mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-27 01:56:35 +00:00
471 lines
19 KiB
C++
471 lines
19 KiB
C++
// Dear ImGui: standalone example application for DirectX 12
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// Learn about Dear ImGui:
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// - FAQ https://dearimgui.com/faq
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// - Getting Started https://dearimgui.com/getting-started
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
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// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
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// 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.
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#include "imgui.h"
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#include "imgui_impl_win32.h"
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#include "imgui_impl_dx12.h"
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#include <tchar.h>
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#ifdef _DEBUG
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#define DX12_ENABLE_DEBUG_LAYER
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#endif
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#ifdef DX12_ENABLE_DEBUG_LAYER
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#include <dxgidebug.h>
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#pragma comment(lib, "dxguid.lib")
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#endif
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struct FrameContext
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{
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ID3D12CommandAllocator* CommandAllocator;
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UINT64 FenceValue;
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};
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// Data
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static int const NUM_FRAMES_IN_FLIGHT = 3;
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static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
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static UINT g_frameIndex = 0;
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static int const NUM_BACK_BUFFERS = 3;
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static ID3D12Device* g_pd3dDevice = nullptr;
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static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = nullptr;
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static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = nullptr;
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static ID3D12CommandQueue* g_pd3dCommandQueue = nullptr;
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static ID3D12GraphicsCommandList* g_pd3dCommandList = nullptr;
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static ID3D12Fence* g_fence = nullptr;
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static HANDLE g_fenceEvent = nullptr;
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static UINT64 g_fenceLastSignaledValue = 0;
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static IDXGISwapChain3* g_pSwapChain = nullptr;
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static HANDLE g_hSwapChainWaitableObject = nullptr;
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static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
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static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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void WaitForLastSubmittedFrame();
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FrameContext* WaitForNextFrameResources();
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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// Main code
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int main(int, char**)
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{
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// Create application window
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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// Initialize Direct3D
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if (!CreateDeviceD3D(hwnd))
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{
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CleanupDeviceD3D();
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 1;
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}
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// Show the window
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::ShowWindow(hwnd, SW_SHOWDEFAULT);
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::UpdateWindow(hwnd);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplWin32_Init(hwnd);
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ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
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DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
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g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
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g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - 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.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Main loop
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bool done = false;
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while (!done)
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{
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// Poll and handle messages (inputs, window resize, etc.)
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// See the WndProc() function below for our to dispatch events to the Win32 backend.
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MSG msg;
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while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
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{
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::TranslateMessage(&msg);
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::DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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done = true;
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}
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if (done)
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break;
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// Start the Dear ImGui frame
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ImGui_ImplDX12_NewFrame();
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ImGui_ImplWin32_NewFrame();
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ImGui::NewFrame();
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// 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!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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FrameContext* frameCtx = WaitForNextFrameResources();
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UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
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frameCtx->CommandAllocator->Reset();
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
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g_pd3dCommandList->Reset(frameCtx->CommandAllocator, nullptr);
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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// Render Dear ImGui graphics
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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 };
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g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, nullptr);
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g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, nullptr);
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g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
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ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
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barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
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barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
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g_pd3dCommandList->ResourceBarrier(1, &barrier);
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g_pd3dCommandList->Close();
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g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
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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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UINT64 fenceValue = g_fenceLastSignaledValue + 1;
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g_pd3dCommandQueue->Signal(g_fence, fenceValue);
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g_fenceLastSignaledValue = fenceValue;
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frameCtx->FenceValue = fenceValue;
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}
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WaitForLastSubmittedFrame();
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// Cleanup
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ImGui_ImplDX12_Shutdown();
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ImGui_ImplWin32_Shutdown();
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ImGui::DestroyContext();
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CleanupDeviceD3D();
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::DestroyWindow(hwnd);
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::UnregisterClassW(wc.lpszClassName, wc.hInstance);
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return 0;
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}
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// Helper functions
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bool CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC1 sd;
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{
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = NUM_BACK_BUFFERS;
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sd.Width = 0;
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sd.Height = 0;
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sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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sd.Scaling = DXGI_SCALING_STRETCH;
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sd.Stereo = FALSE;
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}
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// [DEBUG] Enable debug interface
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#ifdef DX12_ENABLE_DEBUG_LAYER
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ID3D12Debug* pdx12Debug = nullptr;
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if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
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pdx12Debug->EnableDebugLayer();
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#endif
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// Create device
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D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
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if (D3D12CreateDevice(nullptr, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
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return false;
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// [DEBUG] Setup debug interface to break on any warnings/errors
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#ifdef DX12_ENABLE_DEBUG_LAYER
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if (pdx12Debug != nullptr)
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{
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ID3D12InfoQueue* pInfoQueue = nullptr;
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g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
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pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
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pInfoQueue->Release();
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pdx12Debug->Release();
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}
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#endif
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
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desc.NumDescriptors = NUM_BACK_BUFFERS;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
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desc.NodeMask = 1;
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
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return false;
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SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
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D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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g_mainRenderTargetDescriptor[i] = rtvHandle;
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rtvHandle.ptr += rtvDescriptorSize;
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}
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}
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {};
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desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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desc.NumDescriptors = 1;
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desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
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return false;
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}
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{
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D3D12_COMMAND_QUEUE_DESC desc = {};
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desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
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desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
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desc.NodeMask = 1;
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if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
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return false;
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}
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
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if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
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return false;
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if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, nullptr, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
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g_pd3dCommandList->Close() != S_OK)
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return false;
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if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
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return false;
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g_fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
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if (g_fenceEvent == nullptr)
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return false;
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{
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IDXGIFactory4* dxgiFactory = nullptr;
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IDXGISwapChain1* swapChain1 = nullptr;
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if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
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return false;
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if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, nullptr, nullptr, &swapChain1) != S_OK)
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return false;
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if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
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return false;
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swapChain1->Release();
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dxgiFactory->Release();
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g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
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g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
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}
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CreateRenderTarget();
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return true;
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}
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void CleanupDeviceD3D()
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{
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->SetFullscreenState(false, nullptr); g_pSwapChain->Release(); g_pSwapChain = nullptr; }
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if (g_hSwapChainWaitableObject != nullptr) { CloseHandle(g_hSwapChainWaitableObject); }
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for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
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if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = nullptr; }
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if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = nullptr; }
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if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = nullptr; }
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if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = nullptr; }
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if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = nullptr; }
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if (g_fence) { g_fence->Release(); g_fence = nullptr; }
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if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = nullptr; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = nullptr; }
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#ifdef DX12_ENABLE_DEBUG_LAYER
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IDXGIDebug1* pDebug = nullptr;
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if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
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{
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pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
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pDebug->Release();
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}
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#endif
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}
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void CreateRenderTarget()
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{
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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{
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ID3D12Resource* pBackBuffer = nullptr;
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g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, g_mainRenderTargetDescriptor[i]);
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g_mainRenderTargetResource[i] = pBackBuffer;
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}
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}
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void CleanupRenderTarget()
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{
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WaitForLastSubmittedFrame();
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for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
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if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = nullptr; }
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}
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void WaitForLastSubmittedFrame()
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{
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FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
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UINT64 fenceValue = frameCtx->FenceValue;
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if (fenceValue == 0)
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return; // No fence was signaled
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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, nullptr };
|
|
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 != nullptr && 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 ::DefWindowProcW(hWnd, msg, wParam, lParam);
|
|
}
|