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+// ImGui Win32 + DirectX11 binding
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+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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+// https://github.com/ocornut/imgui
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+
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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 int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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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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+
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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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+void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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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 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 = g_IndexBufferSize * sizeof(ImDrawIdx);
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+ bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, 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 (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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+ return;
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+ if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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+ return;
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+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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+ for (int n = 0; n < draw_data->CmdListsCount; n++)
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+ {
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+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
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+ memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
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+ memcpy(idx_dst, &cmd_list->IdxBuffer[0], 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_pd3dDeviceContext->Unmap(g_pVB, 0);
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+ g_pd3dDeviceContext->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 mappedResource;
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+ if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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+ return;
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+
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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_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
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+ }
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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_pd3dDeviceContext->RSSetViewports(1, &vp);
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+ }
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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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+ g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
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+ g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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+ g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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+ g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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+ g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
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+ g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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+ g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
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+ g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
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+
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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_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
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+ g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
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+
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+ // Render command lists
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+ int vtx_offset = 0;
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+ int idx_offset = 0;
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+ for (int n = 0; n < draw_data->CmdListsCount; n++)
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+ {
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+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
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+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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+ {
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+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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+ if (pcmd->UserCallback)
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+ {
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+ pcmd->UserCallback(cmd_list, pcmd);
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+ }
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+ else
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+ {
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+ const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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+ g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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+ g_pd3dDeviceContext->RSSetScissorRects(1, &r);
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+ g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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+ }
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+ idx_offset += pcmd->ElemCount;
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+ }
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+ vtx_offset += cmd_list->VtxBuffer.size();
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+ }
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+
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+ // Restore modified state
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+ g_pd3dDeviceContext->IASetInputLayout(NULL);
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+ g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
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+ g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
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+}
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+
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+IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(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_MBUTTONDOWN:
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+ io.MouseDown[2] = true;
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+ return true;
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+ case WM_MBUTTONUP:
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+ io.MouseDown[2] = 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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+ 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_KEYDOWN:
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+ if (wParam < 256)
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+ io.KeysDown[wParam] = 1;
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+ return true;
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+ case WM_KEYUP:
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+ if (wParam < 256)
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+ io.KeysDown[wParam] = 0;
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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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+ }
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+ return 0;
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+}
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+
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+static void ImGui_ImplDX11_CreateFontsTexture()
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+{
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+ // Build texture atlas
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+ ImGuiIO& io = ImGui::GetIO();
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+ unsigned char* pixels;
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+ int width, height;
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+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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+
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+ // Upload texture to graphics system
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+ {
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+ D3D11_TEXTURE2D_DESC texDesc;
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+ ZeroMemory(&texDesc, sizeof(texDesc));
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+ texDesc.Width = width;
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+ texDesc.Height = height;
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+ texDesc.MipLevels = 1;
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+ texDesc.ArraySize = 1;
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+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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+ texDesc.SampleDesc.Count = 1;
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+ texDesc.Usage = D3D11_USAGE_DEFAULT;
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+ texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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+ texDesc.CPUAccessFlags = 0;
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+
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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 = texDesc.Width * 4;
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+ subResource.SysMemSlicePitch = 0;
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+ g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
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+
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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 = texDesc.MipLevels;
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+ srvDesc.Texture2D.MostDetailedMip = 0;
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+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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+ pTexture->Release();
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+ }
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+
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+ // Store our identifier
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+ io.Fonts->TexID = (void *)g_pFontTextureView;
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+
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+ // Create texture sampler
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+ {
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+ D3D11_SAMPLER_DESC samplerDesc;
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+ ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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+ samplerDesc.MipLODBias = 0.f;
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+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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+ samplerDesc.MinLOD = 0.f;
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+ samplerDesc.MaxLOD = 0.f;
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+ g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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+ }
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+}
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+
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+bool ImGui_ImplDX11_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_ImplDX11_InvalidateDeviceObjects();
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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(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\
|
|
|
|
+ {\
|
|
|
|
+ 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 localLayout[] = {
|
|
|
|
+ { "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(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
|
|
|
+ return false;
|
|
|
|
+
|
|
|
|
+ // Create the constant buffer
|
|
|
|
+ {
|
|
|
|
+ D3D11_BUFFER_DESC cbDesc;
|
|
|
|
+ cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
|
|
|
+ cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
|
|
|
+ cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
|
|
|
+ cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
|
|
|
+ cbDesc.MiscFlags = 0;
|
|
|
|
+ g_pd3dDevice->CreateBuffer(&cbDesc, 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);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ 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 = 0; }
|
|
|
|
+ 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_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_pVB)
|
|
|
|
+ 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.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
|
|
|
|
+ SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
|
|
|
+
|
|
|
|
+ // Start the frame
|
|
|
|
+ ImGui::NewFrame();
|
|
|
|
+}
|