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// ImGui Win32 + DirectX11 binding
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <imgui.h> |
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#include "imgui_impl_dx11.h" |
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// DirectX
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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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// Data
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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static HWND g_hWnd = 0; |
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static ID3D11Device* g_pd3dDevice = NULL; |
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; |
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static ID3D11Buffer* g_pVB = NULL; |
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static ID3D11Buffer* g_pIB = NULL; |
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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 ID3D11SamplerState* g_pFontSampler = NULL; |
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL; |
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static ID3D11RasterizerState* g_pRasterizerState = NULL; |
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static ID3D11BlendState* g_pBlendState = NULL; |
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
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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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void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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D3D11_BUFFER_DESC desc; |
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); |
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desc.Usage = D3D11_USAGE_DYNAMIC; |
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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desc.MiscFlags = 0; |
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) |
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return; |
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} |
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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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 = g_IndexBufferSize * sizeof(ImDrawIdx); |
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bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0) |
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return; |
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} |
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
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if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
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return; |
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if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
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return; |
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); |
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); |
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vtx_dst += cmd_list->VtxBuffer.size(); |
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idx_dst += cmd_list->IdxBuffer.size(); |
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} |
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g_pd3dDeviceContext->Unmap(g_pVB, 0); |
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g_pd3dDeviceContext->Unmap(g_pIB, 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_pd3dDeviceContext->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 = 0.0f; |
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const float R = ImGui::GetIO().DisplaySize.x; |
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const float B = ImGui::GetIO().DisplaySize.y; |
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const float T = 0.0f; |
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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_pd3dDeviceContext->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_pd3dDeviceContext->RSSetViewports(1, &vp); |
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} |
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); |
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceContext->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_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); |
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g_pd3dDeviceContext->RSSetState(g_pRasterizerState); |
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// Render command lists
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int vtx_offset = 0; |
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int idx_offset = 0; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); |
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
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} |
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idx_offset += pcmd->ElemCount; |
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} |
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vtx_offset += cmd_list->VtxBuffer.size(); |
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} |
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// Restore modified state
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g_pd3dDeviceContext->IASetInputLayout(NULL); |
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g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0); |
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} |
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IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(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_MBUTTONDOWN: |
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io.MouseDown[2] = true;
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return true; |
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case WM_MBUTTONUP: |
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io.MouseDown[2] = 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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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_KEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return true; |
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case WM_KEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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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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} |
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return 0; |
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} |
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static void ImGui_ImplDX11_CreateFontsTexture() |
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{ |
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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// Upload texture to graphics system
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{ |
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D3D11_TEXTURE2D_DESC texDesc; |
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ZeroMemory(&texDesc, sizeof(texDesc)); |
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texDesc.Width = width; |
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texDesc.Height = height; |
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texDesc.MipLevels = 1; |
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texDesc.ArraySize = 1; |
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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texDesc.SampleDesc.Count = 1; |
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texDesc.Usage = D3D11_USAGE_DEFAULT; |
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
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texDesc.CPUAccessFlags = 0; |
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ID3D11Texture2D *pTexture = NULL; |
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D3D11_SUBRESOURCE_DATA subResource; |
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subResource.pSysMem = pixels; |
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subResource.SysMemPitch = texDesc.Width * 4; |
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subResource.SysMemSlicePitch = 0; |
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g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); |
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
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ZeroMemory(&srvDesc, sizeof(srvDesc)); |
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
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srvDesc.Texture2D.MipLevels = texDesc.MipLevels; |
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srvDesc.Texture2D.MostDetailedMip = 0; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
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pTexture->Release(); |
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} |
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// Store our identifier
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io.Fonts->TexID = (void *)g_pFontTextureView; |
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// Create texture sampler
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{ |
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D3D11_SAMPLER_DESC samplerDesc; |
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ZeroMemory(&samplerDesc, sizeof(samplerDesc)); |
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
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samplerDesc.MipLODBias = 0.f; |
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
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samplerDesc.MinLOD = 0.f; |
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samplerDesc.MaxLOD = 0.f; |
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g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); |
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} |
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} |
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bool ImGui_ImplDX11_CreateDeviceObjects() |
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{ |
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if (!g_pd3dDevice) |
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return false; |
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if (g_pFontSampler) |
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ImGui_ImplDX11_InvalidateDeviceObjects(); |
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// Create the vertex shader
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{ |
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}"; |
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_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 false; |
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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 false; |
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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_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), 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 false; |
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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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} |
|
||||||
} |
|
||||||
|
|
||||||
// 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_4_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 false; |
|
||||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
|
||||||
return false; |
|
||||||
} |
|
||||||
|
|
||||||
// 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_pBlendState); |
|
||||||
} |
|
||||||
|
|
||||||
// Create the rasterizer state
|
|
||||||
{ |
|
||||||
D3D11_RASTERIZER_DESC desc; |
|
||||||
ZeroMemory(&desc, sizeof(desc)); |
|
||||||
desc.FillMode = D3D11_FILL_SOLID; |
|
||||||
desc.CullMode = D3D11_CULL_NONE; |
|
||||||
desc.ScissorEnable = true; |
|
||||||
desc.DepthClipEnable = true; |
|
||||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); |
|
||||||
} |
|
||||||
|
|
||||||
ImGui_ImplDX11_CreateFontsTexture(); |
|
||||||
|
|
||||||
return true; |
|
||||||
} |
|
||||||
|
|
||||||
void ImGui_ImplDX11_InvalidateDeviceObjects() |
|
||||||
{ |
|
||||||
if (!g_pd3dDevice) |
|
||||||
return; |
|
||||||
|
|
||||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } |
|
||||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } |
|
||||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
|
||||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
|
||||||
|
|
||||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } |
|
||||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } |
|
||||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } |
|
||||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
|
||||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } |
|
||||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } |
|
||||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } |
|
||||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
|
||||||
} |
|
||||||
|
|
||||||
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) |
|
||||||
{ |
|
||||||
g_hWnd = (HWND)hwnd; |
|
||||||
g_pd3dDevice = device; |
|
||||||
g_pd3dDeviceContext = device_context; |
|
||||||
|
|
||||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
|
||||||
return false; |
|
||||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
|
||||||
return false; |
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO(); |
|
||||||
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_DOWN; |
|
||||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
|
||||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
|
||||||
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 = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
|
||||||
io.ImeWindowHandle = g_hWnd; |
|
||||||
|
|
||||||
return true; |
|
||||||
} |
|
||||||
|
|
||||||
void ImGui_ImplDX11_Shutdown() |
|
||||||
{ |
|
||||||
ImGui_ImplDX11_InvalidateDeviceObjects(); |
|
||||||
ImGui::Shutdown(); |
|
||||||
g_pd3dDevice = NULL; |
|
||||||
g_pd3dDeviceContext = NULL; |
|
||||||
g_hWnd = (HWND)0; |
|
||||||
} |
|
||||||
|
|
||||||
void ImGui_ImplDX11_NewFrame() |
|
||||||
{ |
|
||||||
if (!g_pVB) |
|
||||||
ImGui_ImplDX11_CreateDeviceObjects(); |
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO(); |
|
||||||
|
|
||||||
// Setup display size (every frame to accommodate for window resizing)
|
|
||||||
RECT rect; |
|
||||||
GetClientRect(g_hWnd, &rect); |
|
||||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
|
||||||
|
|
||||||
// Setup time step
|
|
||||||
INT64 current_time; |
|
||||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
|
||||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
|
||||||
g_Time = current_time; |
|
||||||
|
|
||||||
// Read keyboard modifiers inputs
|
|
||||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; |
|
||||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; |
|
||||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; |
|
||||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
|
||||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
|
||||||
// io.MouseDown : filled by WM_*BUTTON* events
|
|
||||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
|
||||||
|
|
||||||
// Hide OS mouse cursor if ImGui is drawing it
|
|
||||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); |
|
||||||
|
|
||||||
// Start the frame
|
|
||||||
ImGui::NewFrame(); |
|
||||||
} |
|
@ -1,23 +0,0 @@ |
|||||||
// ImGui Win32 + DirectX11 binding
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
||||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
|
||||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
||||||
// https://github.com/ocornut/imgui
|
|
||||||
|
|
||||||
struct ID3D11Device; |
|
||||||
struct ID3D11DeviceContext; |
|
||||||
|
|
||||||
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); |
|
||||||
IMGUI_API void ImGui_ImplDX11_Shutdown(); |
|
||||||
IMGUI_API void ImGui_ImplDX11_NewFrame(); |
|
||||||
|
|
||||||
// Use if you want to reset your rendering device without losing ImGui state.
|
|
||||||
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); |
|
||||||
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects(); |
|
||||||
|
|
||||||
// Handler for Win32 messages, update mouse/keyboard data.
|
|
||||||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
|
||||||
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
|
||||||
/*
|
|
||||||
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
|
||||||
*/ |
|
Loading…
Reference in New Issue