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DX11 example depth test

josiahmanson 9 years ago
parent
commit
5fe2cacd4d
1 changed files with 19 additions and 0 deletions
  1. 19 0
      examples/directx11_example/imgui_impl_dx11.cpp

+ 19 - 0
examples/directx11_example/imgui_impl_dx11.cpp

@@ -35,6 +35,7 @@ static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
 static ID3D11RasterizerState*   g_pRasterizerState = NULL;
 static ID3D11RasterizerState*   g_pRasterizerState = NULL;
 static ID3D11BlendState*        g_pBlendState = NULL;
 static ID3D11BlendState*        g_pBlendState = NULL;
 static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
 static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+static ID3D11DepthStencilState* g_pDSState = NULL;
 
 
 struct VERTEX_CONSTANT_BUFFER
 struct VERTEX_CONSTANT_BUFFER
 {
 {
@@ -138,6 +139,8 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
         DXGI_FORMAT                 IndexBufferFormat;
         DXGI_FORMAT                 IndexBufferFormat;
         ID3D11InputLayout*          InputLayout;
         ID3D11InputLayout*          InputLayout;
+        ID3D11DepthStencilState*    DepthStencilState;
+        UINT                        StencilRef;
     };
     };
     BACKUP_DX11_STATE old;
     BACKUP_DX11_STATE old;
     old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
     old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
@@ -155,6 +158,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
     ctx->IAGetInputLayout(&old.InputLayout);
     ctx->IAGetInputLayout(&old.InputLayout);
+    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
 
 
     // Setup viewport
     // Setup viewport
     D3D11_VIEWPORT vp;
     D3D11_VIEWPORT vp;
@@ -182,6 +186,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
     ctx->RSSetState(g_pRasterizerState);
     ctx->RSSetState(g_pRasterizerState);
+    ctx->OMSetDepthStencilState( g_pDSState, 1 );
 
 
     // Render command lists
     // Render command lists
     int vtx_offset = 0;
     int vtx_offset = 0;
@@ -224,6 +229,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef);
 }
 }
 
 
 IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
 IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
@@ -448,6 +454,18 @@ bool    ImGui_ImplDX11_CreateDeviceObjects()
         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
     }
     }
 
 
+
+    // Create Depth-Stencil State
+    {
+        D3D11_DEPTH_STENCIL_DESC desc;
+        ZeroMemory(&desc, sizeof(desc));
+        desc.StencilEnable = false;
+        desc.DepthEnable = true;
+        desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+        desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+        g_pd3dDevice->CreateDepthStencilState( &desc, &g_pDSState );
+    }
+
     ImGui_ImplDX11_CreateFontsTexture();
     ImGui_ImplDX11_CreateFontsTexture();
 
 
     return true;
     return true;
@@ -471,6 +489,7 @@ void    ImGui_ImplDX11_InvalidateDeviceObjects()
     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
     if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
     if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+    if (g_pDSState) { g_pDSState->Release(); g_pDSState = NULL; }
 }
 }
 
 
 bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
 bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)