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683 lines
30 KiB
683 lines
30 KiB
// ImGui Win32 + DirectX11 binding |
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// Implemented features: |
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// [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. |
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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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// CHANGELOG |
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// (minor and older changes stripped away, please see git history for details) |
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// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. |
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// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). |
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. |
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. |
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// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. |
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// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavEnableSetMousePos is set). |
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// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. |
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// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. |
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// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. |
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// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. |
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// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. |
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// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. |
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// 2016-05-07: DirectX11: Disabling depth-write. |
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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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// Win32 data |
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static HWND g_hWnd = 0; |
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT; |
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// DirectX data |
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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 ID3D11DepthStencilState* g_pDepthStencilState = 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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// Render function |
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// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) |
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void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) |
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{ |
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext; |
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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 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_IndexBufferSize * sizeof(ImDrawIdx); |
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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if (g_pd3dDevice->CreateBuffer(&desc, 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 (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
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return; |
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if (ctx->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.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, 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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ctx->Unmap(g_pVB, 0); |
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ctx->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 mapped_resource; |
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; |
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float L = 0.0f; |
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float R = ImGui::GetIO().DisplaySize.x; |
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float B = ImGui::GetIO().DisplaySize.y; |
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float T = 0.0f; |
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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(&constant_buffer->mvp, mvp, sizeof(mvp)); |
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ctx->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) |
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struct BACKUP_DX11_STATE |
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{ |
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UINT ScissorRectsCount, ViewportsCount; |
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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ID3D11RasterizerState* RS; |
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ID3D11BlendState* BlendState; |
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FLOAT BlendFactor[4]; |
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UINT SampleMask; |
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UINT StencilRef; |
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ID3D11DepthStencilState* DepthStencilState; |
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ID3D11ShaderResourceView* PSShaderResource; |
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ID3D11SamplerState* PSSampler; |
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ID3D11PixelShader* PS; |
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ID3D11VertexShader* VS; |
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UINT PSInstancesCount, VSInstancesCount; |
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation |
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
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DXGI_FORMAT IndexBufferFormat; |
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ID3D11InputLayout* InputLayout; |
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}; |
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BACKUP_DX11_STATE old; |
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); |
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ctx->RSGetState(&old.RS); |
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); |
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ctx->PSGetSamplers(0, 1, &old.PSSampler); |
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old.PSInstancesCount = old.VSInstancesCount = 256; |
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); |
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); |
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
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ctx->IAGetInputLayout(&old.InputLayout); |
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// Setup viewport |
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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 = vp.TopLeftY = 0.0f; |
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ctx->RSSetViewports(1, &vp); |
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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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ctx->IASetInputLayout(g_pInputLayout); |
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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ctx->VSSetShader(g_pVertexShader, NULL, 0); |
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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ctx->PSSetShader(g_pPixelShader, NULL, 0); |
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ctx->PSSetSamplers(0, 1, &g_pFontSampler); |
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// Setup render state |
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); |
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ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); |
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ctx->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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ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); |
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ctx->RSSetScissorRects(1, &r); |
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ctx->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 DX state |
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports); |
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
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ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
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ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); |
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); |
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); |
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); |
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology); |
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
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} |
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static bool ImGui_ImplWin32_UpdateMouseCursor() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) |
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return false; |
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ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
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if (imgui_cursor == ImGuiMouseCursor_None) |
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{ |
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// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor |
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::SetCursor(NULL); |
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} |
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else |
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{ |
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// Hardware cursor type |
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LPTSTR win32_cursor = IDC_ARROW; |
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switch (imgui_cursor) |
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{ |
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case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; |
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case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; |
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case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; |
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case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; |
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case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; |
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case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; |
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case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; |
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} |
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::SetCursor(::LoadCursor(NULL, win32_cursor)); |
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} |
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return true; |
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} |
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. |
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#ifndef WM_MOUSEHWHEEL |
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#define WM_MOUSEHWHEEL 0x020E |
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#endif |
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// Process Win32 mouse/keyboard inputs. |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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// 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. |
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// 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. |
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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if (ImGui::GetCurrentContext() == NULL) |
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return 0; |
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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: case WM_LBUTTONDBLCLK: |
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: |
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: |
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{ |
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int button = 0; |
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0; |
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1; |
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2; |
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL) |
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::SetCapture(hwnd); |
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io.MouseDown[button] = true; |
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return 0; |
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} |
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case WM_LBUTTONUP: |
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case WM_RBUTTONUP: |
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case WM_MBUTTONUP: |
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{ |
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int button = 0; |
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if (msg == WM_LBUTTONUP) button = 0; |
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if (msg == WM_RBUTTONUP) button = 1; |
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if (msg == WM_MBUTTONUP) button = 2; |
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io.MouseDown[button] = false; |
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if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd) |
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::ReleaseCapture(); |
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return 0; |
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} |
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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 0; |
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case WM_MOUSEHWHEEL: |
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io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return 0; |
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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 0; |
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case WM_KEYDOWN: |
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case WM_SYSKEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return 0; |
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case WM_KEYUP: |
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case WM_SYSKEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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return 0; |
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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 0; |
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case WM_SETCURSOR: |
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if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor()) |
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return 1; |
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return 0; |
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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 desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Width = width; |
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desc.Height = height; |
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desc.MipLevels = 1; |
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desc.ArraySize = 1; |
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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desc.SampleDesc.Count = 1; |
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desc.Usage = D3D11_USAGE_DEFAULT; |
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
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desc.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 = desc.Width * 4; |
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subResource.SysMemSlicePitch = 0; |
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g_pd3dDevice->CreateTexture2D(&desc, &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 = desc.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; |
|
|
|
// 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; |
|
|
|
// Setup back-end capabilities flags |
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) |
|
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) |
|
|
|
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime. |
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB; |
|
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_Space] = VK_SPACE; |
|
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.ImeWindowHandle = g_hWnd; |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX11_Shutdown() |
|
{ |
|
ImGui_ImplDX11_InvalidateDeviceObjects(); |
|
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 (only used when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) |
|
if (io.WantSetMousePos) |
|
{ |
|
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; |
|
ClientToScreen(g_hWnd, &pos); |
|
SetCursorPos(pos.x, pos.y); |
|
} |
|
|
|
// Update OS mouse cursor with the cursor requested by imgui |
|
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); |
|
if (g_LastMouseCursor != mouse_cursor) |
|
{ |
|
g_LastMouseCursor = mouse_cursor; |
|
ImGui_ImplWin32_UpdateMouseCursor(); |
|
} |
|
|
|
// 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(); |
|
}
|
|
|