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529 lines
24 KiB
529 lines
24 KiB
// dear imgui: Renderer for DirectX10 |
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// This needs to be used along with a Platform Binding (e.g. Win32) |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! |
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. |
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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 are new to dear imgui, read examples/README.txt and read the 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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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). |
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. |
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). |
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. |
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// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. |
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// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. |
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// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. |
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// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends. |
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_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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// 2016-05-07: DirectX10: Disabling depth-write. |
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#include "imgui.h" |
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#include "imgui_impl_dx10.h" |
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// DirectX |
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#include <stdio.h> |
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#include <d3d10_1.h> |
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#include <d3d10.h> |
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#include <d3dcompiler.h> |
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#ifdef _MSC_VER |
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#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. |
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#endif |
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// DirectX data |
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static ID3D10Device* g_pd3dDevice = NULL; |
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static IDXGIFactory* g_pFactory = NULL; |
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static ID3D10Buffer* g_pVB = NULL; |
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static ID3D10Buffer* g_pIB = NULL; |
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static ID3D10Blob* g_pVertexShaderBlob = NULL; |
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static ID3D10VertexShader* g_pVertexShader = NULL; |
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static ID3D10InputLayout* g_pInputLayout = NULL; |
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL; |
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static ID3D10Blob* g_pPixelShaderBlob = NULL; |
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static ID3D10PixelShader* g_pPixelShader = NULL; |
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static ID3D10SamplerState* g_pFontSampler = NULL; |
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL; |
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static ID3D10RasterizerState* g_pRasterizerState = NULL; |
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static ID3D10BlendState* g_pBlendState = NULL; |
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static ID3D10DepthStencilState* 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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static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx) |
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{ |
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// Setup viewport |
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D3D10_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D10_VIEWPORT)); |
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vp.Width = (UINT)draw_data->DisplaySize.x; |
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vp.Height = (UINT)draw_data->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; |
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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(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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ctx->VSSetShader(g_pVertexShader); |
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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ctx->PSSetShader(g_pPixelShader); |
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ctx->PSSetSamplers(0, 1, &g_pFontSampler); |
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ctx->GSSetShader(NULL); |
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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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} |
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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_ImplDX10_RenderDrawData(ImDrawData* draw_data) |
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{ |
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// Avoid rendering when minimized |
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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ID3D10Device* ctx = g_pd3dDevice; |
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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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D3D10_BUFFER_DESC desc; |
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; |
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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desc.MiscFlags = 0; |
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if (ctx->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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D3D10_BUFFER_DESC desc; |
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER; |
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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if (ctx->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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ImDrawVert* vtx_dst = NULL; |
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ImDrawIdx* idx_dst = NULL; |
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); |
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); |
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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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g_pVB->Unmap(); |
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g_pIB->Unmap(); |
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// Setup orthographic projection matrix into our constant buffer |
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. |
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{ |
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void* mapped_resource; |
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if (g_pVertexConstantBuffer->Map(D3D10_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; |
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float L = draw_data->DisplayPos.x; |
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
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float T = draw_data->DisplayPos.y; |
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
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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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g_pVertexConstantBuffer->Unmap(); |
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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_DX10_STATE |
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{ |
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UINT ScissorRectsCount, ViewportsCount; |
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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ID3D10RasterizerState* RS; |
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ID3D10BlendState* BlendState; |
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FLOAT BlendFactor[4]; |
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UINT SampleMask; |
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UINT StencilRef; |
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ID3D10DepthStencilState* DepthStencilState; |
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ID3D10ShaderResourceView* PSShaderResource; |
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ID3D10SamplerState* PSSampler; |
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ID3D10PixelShader* PS; |
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ID3D10VertexShader* VS; |
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ID3D10GeometryShader* GS; |
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
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DXGI_FORMAT IndexBufferFormat; |
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ID3D10InputLayout* InputLayout; |
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}; |
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BACKUP_DX10_STATE old; |
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old.ScissorRectsCount = old.ViewportsCount = D3D10_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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ctx->PSGetShader(&old.PS); |
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ctx->VSGetShader(&old.VS); |
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
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ctx->GSGetShader(&old.GS); |
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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 desired DX state |
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ImGui_ImplDX10_SetupRenderState(draw_data, ctx); |
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// Render command lists |
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// (Because we merged all buffers into a single one, we maintain our own offset into them) |
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int global_vtx_offset = 0; |
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int global_idx_offset = 0; |
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ImVec2 clip_off = draw_data->DisplayPos; |
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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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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplDX10_SetupRenderState(draw_data, ctx); |
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else |
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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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// Apply scissor/clipping rectangle |
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const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)}; |
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ctx->RSSetScissorRects(1, &r); |
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// Bind texture, Draw |
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; |
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ctx->PSSetShaderResources(0, 1, &texture_srv); |
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ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); |
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} |
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} |
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global_idx_offset += cmd_list->IdxBuffer.Size; |
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global_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); if (old.PS) old.PS->Release(); |
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ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); |
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ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release(); |
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->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 void ImGui_ImplDX10_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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D3D10_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 = D3D10_USAGE_DEFAULT; |
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
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desc.CPUAccessFlags = 0; |
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ID3D10Texture2D *pTexture = NULL; |
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D3D10_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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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; |
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ZeroMemory(&srv_desc, sizeof(srv_desc)); |
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srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; |
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srv_desc.Texture2D.MipLevels = desc.MipLevels; |
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srv_desc.Texture2D.MostDetailedMip = 0; |
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &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 = (ImTextureID)g_pFontTextureView; |
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// Create texture sampler |
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{ |
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D3D10_SAMPLER_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; |
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desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; |
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desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; |
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desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; |
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desc.MipLODBias = 0.f; |
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desc.ComparisonFunc = D3D10_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); |
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} |
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} |
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bool ImGui_ImplDX10_CreateDeviceObjects() |
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{ |
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if (!g_pd3dDevice) |
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return false; |
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if (g_pFontSampler) |
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ImGui_ImplDX10_InvalidateDeviceObjects(); |
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
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// If you would like to use this DX10 sample code but remove this dependency you can: |
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] |
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
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// See https://github.com/ocornut/imgui/pull/638 for sources and details. |
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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(b0) \ |
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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_4_0", 0, 0, &g_pVertexShaderBlob, NULL); |
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if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! |
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return false; |
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) |
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return false; |
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// Create the input layout |
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D3D10_INPUT_ELEMENT_DESC local_layout[] = |
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{ |
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
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return false; |
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// Create the constant buffer |
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{ |
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D3D10_BUFFER_DESC desc; |
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; |
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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desc.MiscFlags = 0; |
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g_pd3dDevice->CreateBuffer(&desc, 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\ |
|
{\ |
|
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(), &g_pPixelShader) != S_OK) |
|
return false; |
|
} |
|
|
|
// Create the blending setup |
|
{ |
|
D3D10_BLEND_DESC desc; |
|
ZeroMemory(&desc, sizeof(desc)); |
|
desc.AlphaToCoverageEnable = false; |
|
desc.BlendEnable[0] = true; |
|
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; |
|
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; |
|
desc.BlendOp = D3D10_BLEND_OP_ADD; |
|
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; |
|
desc.DestBlendAlpha = D3D10_BLEND_ZERO; |
|
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; |
|
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; |
|
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); |
|
} |
|
|
|
// Create the rasterizer state |
|
{ |
|
D3D10_RASTERIZER_DESC desc; |
|
ZeroMemory(&desc, sizeof(desc)); |
|
desc.FillMode = D3D10_FILL_SOLID; |
|
desc.CullMode = D3D10_CULL_NONE; |
|
desc.ScissorEnable = true; |
|
desc.DepthClipEnable = true; |
|
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); |
|
} |
|
|
|
// Create depth-stencil State |
|
{ |
|
D3D10_DEPTH_STENCIL_DESC desc; |
|
ZeroMemory(&desc, sizeof(desc)); |
|
desc.DepthEnable = false; |
|
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; |
|
desc.DepthFunc = D3D10_COMPARISON_ALWAYS; |
|
desc.StencilEnable = false; |
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; |
|
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; |
|
desc.BackFace = desc.FrontFace; |
|
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); |
|
} |
|
|
|
ImGui_ImplDX10_CreateFontsTexture(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX10_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_ImplDX10_Init(ID3D10Device* device) |
|
{ |
|
// Setup back-end capabilities flags |
|
ImGuiIO& io = ImGui::GetIO(); |
|
io.BackendRendererName = "imgui_impl_dx10"; |
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
|
|
|
// Get factory from device |
|
IDXGIDevice* pDXGIDevice = NULL; |
|
IDXGIAdapter* pDXGIAdapter = NULL; |
|
IDXGIFactory* pFactory = NULL; |
|
|
|
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) |
|
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) |
|
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) |
|
{ |
|
g_pd3dDevice = device; |
|
g_pFactory = pFactory; |
|
} |
|
if (pDXGIDevice) pDXGIDevice->Release(); |
|
if (pDXGIAdapter) pDXGIAdapter->Release(); |
|
g_pd3dDevice->AddRef(); |
|
|
|
return true; |
|
} |
|
|
|
void ImGui_ImplDX10_Shutdown() |
|
{ |
|
ImGui_ImplDX10_InvalidateDeviceObjects(); |
|
if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } |
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
|
} |
|
|
|
void ImGui_ImplDX10_NewFrame() |
|
{ |
|
if (!g_pFontSampler) |
|
ImGui_ImplDX10_CreateDeviceObjects(); |
|
}
|
|
|