mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-20 23:06:36 +00:00
cb0a4db048
..and to reduce sample code size a little.
600 lines
23 KiB
C++
600 lines
23 KiB
C++
// ImGui - standalone example application for DirectX 11
|
|
|
|
#include <windows.h>
|
|
#include "../../imgui.h"
|
|
|
|
// DirectX 11
|
|
#include <d3d11.h>
|
|
#include <d3dcompiler.h>
|
|
#define DIRECTINPUT_VERSION 0x0800
|
|
#include <dinput.h>
|
|
|
|
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
|
|
|
static HWND hWnd;
|
|
static ID3D11Device* g_pd3dDevice = NULL;
|
|
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
|
|
static IDXGISwapChain* g_pSwapChain = NULL;
|
|
static ID3D11Buffer* g_pVB = NULL;
|
|
static ID3D11RenderTargetView* g_mainRenderTargetView;
|
|
|
|
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
|
static ID3D11VertexShader* g_pVertexShader = NULL;
|
|
static ID3D11InputLayout* g_pInputLayout = NULL;
|
|
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
|
|
|
|
static ID3D10Blob * g_pPixelShaderBlob = NULL;
|
|
static ID3D11PixelShader* g_pPixelShader = NULL;
|
|
|
|
static ID3D11SamplerState* g_pFontSampler = NULL;
|
|
static ID3D11BlendState* g_blendState = NULL;
|
|
|
|
struct CUSTOMVERTEX
|
|
{
|
|
float pos[2];
|
|
float uv[2];
|
|
unsigned int col;
|
|
};
|
|
|
|
struct VERTEX_CONSTANT_BUFFER
|
|
{
|
|
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)
|
|
// If text or lines are blurry when integrating ImGui in your engine:
|
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
|
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
|
{
|
|
// 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;
|
|
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++;
|
|
vtx_src++;
|
|
}
|
|
}
|
|
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;
|
|
|
|
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
|
const float L = 0.0f;
|
|
const float R = ImGui::GetIO().DisplaySize.x;
|
|
const float B = ImGui::GetIO().DisplaySize.y;
|
|
const float T = 0.0f;
|
|
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 },
|
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
|
};
|
|
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
|
|
unsigned int stride = sizeof(CUSTOMVERTEX);
|
|
unsigned int offset = 0;
|
|
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
|
|
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->PSSetShader(g_pPixelShader, NULL, 0);
|
|
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
|
|
|
// Setup render state
|
|
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
|
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
|
|
|
|
// Render command lists
|
|
int vtx_offset = 0;
|
|
for (int n = 0; n < cmd_lists_count; n++)
|
|
{
|
|
// 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->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
|
|
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);
|
|
}
|
|
|
|
HRESULT InitDeviceD3D(HWND hWnd)
|
|
{
|
|
// Setup swap chain
|
|
DXGI_SWAP_CHAIN_DESC sd;
|
|
{
|
|
ZeroMemory(&sd, sizeof(sd));
|
|
sd.BufferCount = 2;
|
|
sd.BufferDesc.Width = 0;
|
|
sd.BufferDesc.Height = 0;
|
|
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;
|
|
#ifdef _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;
|
|
|
|
// 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;
|
|
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
|
|
|
ID3D11RasterizerState* pRState = NULL;
|
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
|
g_pd3dDeviceImmediateContext->RSSetState(pRState);
|
|
pRState->Release();
|
|
}
|
|
|
|
// Create the render target
|
|
{
|
|
ID3D11Texture2D* 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*)&pBackBuffer);
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
|
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
|
pBackBuffer->Release();
|
|
}
|
|
|
|
// Create the vertex shader
|
|
{
|
|
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;\
|
|
}";
|
|
|
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
|
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!
|
|
return E_FAIL;
|
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
|
return E_FAIL;
|
|
|
|
// 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;
|
|
|
|
// 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
|
|
{
|
|
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 = input.col * texture0.Sample(sampler0, input.uv); \
|
|
return out_col; \
|
|
}";
|
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
|
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!
|
|
return E_FAIL;
|
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
|
return E_FAIL;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
void CleanupDevice()
|
|
{
|
|
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
|
|
|
|
// InitImGui
|
|
if (g_pFontSampler) g_pFontSampler->Release();
|
|
if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
|
|
font_texture_view->Release();
|
|
if (g_pVB) g_pVB->Release();
|
|
|
|
// InitDeviceD3D
|
|
if (g_blendState) g_blendState->Release();
|
|
if (g_pPixelShader) g_pPixelShader->Release();
|
|
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
|
|
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
|
|
if (g_pInputLayout) g_pInputLayout->Release();
|
|
if (g_pVertexShader) g_pVertexShader->Release();
|
|
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
|
|
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
|
|
if (g_pSwapChain) g_pSwapChain->Release();
|
|
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
|
|
if (g_pd3dDevice) g_pd3dDevice->Release();
|
|
}
|
|
|
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (msg)
|
|
{
|
|
case WM_LBUTTONDOWN:
|
|
io.MouseDown[0] = true;
|
|
return true;
|
|
case WM_LBUTTONUP:
|
|
io.MouseDown[0] = false;
|
|
return true;
|
|
case WM_RBUTTONDOWN:
|
|
io.MouseDown[1] = true;
|
|
return true;
|
|
case WM_RBUTTONUP:
|
|
io.MouseDown[1] = false;
|
|
return true;
|
|
case WM_MOUSEWHEEL:
|
|
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.)
|
|
io.MousePos.x = (signed short)(lParam);
|
|
io.MousePos.y = (signed short)(lParam >> 16);
|
|
return true;
|
|
case WM_CHAR:
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacter((unsigned short)wParam);
|
|
return true;
|
|
case WM_DESTROY:
|
|
CleanupDevice();
|
|
PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|
|
|
|
void LoadFontsTexture()
|
|
{
|
|
// Load one or more font
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
//ImFont* my_font1 = io.Fonts->AddFontDefault();
|
|
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
|
|
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
|
|
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
|
|
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
|
|
|
|
// Build
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
// Create texture
|
|
D3D11_TEXTURE2D_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.Width = width;
|
|
desc.Height = height;
|
|
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 = pixels;
|
|
subResource.SysMemPitch = desc.Width * 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;
|
|
ID3D11ShaderResourceView* font_texture_view = NULL;
|
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
|
|
pTexture->Release();
|
|
|
|
// Store our identifier
|
|
io.Fonts->TexID = (void *)font_texture_view;
|
|
}
|
|
|
|
void InitImGui()
|
|
{
|
|
RECT rect;
|
|
GetClientRect(hWnd, &rect);
|
|
int display_w = (int)(rect.right - rect.left);
|
|
int display_h = (int)(rect.bottom - rect.top);
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
|
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)
|
|
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.
|
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
|
io.KeyMap[ImGuiKey_A] = 'A';
|
|
io.KeyMap[ImGuiKey_C] = 'C';
|
|
io.KeyMap[ImGuiKey_V] = 'V';
|
|
io.KeyMap[ImGuiKey_X] = 'X';
|
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
|
|
|
// Create the vertex buffer
|
|
{
|
|
D3D11_BUFFER_DESC bufferDesc;
|
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Load fonts
|
|
LoadFontsTexture();
|
|
|
|
// Create texture sampler
|
|
{
|
|
D3D11_SAMPLER_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
|
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, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
|
RegisterClassEx(&wc);
|
|
|
|
// Create the application's window
|
|
hWnd = CreateWindow(L"ImGui Example", L"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(L"ImGui Example", wc.hInstance);
|
|
return 1;
|
|
}
|
|
|
|
// Show the window
|
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
|
UpdateWindow(hWnd);
|
|
|
|
InitImGui();
|
|
|
|
bool show_test_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_col = ImColor(114, 144, 154);
|
|
|
|
// 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();
|
|
|
|
// 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);
|
|
ImGui::ColorEdit3("clear color", (float*)&clear_col);
|
|
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
|
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
}
|
|
|
|
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // 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
|
|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
|
ImGui::Render();
|
|
g_pSwapChain->Present(0, 0);
|
|
}
|
|
|
|
ImGui::Shutdown();
|
|
UnregisterClass(L"ImGui Example", wc.hInstance);
|
|
|
|
return 0;
|
|
}
|