Examples: DX10: Multi viewport/platform support (based on DX11 version). (#1542)

This commit is contained in:
omar 2018-02-28 18:35:16 +01:00
parent 997d1bd0eb
commit fc3c3de70d
3 changed files with 149 additions and 3 deletions

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@ -115,9 +115,11 @@ int main(int, char**)
// Setup ImGui binding // Setup ImGui binding
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io; ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
ImGui_ImplWin32_Init(hwnd); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice); ImGui_ImplDX10_Init(g_pd3dDevice);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style // Setup style
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
@ -203,6 +205,9 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX10_RenderDrawData(ImGui::GetDrawData());
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindows();
g_pSwapChain->Present(1, 0); // Present with vsync g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync //g_pSwapChain->Present(0, 0); // Present without vsync
} }

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@ -11,6 +11,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface.
// 2018-XX-XX: DirectX10: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications). // 2018-XX-XX: DirectX10: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
@ -26,6 +27,7 @@
// DirectX data // DirectX data
static ID3D10Device* g_pd3dDevice = NULL; static ID3D10Device* g_pd3dDevice = NULL;
static IDXGIFactory* g_pFactory = NULL;
static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pVB = NULL;
static ID3D10Buffer* g_pIB = NULL; static ID3D10Buffer* g_pIB = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL; static ID3D10Blob * g_pVertexShaderBlob = NULL;
@ -46,6 +48,10 @@ struct VERTEX_CONSTANT_BUFFER
float mvp[4][4]; float mvp[4][4];
}; };
// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface();
static void ImGui_ImplDX10_ShutdownPlatformInterface();
// Render function // 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) // (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_ImplDX10_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
@ -302,7 +308,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can: // If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
@ -459,12 +465,28 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
bool ImGui_ImplDX10_Init(ID3D10Device* device) bool ImGui_ImplDX10_Init(ID3D10Device* device)
{ {
// Get factory from device
IDXGIDevice* pDXGIDevice = NULL;
IDXGIAdapter* pDXGIAdapter = NULL;
IDXGIFactory* pFactory = NULL;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) != S_OK)
return false;
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) != S_OK)
return false;
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) != S_OK)
return false;
ImGuiIO& io = ImGui::GetIO();
g_pd3dDevice = device; g_pd3dDevice = device;
g_pFactory = pFactory;
if (io.ConfigFlags & ImGuiConfigFlags_MultiViewports)
ImGui_ImplDX10_InitPlatformInterface();
return true; return true;
} }
void ImGui_ImplDX10_Shutdown() void ImGui_ImplDX10_Shutdown()
{ {
ImGui_ImplDX10_ShutdownPlatformInterface();
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
g_pd3dDevice = NULL; g_pd3dDevice = NULL;
} }
@ -474,3 +496,122 @@ void ImGui_ImplDX10_NewFrame()
if (!g_pFontSampler) if (!g_pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects(); ImGui_ImplDX10_CreateDeviceObjects();
} }
// --------------------------------------------------------------------------------------------------------
// Platform Windows
// --------------------------------------------------------------------------------------------------------
#include "imgui_internal.h" // ImGuiViewport
struct ImGuiPlatformDataDx10
{
IDXGISwapChain* SwapChain;
ID3D10RenderTargetView* RTView;
ImGuiPlatformDataDx10() { SwapChain = NULL; RTView = NULL; }
~ImGuiPlatformDataDx10() { IM_ASSERT(SwapChain == NULL && RTView == NULL); }
};
static void ImGui_ImplDX10_CreateViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataDx10* data = IM_NEW(ImGuiPlatformDataDx10)();
viewport->RendererUserData = data;
// FIXME-PLATFORM
HWND hwnd = (HWND)viewport->PlatformHandle;
IM_ASSERT(hwnd != 0);
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = (UINT)viewport->Size.x;
sd.BufferDesc.Height = (UINT)viewport->Size.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = hwnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
IM_ASSERT(data->SwapChain == NULL && data->RTView == NULL);
g_pFactory->CreateSwapChain(g_pd3dDevice, &sd, &data->SwapChain);
// Create the render target
if (data->SwapChain)
{
ID3D10Texture2D* pBackBuffer;
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_DestroyViewport(ImGuiViewport* viewport)
{
if (ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData)
{
if (data->SwapChain)
data->SwapChain->Release();
data->SwapChain = NULL;
if (data->RTView)
data->RTView->Release();
data->RTView = NULL;
IM_DELETE(data);
}
viewport->RendererUserData = NULL;
}
static void ImGui_ImplDX10_ResizeViewport(ImGuiViewport* viewport, int w, int h)
{
ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
if (data->RTView)
{
data->RTView->Release();
data->RTView = NULL;
}
if (data->SwapChain)
{
ID3D10Texture2D* pBackBuffer = NULL;
data->SwapChain->ResizeBuffers(0, w, h, DXGI_FORMAT_UNKNOWN, 0);
data->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &data->RTView);
pBackBuffer->Release();
}
}
static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport)
{
ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
ImVec4 clear_color = ImGui::GetStyle().Colors[ImGuiCol_WindowBg]; // FIXME-PLATFORM
clear_color.w = 1.0f;
g_pd3dDevice->OMSetRenderTargets(1, &data->RTView, NULL);
g_pd3dDevice->ClearRenderTargetView(data->RTView, (float*)&clear_color);
ImGui_ImplDX10_RenderDrawData(&viewport->DrawData);
}
static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport)
{
ImGuiPlatformDataDx10* data = (ImGuiPlatformDataDx10*)viewport->RendererUserData;
data->SwapChain->Present(0, 0); // Present without vsync
}
void ImGui_ImplDX10_InitPlatformInterface()
{
ImGuiIO& io = ImGui::GetIO();
io.RendererInterface.CreateViewport = ImGui_ImplDX10_CreateViewport;
io.RendererInterface.DestroyViewport = ImGui_ImplDX10_DestroyViewport;
io.RendererInterface.ResizeViewport = ImGui_ImplDX10_ResizeViewport;
io.RendererInterface.RenderViewport = ImGui_ImplDX10_RenderViewport;
io.RendererInterface.SwapBuffers = ImGui_ImplDX10_SwapBuffers;
}
void ImGui_ImplDX10_ShutdownPlatformInterface()
{
ImGuiIO& io = ImGui::GetIO();
memset(&io.RendererInterface, 0, sizeof(io.RendererInterface));
}

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@ -11,7 +11,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiRendererInterface.
// 2018-XX-XX: DirectX11: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications). // 2018-XX-XX: DirectX11: Offset projection matrix and clipping rectangle by io.DisplayPos (which will be non-zero for multi-viewport applications).
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.