mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 09:27:00 +00:00
467 lines
19 KiB
C++
467 lines
19 KiB
C++
// Dear ImGui: standalone example application for DirectX 12
|
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
|
|
// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
|
|
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
|
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_win32.h"
|
|
#include "imgui_impl_dx12.h"
|
|
#include <d3d12.h>
|
|
#include <dxgi1_4.h>
|
|
#include <tchar.h>
|
|
|
|
#ifdef _DEBUG
|
|
#define DX12_ENABLE_DEBUG_LAYER
|
|
#endif
|
|
|
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
|
#include <dxgidebug.h>
|
|
#pragma comment(lib, "dxguid.lib")
|
|
#endif
|
|
|
|
struct FrameContext
|
|
{
|
|
ID3D12CommandAllocator* CommandAllocator;
|
|
UINT64 FenceValue;
|
|
};
|
|
|
|
// Data
|
|
static int const NUM_FRAMES_IN_FLIGHT = 3;
|
|
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
|
|
static UINT g_frameIndex = 0;
|
|
|
|
static int const NUM_BACK_BUFFERS = 3;
|
|
static ID3D12Device* g_pd3dDevice = NULL;
|
|
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
|
|
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
|
|
static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
|
|
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
|
|
static ID3D12Fence* g_fence = NULL;
|
|
static HANDLE g_fenceEvent = NULL;
|
|
static UINT64 g_fenceLastSignaledValue = 0;
|
|
static IDXGISwapChain3* g_pSwapChain = NULL;
|
|
static HANDLE g_hSwapChainWaitableObject = NULL;
|
|
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
|
|
|
// Forward declarations of helper functions
|
|
bool CreateDeviceD3D(HWND hWnd);
|
|
void CleanupDeviceD3D();
|
|
void CreateRenderTarget();
|
|
void CleanupRenderTarget();
|
|
void WaitForLastSubmittedFrame();
|
|
FrameContext* WaitForNextFrameResources();
|
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
// Main code
|
|
int main(int, char**)
|
|
{
|
|
// Create application window
|
|
//ImGui_ImplWin32_EnableDpiAwareness();
|
|
WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
|
|
::RegisterClassExW(&wc);
|
|
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
|
|
|
// Initialize Direct3D
|
|
if (!CreateDeviceD3D(hwnd))
|
|
{
|
|
CleanupDeviceD3D();
|
|
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
|
return 1;
|
|
}
|
|
|
|
// Show the window
|
|
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
|
::UpdateWindow(hwnd);
|
|
|
|
// Setup Dear ImGui context
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
//ImGui::StyleColorsLight();
|
|
|
|
// Setup Platform/Renderer backends
|
|
ImGui_ImplWin32_Init(hwnd);
|
|
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
|
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
|
|
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
|
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
|
|
|
// Load Fonts
|
|
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
|
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
|
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
|
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
|
// - Read 'docs/FONTS.md' for more instructions and details.
|
|
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
|
//io.Fonts->AddFontDefault();
|
|
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
//IM_ASSERT(font != NULL);
|
|
|
|
// Our state
|
|
bool show_demo_window = true;
|
|
bool show_another_window = false;
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
// Main loop
|
|
bool done = false;
|
|
while (!done)
|
|
{
|
|
// Poll and handle messages (inputs, window resize, etc.)
|
|
// See the WndProc() function below for our to dispatch events to the Win32 backend.
|
|
MSG msg;
|
|
while (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
|
{
|
|
::TranslateMessage(&msg);
|
|
::DispatchMessage(&msg);
|
|
if (msg.message == WM_QUIT)
|
|
done = true;
|
|
}
|
|
if (done)
|
|
break;
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplDX12_NewFrame();
|
|
ImGui_ImplWin32_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
|
if (show_demo_window)
|
|
ImGui::ShowDemoWindow(&show_demo_window);
|
|
|
|
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
|
|
{
|
|
static float f = 0.0f;
|
|
static int counter = 0;
|
|
|
|
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
|
|
|
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
|
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
|
ImGui::Checkbox("Another Window", &show_another_window);
|
|
|
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
|
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
|
|
|
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
|
counter++;
|
|
ImGui::SameLine();
|
|
ImGui::Text("counter = %d", counter);
|
|
|
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
|
ImGui::End();
|
|
}
|
|
|
|
// 3. Show another simple window.
|
|
if (show_another_window)
|
|
{
|
|
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
|
ImGui::Text("Hello from another window!");
|
|
if (ImGui::Button("Close Me"))
|
|
show_another_window = false;
|
|
ImGui::End();
|
|
}
|
|
|
|
// Rendering
|
|
ImGui::Render();
|
|
|
|
FrameContext* frameCtx = WaitForNextFrameResources();
|
|
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
|
|
frameCtx->CommandAllocator->Reset();
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
|
|
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
|
|
|
// Render Dear ImGui graphics
|
|
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
|
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
|
|
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
|
|
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
|
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
|
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
|
g_pd3dCommandList->Close();
|
|
|
|
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
|
|
|
|
g_pSwapChain->Present(1, 0); // Present with vsync
|
|
//g_pSwapChain->Present(0, 0); // Present without vsync
|
|
|
|
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
|
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
|
g_fenceLastSignaledValue = fenceValue;
|
|
frameCtx->FenceValue = fenceValue;
|
|
}
|
|
|
|
WaitForLastSubmittedFrame();
|
|
|
|
// Cleanup
|
|
ImGui_ImplDX12_Shutdown();
|
|
ImGui_ImplWin32_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
CleanupDeviceD3D();
|
|
::DestroyWindow(hwnd);
|
|
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Helper functions
|
|
|
|
bool CreateDeviceD3D(HWND hWnd)
|
|
{
|
|
// Setup swap chain
|
|
DXGI_SWAP_CHAIN_DESC1 sd;
|
|
{
|
|
ZeroMemory(&sd, sizeof(sd));
|
|
sd.BufferCount = NUM_BACK_BUFFERS;
|
|
sd.Width = 0;
|
|
sd.Height = 0;
|
|
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
|
sd.SampleDesc.Count = 1;
|
|
sd.SampleDesc.Quality = 0;
|
|
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
|
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
|
sd.Scaling = DXGI_SCALING_STRETCH;
|
|
sd.Stereo = FALSE;
|
|
}
|
|
|
|
// [DEBUG] Enable debug interface
|
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
|
ID3D12Debug* pdx12Debug = NULL;
|
|
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
|
pdx12Debug->EnableDebugLayer();
|
|
#endif
|
|
|
|
// Create device
|
|
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
|
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
|
return false;
|
|
|
|
// [DEBUG] Setup debug interface to break on any warnings/errors
|
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
|
if (pdx12Debug != NULL)
|
|
{
|
|
ID3D12InfoQueue* pInfoQueue = NULL;
|
|
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
|
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
|
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
|
pInfoQueue->Release();
|
|
pdx12Debug->Release();
|
|
}
|
|
#endif
|
|
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
|
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
|
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
|
desc.NodeMask = 1;
|
|
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
|
return false;
|
|
|
|
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
|
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
|
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
|
{
|
|
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
|
rtvHandle.ptr += rtvDescriptorSize;
|
|
}
|
|
}
|
|
|
|
{
|
|
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
|
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
|
desc.NumDescriptors = 1;
|
|
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
|
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
|
return false;
|
|
}
|
|
|
|
{
|
|
D3D12_COMMAND_QUEUE_DESC desc = {};
|
|
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
desc.NodeMask = 1;
|
|
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
|
return false;
|
|
}
|
|
|
|
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
|
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
|
return false;
|
|
|
|
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
|
g_pd3dCommandList->Close() != S_OK)
|
|
return false;
|
|
|
|
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
|
return false;
|
|
|
|
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
|
if (g_fenceEvent == NULL)
|
|
return false;
|
|
|
|
{
|
|
IDXGIFactory4* dxgiFactory = NULL;
|
|
IDXGISwapChain1* swapChain1 = NULL;
|
|
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
|
|
return false;
|
|
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
|
|
return false;
|
|
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
|
return false;
|
|
swapChain1->Release();
|
|
dxgiFactory->Release();
|
|
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
|
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
|
}
|
|
|
|
CreateRenderTarget();
|
|
return true;
|
|
}
|
|
|
|
void CleanupDeviceD3D()
|
|
{
|
|
CleanupRenderTarget();
|
|
if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, NULL); g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
|
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
|
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
|
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
|
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
|
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
|
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
|
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
|
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
|
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
|
|
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
|
IDXGIDebug1* pDebug = NULL;
|
|
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
|
|
{
|
|
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
|
|
pDebug->Release();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void CreateRenderTarget()
|
|
{
|
|
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
|
{
|
|
ID3D12Resource* pBackBuffer = NULL;
|
|
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
|
g_mainRenderTargetResource[i] = pBackBuffer;
|
|
}
|
|
}
|
|
|
|
void CleanupRenderTarget()
|
|
{
|
|
WaitForLastSubmittedFrame();
|
|
|
|
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
|
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
|
}
|
|
|
|
void WaitForLastSubmittedFrame()
|
|
{
|
|
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
|
|
|
UINT64 fenceValue = frameCtx->FenceValue;
|
|
if (fenceValue == 0)
|
|
return; // No fence was signaled
|
|
|
|
frameCtx->FenceValue = 0;
|
|
if (g_fence->GetCompletedValue() >= fenceValue)
|
|
return;
|
|
|
|
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
|
WaitForSingleObject(g_fenceEvent, INFINITE);
|
|
}
|
|
|
|
FrameContext* WaitForNextFrameResources()
|
|
{
|
|
UINT nextFrameIndex = g_frameIndex + 1;
|
|
g_frameIndex = nextFrameIndex;
|
|
|
|
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
|
DWORD numWaitableObjects = 1;
|
|
|
|
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
|
UINT64 fenceValue = frameCtx->FenceValue;
|
|
if (fenceValue != 0) // means no fence was signaled
|
|
{
|
|
frameCtx->FenceValue = 0;
|
|
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
|
waitableObjects[1] = g_fenceEvent;
|
|
numWaitableObjects = 2;
|
|
}
|
|
|
|
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
|
|
|
return frameCtx;
|
|
}
|
|
|
|
// Forward declare message handler from imgui_impl_win32.cpp
|
|
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
|
|
|
// Win32 message handler
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
|
return true;
|
|
|
|
switch (msg)
|
|
{
|
|
case WM_SIZE:
|
|
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
|
{
|
|
WaitForLastSubmittedFrame();
|
|
CleanupRenderTarget();
|
|
HRESULT result = g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT);
|
|
assert(SUCCEEDED(result) && "Failed to resize swapchain.");
|
|
CreateRenderTarget();
|
|
}
|
|
return 0;
|
|
case WM_SYSCOMMAND:
|
|
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
|
return 0;
|
|
break;
|
|
case WM_DESTROY:
|
|
::PostQuitMessage(0);
|
|
return 0;
|
|
}
|
|
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
|
}
|