mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
608 lines
23 KiB
C++
608 lines
23 KiB
C++
#include <windows.h>
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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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#include <d3d11.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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extern const char* vertexShader; // Implemented at the bottom
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extern const char* pixelShader;
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static HWND hWnd;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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static IDXGISwapChain* g_pSwapChain = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11RenderTargetView* g_mainRenderTargetView;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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struct CUSTOMVERTEX
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{
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float pos[2];
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float uv[2];
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unsigned int col;
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};
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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if (total_vtx_count == 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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return;
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[1] = vtx_src->pos.y;
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vtx_dst->uv[0] = vtx_src->uv.x;
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vtx_dst->uv[1] = vtx_src->uv.y;
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vtx_dst->col = vtx_src->col;
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vtx_dst++;
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vtx_src++;
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}
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}
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
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// Setup orthographic projection matrix into our constant buffer
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{
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
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const float L = 0.5f;
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const float R = ImGui::GetIO().DisplaySize.x + 0.5f;
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const float B = ImGui::GetIO().DisplaySize.y + 0.5f;
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const float T = 0.5f;
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
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}
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// Setup viewport
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{
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = ImGui::GetIO().DisplaySize.x;
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vp.Height = ImGui::GetIO().DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
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}
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(CUSTOMVERTEX);
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unsigned int offset = 0;
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
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// Render command lists
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
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vtx_offset += pcmd->vtx_count;
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}
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}
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
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}
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HRESULT InitDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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{
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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}
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UINT createDeviceFlags = 0;
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#ifdef _DEBUG
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
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return E_FAIL;
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// Setup rasterizer
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{
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D3D11_RASTERIZER_DESC RSDesc;
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
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RSDesc.FillMode = D3D11_FILL_SOLID;
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RSDesc.CullMode = D3D11_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp = 0;
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RSDesc.DepthClipEnable = TRUE;
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RSDesc.ScissorEnable = TRUE;
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RSDesc.AntialiasedLineEnable = FALSE;
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RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
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ID3D11RasterizerState* pRState = NULL;
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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g_pd3dDeviceImmediateContext->RSSetState(pRState);
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pRState->Release();
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}
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// Create the render target
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{
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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}
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// Create the vertex shader
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{
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL;
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
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return E_FAIL;
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC localLayout[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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return E_FAIL;
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// Create the constant buffer
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{
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D3D11_BUFFER_DESC cbDesc;
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cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cbDesc.MiscFlags = 0;
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g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
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}
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}
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// Create the pixel shader
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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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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return E_FAIL;
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
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return E_FAIL;
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}
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// Create the blending setup
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{
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D3D11_BLEND_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.AlphaToCoverageEnable = false;
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desc.RenderTarget[0].BlendEnable = true;
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
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}
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return S_OK;
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}
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void CleanupDevice()
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{
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
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// InitImGui
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if (g_pFontSampler) g_pFontSampler->Release();
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if (g_pFontTextureView) g_pFontTextureView->Release();
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if (g_pVB) g_pVB->Release();
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// InitDeviceD3D
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if (g_blendState) g_blendState->Release();
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if (g_pPixelShader) g_pPixelShader->Release();
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
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if (g_pInputLayout) g_pInputLayout->Release();
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if (g_pVertexShader) g_pVertexShader->Release();
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
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if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
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if (g_pSwapChain) g_pSwapChain->Release();
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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}
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LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN:
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io.MouseDown[0] = true;
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return true;
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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return true;
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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return true;
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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return true;
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return true;
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case WM_MOUSEMOVE:
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return true;
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case WM_DESTROY:
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CleanupDevice();
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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void InitImGui()
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{
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RECT rect;
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GetClientRect(hWnd, &rect);
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int display_w = (int)(rect.right - rect.left);
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int display_h = (int)(rect.bottom - rect.top);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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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 time step is variable)
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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// Create the vertex buffer
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{
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D3D11_BUFFER_DESC bufferDesc;
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
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{
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IM_ASSERT(0);
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return;
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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);
|
|
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);
|
|
pTexture->Release();
|
|
}
|
|
|
|
// 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 last_time = 0;
|
|
|
|
void UpdateImGui()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup time step
|
|
INT64 current_time;
|
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
|
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
|
|
last_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 *)&last_time))
|
|
return 1;
|
|
|
|
// Initialize Direct3D
|
|
if (InitDeviceD3D(hWnd) < 0)
|
|
{
|
|
CleanupDevice();
|
|
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;\
|
|
}";
|