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				| // ImGui Win32 + DirectX11 binding | |
| // In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | |
|  | |
| // 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 | |
|  | |
| #include <imgui.h> | |
| #include "imgui_impl_dx11.h" | |
|  | |
| // DirectX | |
| #include <d3d11.h> | |
| #include <d3dcompiler.h> | |
| #define DIRECTINPUT_VERSION 0x0800 | |
| #include <dinput.h> | |
|  | |
| // Data | |
| static INT64                    g_Time = 0; | |
| static INT64                    g_TicksPerSecond = 0; | |
| 
 | |
| static HWND                     g_hWnd = 0; | |
| static ID3D11Device*            g_pd3dDevice = NULL; | |
| static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | |
| static ID3D11Buffer*            g_pVB = NULL; | |
| static ID3D11Buffer*            g_pIB = NULL; | |
| static ID3D10Blob *             g_pVertexShaderBlob = NULL; | |
| static ID3D11VertexShader*      g_pVertexShader = NULL; | |
| static ID3D11InputLayout*       g_pInputLayout = NULL; | |
| static ID3D11Buffer*            g_pVertexConstantBuffer = NULL; | |
| static ID3D10Blob *             g_pPixelShaderBlob = NULL; | |
| static ID3D11PixelShader*       g_pPixelShader = NULL; | |
| static ID3D11SamplerState*      g_pFontSampler = NULL; | |
| static ID3D11ShaderResourceView*g_pFontTextureView = NULL; | |
| static ID3D11RasterizerState*   g_pRasterizerState = NULL; | |
| static ID3D11BlendState*        g_pBlendState = NULL; | |
| static ID3D11DepthStencilState* g_pDepthStencilState = NULL; | |
| static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; | |
| 
 | |
| struct VERTEX_CONSTANT_BUFFER | |
| { | |
|     float        mvp[4][4]; | |
| }; | |
| 
 | |
| // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) | |
| // If text or lines are blurry when integrating ImGui in your engine: | |
| // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | |
| void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) | |
| { | |
|     ID3D11DeviceContext* ctx = g_pd3dDeviceContext; | |
| 
 | |
|     // Create and grow vertex/index buffers if needed | |
|     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) | |
|     { | |
|         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | |
|         g_VertexBufferSize = draw_data->TotalVtxCount + 5000; | |
|         D3D11_BUFFER_DESC desc; | |
|         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | |
|         desc.Usage = D3D11_USAGE_DYNAMIC; | |
|         desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); | |
|         desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | |
|         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|         desc.MiscFlags = 0; | |
|         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) | |
|             return; | |
|     } | |
|     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) | |
|     { | |
|         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | |
|         g_IndexBufferSize = draw_data->TotalIdxCount + 10000; | |
|         D3D11_BUFFER_DESC desc; | |
|         memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | |
|         desc.Usage = D3D11_USAGE_DYNAMIC; | |
|         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); | |
|         desc.BindFlags = D3D11_BIND_INDEX_BUFFER; | |
|         desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|         if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) | |
|             return; | |
|     } | |
| 
 | |
|     // Copy and convert all vertices into a single contiguous buffer | |
|     D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; | |
|     if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) | |
|         return; | |
|     if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) | |
|         return; | |
|     ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; | |
|     ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | |
|         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); | |
|         vtx_dst += cmd_list->VtxBuffer.Size; | |
|         idx_dst += cmd_list->IdxBuffer.Size; | |
|     } | |
|     ctx->Unmap(g_pVB, 0); | |
|     ctx->Unmap(g_pIB, 0); | |
| 
 | |
|     // Setup orthographic projection matrix into our constant buffer | |
|     { | |
|         D3D11_MAPPED_SUBRESOURCE mapped_resource; | |
|         if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) | |
|             return; | |
|         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; | |
|         float L = 0.0f; | |
|         float R = ImGui::GetIO().DisplaySize.x; | |
|         float B = ImGui::GetIO().DisplaySize.y; | |
|         float T = 0.0f; | |
|         float mvp[4][4] = | |
|         { | |
|             { 2.0f/(R-L),   0.0f,           0.0f,       0.0f }, | |
|             { 0.0f,         2.0f/(T-B),     0.0f,       0.0f }, | |
|             { 0.0f,         0.0f,           0.5f,       0.0f }, | |
|             { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f }, | |
|         }; | |
|         memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); | |
|         ctx->Unmap(g_pVertexConstantBuffer, 0); | |
|     } | |
| 
 | |
|     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) | |
|     struct BACKUP_DX11_STATE | |
|     { | |
|         UINT                        ScissorRectsCount, ViewportsCount; | |
|         D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
|         D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; | |
|         ID3D11RasterizerState*      RS; | |
|         ID3D11BlendState*           BlendState; | |
|         FLOAT                       BlendFactor[4]; | |
|         UINT                        SampleMask; | |
|         UINT                        StencilRef; | |
|         ID3D11DepthStencilState*    DepthStencilState; | |
|         ID3D11ShaderResourceView*   PSShaderResource; | |
|         ID3D11SamplerState*         PSSampler; | |
|         ID3D11PixelShader*          PS; | |
|         ID3D11VertexShader*         VS; | |
|         UINT                        PSInstancesCount, VSInstancesCount; | |
|         ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation | |
|         D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology; | |
|         ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer; | |
|         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset; | |
|         DXGI_FORMAT                 IndexBufferFormat; | |
|         ID3D11InputLayout*          InputLayout; | |
|     }; | |
|     BACKUP_DX11_STATE old; | |
|     old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; | |
|     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); | |
|     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); | |
|     ctx->RSGetState(&old.RS); | |
|     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); | |
|     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); | |
|     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); | |
|     ctx->PSGetSamplers(0, 1, &old.PSSampler); | |
|     old.PSInstancesCount = old.VSInstancesCount = 256; | |
|     ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); | |
|     ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); | |
|     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); | |
|     ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); | |
|     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); | |
|     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); | |
|     ctx->IAGetInputLayout(&old.InputLayout); | |
| 
 | |
|     // Setup viewport | |
|     D3D11_VIEWPORT vp; | |
|     memset(&vp, 0, sizeof(D3D11_VIEWPORT)); | |
|     vp.Width = ImGui::GetIO().DisplaySize.x; | |
|     vp.Height = ImGui::GetIO().DisplaySize.y; | |
|     vp.MinDepth = 0.0f; | |
|     vp.MaxDepth = 1.0f; | |
|     vp.TopLeftX = vp.TopLeftY = 0.0f; | |
|     ctx->RSSetViewports(1, &vp); | |
| 
 | |
|     // Bind shader and vertex buffers | |
|     unsigned int stride = sizeof(ImDrawVert); | |
|     unsigned int offset = 0; | |
|     ctx->IASetInputLayout(g_pInputLayout); | |
|     ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); | |
|     ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); | |
|     ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | |
|     ctx->VSSetShader(g_pVertexShader, NULL, 0); | |
|     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); | |
|     ctx->PSSetShader(g_pPixelShader, NULL, 0); | |
|     ctx->PSSetSamplers(0, 1, &g_pFontSampler); | |
| 
 | |
|     // Setup render state | |
|     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | |
|     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); | |
|     ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); | |
|     ctx->RSSetState(g_pRasterizerState); | |
| 
 | |
|     // Render command lists | |
|     int vtx_offset = 0; | |
|     int idx_offset = 0; | |
|     for (int n = 0; n < draw_data->CmdListsCount; n++) | |
|     { | |
|         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | |
|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | |
|         { | |
|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | |
|             if (pcmd->UserCallback) | |
|             { | |
|                 pcmd->UserCallback(cmd_list, pcmd); | |
|             } | |
|             else | |
|             { | |
|                 const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; | |
|                 ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); | |
|                 ctx->RSSetScissorRects(1, &r); | |
|                 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); | |
|             } | |
|             idx_offset += pcmd->ElemCount; | |
|         } | |
|         vtx_offset += cmd_list->VtxBuffer.Size; | |
|     } | |
| 
 | |
|     // Restore modified DX state | |
|     ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); | |
|     ctx->RSSetViewports(old.ViewportsCount, old.Viewports); | |
|     ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); | |
|     ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); | |
|     ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); | |
|     ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); | |
|     ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); | |
|     ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); | |
|     for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); | |
|     ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); | |
|     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); | |
|     for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); | |
|     ctx->IASetPrimitiveTopology(old.PrimitiveTopology); | |
|     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); | |
|     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); | |
|     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); | |
| } | |
| 
 | |
| static bool IsAnyMouseButtonDown() | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++) | |
|         if (io.MouseDown[n]) | |
|             return true; | |
|     return false; | |
| } | |
| 
 | |
| // Process Win32 mouse/keyboard inputs.  | |
| // 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. | |
| // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | |
| // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | |
| // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds. | |
| // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. | |
| IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) | |
| { | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     switch (msg) | |
|     { | |
|     case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: | |
|     case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: | |
|     case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: | |
|     { | |
|         int button = 0; | |
|         if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; | |
|         if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; | |
|         if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; | |
|         if (!IsAnyMouseButtonDown() && GetCapture() == NULL) | |
|             SetCapture(hwnd); | |
|         io.MouseDown[button] = true; | |
|         return 0; | |
|     } | |
|     case WM_LBUTTONUP: | |
|     case WM_RBUTTONUP: | |
|     case WM_MBUTTONUP: | |
|     { | |
|         int button = 0; | |
|         if (msg == WM_LBUTTONUP) button = 0; | |
|         if (msg == WM_RBUTTONUP) button = 1; | |
|         if (msg == WM_MBUTTONUP) button = 2; | |
|         io.MouseDown[button] = false; | |
|         if (!IsAnyMouseButtonDown() && GetCapture() == hwnd) | |
|             ReleaseCapture(); | |
|         return 0; | |
|     } | |
|     case WM_MOUSEWHEEL: | |
|         io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; | |
|         return 0; | |
|     case WM_MOUSEHWHEEL: | |
|         io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; | |
|         return 0; | |
|     case WM_MOUSEMOVE: | |
|         io.MousePos.x = (signed short)(lParam); | |
|         io.MousePos.y = (signed short)(lParam >> 16); | |
|         return 0; | |
|     case WM_KEYDOWN: | |
|     case WM_SYSKEYDOWN: | |
|         if (wParam < 256) | |
|             io.KeysDown[wParam] = 1; | |
|         return 0; | |
|     case WM_KEYUP: | |
|     case WM_SYSKEYUP: | |
|         if (wParam < 256) | |
|             io.KeysDown[wParam] = 0; | |
|         return 0; | |
|     case WM_CHAR: | |
|         // You can also use ToAscii()+GetKeyboardState() to retrieve characters. | |
|         if (wParam > 0 && wParam < 0x10000) | |
|             io.AddInputCharacter((unsigned short)wParam); | |
|         return 0; | |
|     } | |
|     return 0; | |
| } | |
| 
 | |
| static void ImGui_ImplDX11_CreateFontsTexture() | |
| { | |
|     // Build texture atlas | |
|     ImGuiIO& io = ImGui::GetIO(); | |
|     unsigned char* pixels; | |
|     int width, height; | |
|     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); | |
| 
 | |
|     // Upload texture to graphics system | |
|     { | |
|         D3D11_TEXTURE2D_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.Width = width; | |
|         desc.Height = height; | |
|         desc.MipLevels = 1; | |
|         desc.ArraySize = 1; | |
|         desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
|         desc.SampleDesc.Count = 1; | |
|         desc.Usage = D3D11_USAGE_DEFAULT; | |
|         desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; | |
|         desc.CPUAccessFlags = 0; | |
| 
 | |
|         ID3D11Texture2D *pTexture = NULL; | |
|         D3D11_SUBRESOURCE_DATA subResource; | |
|         subResource.pSysMem = pixels; | |
|         subResource.SysMemPitch = desc.Width * 4; | |
|         subResource.SysMemSlicePitch = 0; | |
|         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | |
| 
 | |
|         // Create texture view | |
|         D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; | |
|         ZeroMemory(&srvDesc, sizeof(srvDesc)); | |
|         srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
|         srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; | |
|         srvDesc.Texture2D.MipLevels = desc.MipLevels; | |
|         srvDesc.Texture2D.MostDetailedMip = 0; | |
|         g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); | |
|         pTexture->Release(); | |
|     } | |
| 
 | |
|     // Store our identifier | |
|     io.Fonts->TexID = (void *)g_pFontTextureView; | |
| 
 | |
|     // Create texture sampler | |
|     { | |
|         D3D11_SAMPLER_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; | |
|         desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; | |
|         desc.MipLODBias = 0.f; | |
|         desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.MinLOD = 0.f; | |
|         desc.MaxLOD = 0.f; | |
|         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); | |
|     } | |
| } | |
| 
 | |
| bool    ImGui_ImplDX11_CreateDeviceObjects() | |
| { | |
|     if (!g_pd3dDevice) | |
|         return false; | |
|     if (g_pFontSampler) | |
|         ImGui_ImplDX11_InvalidateDeviceObjects(); | |
| 
 | |
|     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) | |
|     // If you would like to use this DX11 sample code but remove this dependency you can:  | |
|     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] | |
|     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.  | |
|     // See https://github.com/ocornut/imgui/pull/638 for sources and details. | |
|  | |
|     // Create the vertex shader | |
|     { | |
|         static const char* vertexShader = | |
|             "cbuffer vertexBuffer : register(b0) \ | |
|             {\ | |
|             float4x4 ProjectionMatrix; \ | |
|             };\ | |
|             struct VS_INPUT\ | |
|             {\ | |
|             float2 pos : POSITION;\ | |
|             float4 col : COLOR0;\ | |
|             float2 uv  : TEXCOORD0;\ | |
|             };\ | |
|             \ | |
|             struct PS_INPUT\ | |
|             {\ | |
|             float4 pos : SV_POSITION;\ | |
|             float4 col : COLOR0;\ | |
|             float2 uv  : TEXCOORD0;\ | |
|             };\ | |
|             \ | |
|             PS_INPUT main(VS_INPUT input)\ | |
|             {\ | |
|             PS_INPUT output;\ | |
|             output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ | |
|             output.col = input.col;\ | |
|             output.uv  = input.uv;\ | |
|             return output;\ | |
|             }"; | |
| 
 | |
|         D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); | |
|         if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! | |
|             return false; | |
|         if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) | |
|             return false; | |
| 
 | |
|         // Create the input layout | |
|         D3D11_INPUT_ELEMENT_DESC local_layout[] = { | |
|             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
|         }; | |
|         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) | |
|             return false; | |
| 
 | |
|         // Create the constant buffer | |
|         { | |
|             D3D11_BUFFER_DESC desc; | |
|             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); | |
|             desc.Usage = D3D11_USAGE_DYNAMIC; | |
|             desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | |
|             desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
|             desc.MiscFlags = 0; | |
|             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); | |
|         } | |
|     } | |
| 
 | |
|     // Create the pixel shader | |
|     { | |
|         static const char* pixelShader = | |
|             "struct PS_INPUT\ | |
|             {\ | |
|             float4 pos : SV_POSITION;\ | |
|             float4 col : COLOR0;\ | |
|             float2 uv  : TEXCOORD0;\ | |
|             };\ | |
|             sampler sampler0;\ | |
|             Texture2D texture0;\ | |
|             \ | |
|             float4 main(PS_INPUT input) : SV_Target\ | |
|             {\ | |
|             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ | |
|             return out_col; \ | |
|             }"; | |
| 
 | |
|         D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_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); | |
|     } | |
| 
 | |
|     // Create depth-stencil State | |
|     { | |
|         D3D11_DEPTH_STENCIL_DESC desc; | |
|         ZeroMemory(&desc, sizeof(desc)); | |
|         desc.DepthEnable = false; | |
|         desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; | |
|         desc.DepthFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.StencilEnable = false; | |
|         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; | |
|         desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; | |
|         desc.BackFace = desc.FrontFace; | |
|         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); | |
|     } | |
| 
 | |
|     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 = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. | |
|     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_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = 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_Insert] = VK_INSERT; | |
|     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_pFontSampler) | |
|         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.KeySuper = false; | |
|     // 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 | |
|  | |
|     // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation) | |
|     if (io.WantMoveMouse) | |
|     { | |
|         POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; | |
|         ClientToScreen(g_hWnd, &pos); | |
|         SetCursorPos(pos.x, pos.y); | |
|     } | |
| 
 | |
|     // Hide OS mouse cursor if ImGui is drawing it | |
|     if (io.MouseDrawCursor) | |
|         SetCursor(NULL); | |
| 
 | |
|     // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application. | |
|     ImGui::NewFrame(); | |
| }
 | |
| 
 |