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Examples: DX10: Multi viewport/platform support (based on DX11 version). (#1542)
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@ -115,9 +115,11 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX10_Init(g_pd3dDevice);
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//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
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// Setup style
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ImGui::StyleColorsDark();
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@ -203,6 +205,9 @@ int main(int, char**)
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ImGui::Render();
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ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindows();
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g_pSwapChain->Present(1, 0); // Present with vsync
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//g_pSwapChain->Present(0, 0); // Present without vsync
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}
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@ -11,6 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface.
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// 2018-XX-XX: DirectX10: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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@ -26,6 +27,7 @@
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// DirectX data
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static ID3D10Device* g_pd3dDevice = NULL;
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static IDXGIFactory* g_pFactory = NULL;
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static ID3D10Buffer* g_pVB = NULL;
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static ID3D10Buffer* g_pIB = NULL;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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@ -46,6 +48,10 @@ struct VERTEX_CONSTANT_BUFFER
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float mvp[4][4];
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};
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// Forward Declarations
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static void ImGui_ImplDX10_InitPlatformInterface();
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static void ImGui_ImplDX10_ShutdownPlatformInterface();
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// Render function
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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@ -302,7 +308,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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ImGui_ImplDX10_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// If you would like to use this DX10 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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@ -459,12 +465,28 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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bool ImGui_ImplDX10_Init(ID3D10Device* device)
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{
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// Get factory from device
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IDXGIDevice* pDXGIDevice = NULL;
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IDXGIAdapter* pDXGIAdapter = NULL;
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IDXGIFactory* pFactory = NULL;
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if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) != S_OK)
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return false;
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if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) != S_OK)
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return false;
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if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) != S_OK)
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return false;
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ImGuiIO& io = ImGui::GetIO();
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g_pd3dDevice = device;
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g_pFactory = pFactory;
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if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
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ImGui_ImplDX10_InitPlatformInterface();
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return true;
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}
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void ImGui_ImplDX10_Shutdown()
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{
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ImGui_ImplDX10_ShutdownPlatformInterface();
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ImGui_ImplDX10_InvalidateDeviceObjects();
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g_pd3dDevice = NULL;
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}
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@ -474,3 +496,122 @@ void ImGui_ImplDX10_NewFrame()
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if (!g_pFontSampler)
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ImGui_ImplDX10_CreateDeviceObjects();
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}
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// --------------------------------------------------------------------------------------------------------
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// Platform Windows
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// --------------------------------------------------------------------------------------------------------
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#include "imgui_internal.h" // ImGuiViewport
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struct ImGuiPlatformDataDx10
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{
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IDXGISwapChain* SwapChain;
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ID3D10RenderTargetView* RTView;
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ImGuiPlatformDataDx10() { SwapChain = NULL; RTView = NULL; }
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~ImGuiPlatformDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
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};
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static void ImGui_ImplDX10_CreateViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx10* data = IM_NEW(ImGuiPlatformDataDx10)();
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viewport->RendererUserData = data;
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// FIXME-PLATFORM
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HWND hwnd = (HWND)viewport->PlatformHandle;
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IM_ASSERT(hwnd != 0);
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// Create swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferDesc.Width = (UINT)viewport->Size.x;
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sd.BufferDesc.Height = (UINT)viewport->Size.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.BufferCount = 1;
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sd.OutputWindow = hwnd;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = 0;
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IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
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g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
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// Create the render target
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if (data->SwapChain)
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{
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ID3D10Texture2D* pBackBuffer;
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX10_DestroyViewport(ImGuiViewport* viewport)
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{
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if (ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData)
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{
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if (data->SwapChain)
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data->SwapChain->Release();
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data->SwapChain = NULL;
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if (data->RTView)
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data->RTView->Release();
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data->RTView = NULL;
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IM_DELETE(data);
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}
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viewport->RendererUserData = NULL;
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}
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static void ImGui_ImplDX10_ResizeViewport(ImGuiViewport* viewport, int w, int h)
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{
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ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
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if (data->RTView)
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{
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data->RTView->Release();
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data->RTView = NULL;
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}
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if (data->SwapChain)
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{
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ID3D10Texture2D* pBackBuffer = NULL;
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data->SwapChain->ResizeBuffers(0, w, h, DXGI_FORMAT_UNKNOWN, 0);
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data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
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pBackBuffer->Release();
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}
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}
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static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
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ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
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clear_color.w = 1.0f;
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g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
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g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
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ImGui_ImplDX10_RenderDrawData(&viewport->DrawData);
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}
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static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport)
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{
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ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
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data->SwapChain->Present(0, 0); // Present without vsync
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}
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void ImGui_ImplDX10_InitPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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io.RendererInterface.CreateViewport = ImGui_ImplDX10_CreateViewport;
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io.RendererInterface.DestroyViewport = ImGui_ImplDX10_DestroyViewport;
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io.RendererInterface.ResizeViewport = ImGui_ImplDX10_ResizeViewport;
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io.RendererInterface.RenderViewport = ImGui_ImplDX10_RenderViewport;
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io.RendererInterface.SwapBuffers = ImGui_ImplDX10_SwapBuffers;
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}
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void ImGui_ImplDX10_ShutdownPlatformInterface()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
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}
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@ -11,7 +11,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface
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// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface.
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// 2018-XX-XX: DirectX11: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
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