features/sdl_renderer3_multiviewports
parent
567184dc9f
commit
b4165c43ff
7 changed files with 512 additions and 459 deletions
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// ImGui Win32 + DirectX11 binding
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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 bool g_FontTextureLoaded = false; |
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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 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 ID3D11BlendState* g_blendState = NULL; |
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struct CUSTOMVERTEX |
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{ |
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float pos[2]; |
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float uv[2]; |
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unsigned int col; |
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}; |
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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}; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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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 mappedResource; |
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if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pd3dDeviceContext->Unmap(g_pVB, 0); |
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// Setup orthographic projection matrix into our constant buffer
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_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(CUSTOMVERTEX); |
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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->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_blendState, blendFactor, 0xffffffff); |
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// Render command lists
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int vtx_offset = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id); |
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g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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// Restore modified state
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g_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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LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false;
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true;
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false;
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return true; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return true; |
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case WM_MOUSEMOVE: |
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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 >= 0 && 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 >= 0 && 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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void ImGui_ImplDX11_InitFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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// Build
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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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// Create DX11 texture
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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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ID3D11ShaderResourceView* font_texture_view = NULL; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view); |
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pTexture->Release(); |
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// Store our identifier
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io.Fonts->TexID = (void *)font_texture_view; |
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// Create texture sampler
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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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static bool InitDirect3DState() |
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{ |
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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(c0) \
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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_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return 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_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
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return 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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} |
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} |
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// Create the pixel shader
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{ |
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static const char* pixelShader =
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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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sampler sampler0;\
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Texture2D texture0;\
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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return out_col; \
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}"; |
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
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return false; |
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
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return false; |
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} |
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// Create the blending setup
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{ |
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D3D11_BLEND_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.AlphaToCoverageEnable = false; |
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desc.RenderTarget[0].BlendEnable = true; |
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
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} |
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// Create the vertex buffer
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{ |
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D3D11_BUFFER_DESC bufferDesc; |
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
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bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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bufferDesc.MiscFlags = 0; |
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
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return false; |
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} |
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return true; |
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} |
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) |
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{ |
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g_pd3dDevice = device; |
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g_pd3dDeviceContext = device_context; |
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if (!InitDirect3DState()) |
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{ |
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IM_ASSERT(0); |
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return false; |
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} |
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false; |
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
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return false; |
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// FIXME: resizing
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RECT rect; |
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GetClientRect((HWND)hwnd, &rect); |
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int display_w = (int)(rect.right - rect.left); |
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int display_h = (int)(rect.bottom - rect.top); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_Home] = VK_HOME; |
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io.KeyMap[ImGuiKey_End] = VK_END; |
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; |
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io.ImeWindowHandle = hwnd; |
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return true; |
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} |
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void ImGui_ImplDX11_Shutdown() |
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{ |
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if (g_pd3dDeviceContext) g_pd3dDeviceContext->ClearState(); |
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if (g_pFontSampler) g_pFontSampler->Release(); |
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if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID) |
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font_texture_view->Release(); |
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if (g_pVB) g_pVB->Release(); |
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if (g_blendState) g_blendState->Release();
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if (g_pPixelShader) g_pPixelShader->Release(); |
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release(); |
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release(); |
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if (g_pInputLayout) g_pInputLayout->Release(); |
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if (g_pVertexShader) g_pVertexShader->Release(); |
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release(); |
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ImGui::Shutdown(); |
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} |
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void ImGui_ImplDX11_NewFrame() |
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{ |
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if (!g_FontTextureLoaded) |
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ImGui_ImplDX11_InitFontsTexture(); |
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|
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ImGuiIO& io = ImGui::GetIO(); |
||||
|
||||
// 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.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
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame(); |
||||
} |
@ -0,0 +1,17 @@ |
||||
// ImGui Win32 + DirectX11 binding
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct ID3D11Device; |
||||
struct ID3D11DeviceContext; |
||||
|
||||
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); |
||||
void ImGui_ImplDX11_InitFontsTexture(); |
||||
void ImGui_ImplDX11_Shutdown(); |
||||
void ImGui_ImplDX11_NewFrame(); |
||||
|
||||
// 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.
|
||||
/*
|
||||
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
||||
*/ |
Loading…
Reference in New Issue