68,8 +68,6 @@
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\stb_textedit.h" />
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<ClInclude Include="..\shared\stb_image.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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@ -15,12 +15,6 @@
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\stb_textedit.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\shared\stb_image.h">
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<Filter>sources</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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@ -1,9 +1,6 @@
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// ImGui - standalone example application for DirectX 11
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#include <windows.h>
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#define STB_IMAGE_STATIC
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // for .png loading
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#include "../../imgui.h"
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// DirectX 11
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@ -290,8 +287,9 @@ HRESULT InitDeviceD3D(HWND hWnd)
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = texture0.Sample(sampler0, input.uv);\
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return input.col * out_col;\
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float4 out_col = input.col; \
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out_col.w *= texture0.Sample(sampler0, input.uv).w; \
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return out_col; \
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}";
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
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@ -427,23 +425,22 @@ void InitImGui()
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}
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}
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// Load font texture
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// Default font (embedded in code)
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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int tex_x, tex_y, tex_comp;
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void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
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IM_ASSERT(tex_data != NULL);
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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IM_ASSERT(io.Font->IsLoaded());
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// Copy font texture
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = tex_x;
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desc.Height = tex_y;
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desc.Width = io.Font->TexWidth;
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desc.Height = io.Font->TexHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -451,15 +448,15 @@ void InitImGui()
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = tex_data;
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subResource.SysMemPitch = tex_x * 4;
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subResource.pSysMem = io.Font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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@ -471,7 +468,7 @@ void InitImGui()
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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desc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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