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610 lines
23 KiB
610 lines
23 KiB
// ImGui - standalone example application for DirectX 11 |
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#include <windows.h> |
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#include "../../imgui.h" |
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// DirectX 11 |
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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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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup |
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static HWND hWnd; |
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static ID3D11Device* g_pd3dDevice = NULL; |
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL; |
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static IDXGISwapChain* g_pSwapChain = NULL; |
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static ID3D11Buffer* g_pVB = NULL; |
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static ID3D11RenderTargetView* g_mainRenderTargetView; |
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static ID3D10Blob * g_pVertexShaderBlob = NULL; |
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static ID3D11VertexShader* g_pVertexShader = NULL; |
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static ID3D11InputLayout* g_pInputLayout = NULL; |
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL; |
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static ID3D10Blob * g_pPixelShaderBlob = NULL; |
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static ID3D11PixelShader* g_pPixelShader = NULL; |
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static ID3D11SamplerState* g_pFontSampler = NULL; |
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static ID3D11BlendState* g_blendState = NULL; |
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struct CUSTOMVERTEX |
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{ |
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float pos[2]; |
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float uv[2]; |
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unsigned int col; |
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}; |
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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}; |
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) |
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// If text or lines are blurry when integrating ImGui in your engine: |
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) |
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f |
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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{ |
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size_t total_vtx_count = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
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if (total_vtx_count == 0) |
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return; |
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// Copy and convert all vertices into a single contiguous buffer |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); |
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// Setup orthographic projection matrix into our constant buffer |
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
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const float L = 0.0f; |
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const float R = ImGui::GetIO().DisplaySize.x; |
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const float B = ImGui::GetIO().DisplaySize.y; |
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const float T = 0.0f; |
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const float mvp[4][4] = |
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{ |
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f}, |
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,}, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, |
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Setup viewport |
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{ |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = 0; |
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vp.TopLeftY = 0; |
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); |
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} |
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// Bind shader and vertex buffers |
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unsigned int stride = sizeof(CUSTOMVERTEX); |
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unsigned int offset = 0; |
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); |
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); |
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// Setup render state |
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff); |
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// Render command lists |
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int vtx_offset = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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// Render command list |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id); |
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r); |
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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// Restore modified state |
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); |
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); |
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} |
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HRESULT InitDeviceD3D(HWND hWnd) |
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{ |
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// Setup swap chain |
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DXGI_SWAP_CHAIN_DESC sd; |
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{ |
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = 2; |
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sd.BufferDesc.Width = 0; |
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sd.BufferDesc.Height = 0; |
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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sd.BufferDesc.RefreshRate.Numerator = 60; |
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sd.BufferDesc.RefreshRate.Denominator = 1; |
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.OutputWindow = hWnd; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.Windowed = TRUE; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
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} |
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UINT createDeviceFlags = 0; |
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#ifdef _DEBUG |
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
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#endif |
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D3D_FEATURE_LEVEL featureLevel; |
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; |
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) |
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return E_FAIL; |
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// Setup rasterizer |
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{ |
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D3D11_RASTERIZER_DESC RSDesc; |
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); |
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RSDesc.FillMode = D3D11_FILL_SOLID; |
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RSDesc.CullMode = D3D11_CULL_NONE; |
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RSDesc.FrontCounterClockwise = FALSE; |
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RSDesc.DepthBias = 0; |
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RSDesc.SlopeScaledDepthBias = 0.0f; |
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RSDesc.DepthBiasClamp = 0; |
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RSDesc.DepthClipEnable = TRUE; |
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RSDesc.ScissorEnable = TRUE; |
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RSDesc.AntialiasedLineEnable = FALSE; |
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RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE; |
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ID3D11RasterizerState* pRState = NULL; |
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState); |
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g_pd3dDeviceImmediateContext->RSSetState(pRState); |
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pRState->Release(); |
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} |
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// Create the render target |
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{ |
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ID3D11Texture2D* pBackBuffer; |
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
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render_target_view_desc.Format = sd.BufferDesc.Format; |
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); |
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
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pBackBuffer->Release(); |
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} |
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// Create the vertex shader |
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{ |
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static const char* vertexShader = |
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"cbuffer vertexBuffer : register(c0) \ |
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{\ |
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float4x4 ProjectionMatrix; \ |
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};\ |
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struct VS_INPUT\ |
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{\ |
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float2 pos : POSITION;\ |
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float4 col : COLOR0;\ |
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float2 uv : TEXCOORD0;\ |
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};\ |
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\ |
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struct PS_INPUT\ |
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{\ |
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float4 pos : SV_POSITION;\ |
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float4 col : COLOR0;\ |
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float2 uv : TEXCOORD0;\ |
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};\ |
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\ |
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PS_INPUT main(VS_INPUT input)\ |
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{\ |
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PS_INPUT output;\ |
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
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output.col = input.col;\ |
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output.uv = input.uv;\ |
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return output;\ |
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}"; |
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); |
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
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return E_FAIL; |
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
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return E_FAIL; |
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// Create the input layout |
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D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
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return E_FAIL; |
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// Create the constant buffer |
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{ |
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D3D11_BUFFER_DESC cbDesc; |
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cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
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cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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cbDesc.MiscFlags = 0; |
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g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
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} |
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} |
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// Create the pixel shader |
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{ |
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static const char* pixelShader = |
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"struct PS_INPUT\ |
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{\ |
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float4 pos : SV_POSITION;\ |
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float4 col : COLOR0;\ |
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float2 uv : TEXCOORD0;\ |
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};\ |
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sampler sampler0;\ |
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Texture2D texture0;\ |
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\ |
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float4 main(PS_INPUT input) : SV_Target\ |
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{\ |
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ |
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return out_col; \ |
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}"; |
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); |
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if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
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return E_FAIL; |
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
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return E_FAIL; |
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} |
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// Create the blending setup |
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{ |
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D3D11_BLEND_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.AlphaToCoverageEnable = false; |
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desc.RenderTarget[0].BlendEnable = true; |
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
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} |
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return S_OK; |
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} |
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void CleanupDevice() |
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{ |
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState(); |
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// InitImGui |
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if (g_pFontSampler) g_pFontSampler->Release(); |
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if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Font->TexID) |
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font_texture_view->Release(); |
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if (g_pVB) g_pVB->Release(); |
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// InitDeviceD3D |
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if (g_blendState) g_blendState->Release(); |
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if (g_pPixelShader) g_pPixelShader->Release(); |
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release(); |
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release(); |
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if (g_pInputLayout) g_pInputLayout->Release(); |
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if (g_pVertexShader) g_pVertexShader->Release(); |
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release(); |
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if (g_mainRenderTargetView) g_mainRenderTargetView->Release(); |
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if (g_pSwapChain) g_pSwapChain->Release(); |
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if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release(); |
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if (g_pd3dDevice) g_pd3dDevice->Release(); |
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} |
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LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false; |
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true; |
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false; |
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return true; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return true; |
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case WM_MOUSEMOVE: |
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) |
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16); |
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return true; |
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case WM_CHAR: |
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters. |
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if (wParam > 0 && wParam < 0x10000) |
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io.AddInputCharacter((unsigned short)wParam); |
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return true; |
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case WM_DESTROY: |
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CleanupDevice(); |
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PostQuitMessage(0); |
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return 0; |
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} |
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return DefWindowProc(hWnd, msg, wParam, lParam); |
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} |
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void LoadFontTexture(ImFont* font) |
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{ |
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unsigned char* pixels; |
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int width, height; |
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font->GetTextureDataRGBA32(&pixels, &width, &height); |
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// Create texture |
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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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ID3D11ShaderResourceView* font_texture_view = NULL; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view); |
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pTexture->Release(); |
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// Store ID |
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font->TexID = (void *)font_texture_view; |
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} |
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void InitImGui() |
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{ |
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RECT rect; |
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GetClientRect(hWnd, &rect); |
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int display_w = (int)(rect.right - rect.left); |
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int display_h = (int)(rect.bottom - rect.top); |
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ImGuiIO& io = ImGui::GetIO(); |
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io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions. |
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io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) |
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels |
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io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. |
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
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io.KeyMap[ImGuiKey_Home] = VK_HOME; |
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io.KeyMap[ImGuiKey_End] = VK_END; |
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
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io.KeyMap[ImGuiKey_A] = 'A'; |
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io.KeyMap[ImGuiKey_C] = 'C'; |
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io.KeyMap[ImGuiKey_V] = 'V'; |
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io.KeyMap[ImGuiKey_X] = 'X'; |
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io.KeyMap[ImGuiKey_Y] = 'Y'; |
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io.KeyMap[ImGuiKey_Z] = 'Z'; |
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io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
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|
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// Create the vertex buffer |
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{ |
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D3D11_BUFFER_DESC bufferDesc; |
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
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bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); |
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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bufferDesc.MiscFlags = 0; |
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
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{ |
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IM_ASSERT(0); |
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return; |
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} |
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} |
|
|
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// Load font (optionally load a custom TTF font) |
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault()); |
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//io.Font->DisplayOffset.y += 1.0f; |
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LoadFontTexture(io.Font); |
|
|
|
// Create texture sampler |
|
{ |
|
D3D11_SAMPLER_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR; |
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
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desc.MipLODBias = 0.f; |
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
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desc.MinLOD = 0.f; |
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desc.MaxLOD = 0.f; |
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g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
|
} |
|
} |
|
|
|
INT64 ticks_per_second = 0; |
|
INT64 last_time = 0; |
|
|
|
void UpdateImGui() |
|
{ |
|
ImGuiIO& io = ImGui::GetIO(); |
|
|
|
// Setup time step |
|
INT64 current_time; |
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
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io.DeltaTime = (float)(current_time - last_time) / ticks_per_second; |
|
last_time = current_time; |
|
|
|
// Setup inputs |
|
// (we already got mouse position, buttons, wheel from the window message callback) |
|
BYTE keystate[256]; |
|
GetKeyboardState(keystate); |
|
for (int i = 0; i < 256; i++) |
|
io.KeysDown[i] = (keystate[i] & 0x80) != 0; |
|
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; |
|
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; |
|
// io.MousePos : filled by WM_MOUSEMOVE event |
|
// io.MouseDown : filled by WM_*BUTTON* events |
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events |
|
|
|
// Start the frame |
|
ImGui::NewFrame(); |
|
} |
|
|
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
|
{ |
|
// Register the window class |
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL }; |
|
RegisterClassEx(&wc); |
|
|
|
// Create the application's window |
|
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
|
|
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
|
return 1; |
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time)) |
|
return 1; |
|
|
|
// Initialize Direct3D |
|
if (InitDeviceD3D(hWnd) < 0) |
|
{ |
|
CleanupDevice(); |
|
UnregisterClass("ImGui Example", wc.hInstance); |
|
return 1; |
|
} |
|
|
|
// Show the window |
|
ShowWindow(hWnd, SW_SHOWDEFAULT); |
|
UpdateWindow(hWnd); |
|
|
|
InitImGui(); |
|
|
|
bool show_test_window = true; |
|
bool show_another_window = false; |
|
ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f); |
|
|
|
// Enter the message loop |
|
MSG msg; |
|
ZeroMemory(&msg, sizeof(msg)); |
|
while (msg.message != WM_QUIT) |
|
{ |
|
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
|
{ |
|
TranslateMessage(&msg); |
|
DispatchMessage(&msg); |
|
continue; |
|
} |
|
UpdateImGui(); |
|
|
|
// 1. Show a simple window |
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug" |
|
{ |
|
static float f; |
|
ImGui::Text("Hello, world!"); |
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
|
ImGui::ColorEdit3("clear color", (float*)&clear_col); |
|
if (ImGui::Button("Test Window")) show_test_window ^= 1; |
|
if (ImGui::Button("Another Window")) show_another_window ^= 1; |
|
|
|
// Calculate and show frame rate |
|
static float ms_per_frame[120] = { 0 }; |
|
static int ms_per_frame_idx = 0; |
|
static float ms_per_frame_accum = 0.0f; |
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; |
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
|
const float ms_per_frame_avg = ms_per_frame_accum / 120; |
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
|
} |
|
|
|
// 2. Show another simple window, this time using an explicit Begin/End pair |
|
if (show_another_window) |
|
{ |
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
|
ImGui::Text("Hello"); |
|
ImGui::End(); |
|
} |
|
|
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() |
|
if (show_test_window) |
|
{ |
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! |
|
ImGui::ShowTestWindow(&show_test_window); |
|
} |
|
|
|
// Rendering |
|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); |
|
ImGui::Render(); |
|
g_pSwapChain->Present(0, 0); |
|
} |
|
|
|
ImGui::Shutdown(); |
|
UnregisterClass("ImGui Example", wc.hInstance); |
|
|
|
return 0; |
|
}
|
|
|