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							584 lines
						
					
					
						
							25 KiB
						
					
					
				// ImGui Win32 + DirectX11 binding | 
						|
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. | 
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 | 
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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. | 
						|
// 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. | 
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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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 | 
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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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 | 
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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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 | 
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static HWND                     g_hWnd = 0; | 
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static ID3D11Device*            g_pd3dDevice = NULL; | 
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static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL; | 
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static ID3D11Buffer*            g_pVB = NULL; | 
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static ID3D11Buffer*            g_pIB = NULL; | 
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static ID3D10Blob *             g_pVertexShaderBlob = NULL; | 
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static ID3D11VertexShader*      g_pVertexShader = NULL; | 
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static ID3D11InputLayout*       g_pInputLayout = NULL; | 
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static ID3D11Buffer*            g_pVertexConstantBuffer = NULL; | 
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static ID3D10Blob *             g_pPixelShaderBlob = NULL; | 
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static ID3D11PixelShader*       g_pPixelShader = NULL; | 
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static ID3D11SamplerState*      g_pFontSampler = NULL; | 
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL; | 
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static ID3D11RasterizerState*   g_pRasterizerState = NULL; | 
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static ID3D11BlendState*        g_pBlendState = NULL; | 
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static 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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 | 
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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) | 
						|
// If text or lines are blurry when integrating ImGui in your engine: | 
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) | 
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void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) | 
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{ | 
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    ID3D11DeviceContext* ctx = g_pd3dDeviceContext; | 
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 | 
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    // Create and grow vertex/index buffers if needed | 
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    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) | 
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    { | 
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        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } | 
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        g_VertexBufferSize = draw_data->TotalVtxCount + 5000; | 
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        D3D11_BUFFER_DESC desc; | 
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        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); | 
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        desc.Usage = D3D11_USAGE_DYNAMIC; | 
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        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); | 
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        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | 
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        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | 
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        desc.MiscFlags = 0; | 
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        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) | 
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            return; | 
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    } | 
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    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) | 
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    { | 
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        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } | 
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        g_IndexBufferSize = draw_data->TotalIdxCount + 10000; | 
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        D3D11_BUFFER_DESC 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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 | 
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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; | 
						|
    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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 | 
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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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 | 
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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); | 
						|
 | 
						|
    // Setup viewport | 
						|
    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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 | 
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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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 | 
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    // Setup render state | 
						|
    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); | 
						|
 | 
						|
    // 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++) | 
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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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        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); | 
						|
    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(); | 
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    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(); | 
						|
} | 
						|
 | 
						|
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) | 
						|
{ | 
						|
    ImGuiIO& io = ImGui::GetIO(); | 
						|
    switch (msg) | 
						|
    { | 
						|
    case WM_LBUTTONDOWN: | 
						|
        io.MouseDown[0] = true; | 
						|
        return true; | 
						|
    case WM_LBUTTONUP: | 
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        io.MouseDown[0] = false; | 
						|
        return true; | 
						|
    case WM_RBUTTONDOWN: | 
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        io.MouseDown[1] = true; | 
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        return true; | 
						|
    case WM_RBUTTONUP: | 
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        io.MouseDown[1] = false; | 
						|
        return true; | 
						|
    case WM_MBUTTONDOWN: | 
						|
        io.MouseDown[2] = true; | 
						|
        return true; | 
						|
    case WM_MBUTTONUP: | 
						|
        io.MouseDown[2] = false; | 
						|
        return true; | 
						|
    case WM_MOUSEWHEEL: | 
						|
        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; | 
						|
        return true; | 
						|
    case WM_MOUSEMOVE: | 
						|
        io.MousePos.x = (signed short)(lParam); | 
						|
        io.MousePos.y = (signed short)(lParam >> 16); | 
						|
        return true; | 
						|
    case WM_KEYDOWN: | 
						|
        if (wParam < 256) | 
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            io.KeysDown[wParam] = 1; | 
						|
        return true; | 
						|
    case WM_KEYUP: | 
						|
        if (wParam < 256) | 
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            io.KeysDown[wParam] = 0; | 
						|
        return true; | 
						|
    case WM_CHAR: | 
						|
        // You can also use ToAscii()+GetKeyboardState() to retrieve characters. | 
						|
        if (wParam > 0 && wParam < 0x10000) | 
						|
            io.AddInputCharacter((unsigned short)wParam); | 
						|
        return true; | 
						|
    } | 
						|
    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_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 | 
						|
 | 
						|
    // Hide OS mouse cursor if ImGui is drawing it | 
						|
    if (io.MouseDrawCursor) | 
						|
        SetCursor(NULL); | 
						|
 | 
						|
    // Start the frame | 
						|
    ImGui::NewFrame(); | 
						|
}
 | 
						|
 |