main.cpp 8.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224
  1. // ImGui - standalone example application for DirectX 11
  2. #include <imgui.h>
  3. #include "imgui_impl_dx11.h"
  4. #include <d3d11.h>
  5. #include <d3dcompiler.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. // Data
  9. static ID3D11Device* g_pd3dDevice = NULL;
  10. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  11. static IDXGISwapChain* g_pSwapChain = NULL;
  12. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  13. void CreateRenderTarget()
  14. {
  15. DXGI_SWAP_CHAIN_DESC sd;
  16. g_pSwapChain->GetDesc(&sd);
  17. // Create the render target
  18. ID3D11Texture2D* pBackBuffer;
  19. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  20. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  21. render_target_view_desc.Format = sd.BufferDesc.Format;
  22. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  23. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  24. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  25. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  26. pBackBuffer->Release();
  27. }
  28. void CleanupRenderTarget()
  29. {
  30. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  31. }
  32. HRESULT CreateDeviceD3D(HWND hWnd)
  33. {
  34. // Setup swap chain
  35. DXGI_SWAP_CHAIN_DESC sd;
  36. {
  37. ZeroMemory(&sd, sizeof(sd));
  38. sd.BufferCount = 2;
  39. sd.BufferDesc.Width = 0;
  40. sd.BufferDesc.Height = 0;
  41. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  42. sd.BufferDesc.RefreshRate.Numerator = 60;
  43. sd.BufferDesc.RefreshRate.Denominator = 1;
  44. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  45. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  46. sd.OutputWindow = hWnd;
  47. sd.SampleDesc.Count = 1;
  48. sd.SampleDesc.Quality = 0;
  49. sd.Windowed = TRUE;
  50. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  51. }
  52. UINT createDeviceFlags = 0;
  53. #ifdef _DEBUG
  54. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  55. #endif
  56. D3D_FEATURE_LEVEL featureLevel;
  57. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  58. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  59. return E_FAIL;
  60. // Setup rasterizer
  61. {
  62. D3D11_RASTERIZER_DESC RSDesc;
  63. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  64. RSDesc.FillMode = D3D11_FILL_SOLID;
  65. RSDesc.CullMode = D3D11_CULL_NONE;
  66. RSDesc.FrontCounterClockwise = FALSE;
  67. RSDesc.DepthBias = 0;
  68. RSDesc.SlopeScaledDepthBias = 0.0f;
  69. RSDesc.DepthBiasClamp = 0;
  70. RSDesc.DepthClipEnable = TRUE;
  71. RSDesc.ScissorEnable = TRUE;
  72. RSDesc.AntialiasedLineEnable = FALSE;
  73. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  74. ID3D11RasterizerState* pRState = NULL;
  75. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  76. g_pd3dDeviceContext->RSSetState(pRState);
  77. pRState->Release();
  78. }
  79. CreateRenderTarget();
  80. return S_OK;
  81. }
  82. void CleanupDeviceD3D()
  83. {
  84. CleanupRenderTarget();
  85. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  86. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  87. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  88. }
  89. extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  90. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  91. {
  92. if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
  93. return true;
  94. switch (msg)
  95. {
  96. case WM_SIZE:
  97. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  98. {
  99. ImGui_ImplDX11_InvalidateDeviceObjects();
  100. CleanupRenderTarget();
  101. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  102. CreateRenderTarget();
  103. ImGui_ImplDX11_CreateDeviceObjects();
  104. }
  105. return 0;
  106. case WM_SYSCOMMAND:
  107. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  108. return 0;
  109. break;
  110. case WM_DESTROY:
  111. PostQuitMessage(0);
  112. return 0;
  113. }
  114. return DefWindowProc(hWnd, msg, wParam, lParam);
  115. }
  116. int main(int, char**)
  117. {
  118. // Create application window
  119. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  120. RegisterClassEx(&wc);
  121. HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  122. // Initialize Direct3D
  123. if (CreateDeviceD3D(hwnd) < 0)
  124. {
  125. CleanupDeviceD3D();
  126. UnregisterClass(L"ImGui Example", wc.hInstance);
  127. return 1;
  128. }
  129. // Show the window
  130. ShowWindow(hwnd, SW_SHOWDEFAULT);
  131. UpdateWindow(hwnd);
  132. // Setup ImGui binding
  133. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  134. // Load Fonts
  135. // (see extra_fonts/README.txt for more details)
  136. //ImGuiIO& io = ImGui::GetIO();
  137. //io.Fonts->AddFontDefault();
  138. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  139. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  140. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  141. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  142. // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
  143. //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
  144. //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
  145. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
  146. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
  147. bool show_test_window = true;
  148. bool show_another_window = false;
  149. ImVec4 clear_col = ImColor(114, 144, 154);
  150. // Main loop
  151. MSG msg;
  152. ZeroMemory(&msg, sizeof(msg));
  153. while (msg.message != WM_QUIT)
  154. {
  155. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  156. {
  157. TranslateMessage(&msg);
  158. DispatchMessage(&msg);
  159. continue;
  160. }
  161. ImGui_ImplDX11_NewFrame();
  162. // 1. Show a simple window
  163. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  164. {
  165. static float f = 0.0f;
  166. ImGui::Text("Hello, world!");
  167. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  168. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  169. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  170. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  171. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  172. }
  173. // 2. Show another simple window, this time using an explicit Begin/End pair
  174. if (show_another_window)
  175. {
  176. ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
  177. ImGui::Begin("Another Window", &show_another_window);
  178. ImGui::Text("Hello");
  179. ImGui::End();
  180. }
  181. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  182. if (show_test_window)
  183. {
  184. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_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!
  185. ImGui::ShowTestWindow(&show_test_window);
  186. }
  187. // Rendering
  188. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  189. ImGui::Render();
  190. g_pSwapChain->Present(0, 0);
  191. }
  192. ImGui_ImplDX11_Shutdown();
  193. CleanupDeviceD3D();
  194. UnregisterClass(L"ImGui Example", wc.hInstance);
  195. return 0;
  196. }