imgui_impl_dx11.cpp 28 KB

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  1. // ImGui Win32 + DirectX11 binding
  2. // Implemented features:
  3. // [X] User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  4. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  5. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  6. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  11. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  12. // 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse by using navigation and ImGuiNavFlags_MoveMouse is set.
  13. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  14. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  15. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  16. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  17. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  18. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  19. // 2016-05-07: DirectX11: Disabling depth-write.
  20. #include "imgui.h"
  21. #include "imgui_impl_dx11.h"
  22. // DirectX
  23. #include <d3d11.h>
  24. #include <d3dcompiler.h>
  25. #define DIRECTINPUT_VERSION 0x0800
  26. #include <dinput.h>
  27. // Data
  28. static INT64 g_Time = 0;
  29. static INT64 g_TicksPerSecond = 0;
  30. static HWND g_hWnd = 0;
  31. static ID3D11Device* g_pd3dDevice = NULL;
  32. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  33. static ID3D11Buffer* g_pVB = NULL;
  34. static ID3D11Buffer* g_pIB = NULL;
  35. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  36. static ID3D11VertexShader* g_pVertexShader = NULL;
  37. static ID3D11InputLayout* g_pInputLayout = NULL;
  38. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  39. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  40. static ID3D11PixelShader* g_pPixelShader = NULL;
  41. static ID3D11SamplerState* g_pFontSampler = NULL;
  42. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  43. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  44. static ID3D11BlendState* g_pBlendState = NULL;
  45. static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
  46. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  47. struct VERTEX_CONSTANT_BUFFER
  48. {
  49. float mvp[4][4];
  50. };
  51. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  52. // If text or lines are blurry when integrating ImGui in your engine:
  53. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  54. void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
  55. {
  56. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  57. // Create and grow vertex/index buffers if needed
  58. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  59. {
  60. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  61. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  62. D3D11_BUFFER_DESC desc;
  63. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  64. desc.Usage = D3D11_USAGE_DYNAMIC;
  65. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  66. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  67. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  68. desc.MiscFlags = 0;
  69. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  70. return;
  71. }
  72. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  73. {
  74. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  75. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  76. D3D11_BUFFER_DESC desc;
  77. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  78. desc.Usage = D3D11_USAGE_DYNAMIC;
  79. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  80. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  81. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  82. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  83. return;
  84. }
  85. // Copy and convert all vertices into a single contiguous buffer
  86. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  87. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  88. return;
  89. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  90. return;
  91. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  92. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  93. for (int n = 0; n < draw_data->CmdListsCount; n++)
  94. {
  95. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  96. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  97. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  98. vtx_dst += cmd_list->VtxBuffer.Size;
  99. idx_dst += cmd_list->IdxBuffer.Size;
  100. }
  101. ctx->Unmap(g_pVB, 0);
  102. ctx->Unmap(g_pIB, 0);
  103. // Setup orthographic projection matrix into our constant buffer
  104. {
  105. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  106. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  107. return;
  108. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  109. float L = 0.0f;
  110. float R = ImGui::GetIO().DisplaySize.x;
  111. float B = ImGui::GetIO().DisplaySize.y;
  112. float T = 0.0f;
  113. float mvp[4][4] =
  114. {
  115. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  116. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  117. { 0.0f, 0.0f, 0.5f, 0.0f },
  118. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  119. };
  120. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  121. ctx->Unmap(g_pVertexConstantBuffer, 0);
  122. }
  123. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  124. struct BACKUP_DX11_STATE
  125. {
  126. UINT ScissorRectsCount, ViewportsCount;
  127. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  128. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  129. ID3D11RasterizerState* RS;
  130. ID3D11BlendState* BlendState;
  131. FLOAT BlendFactor[4];
  132. UINT SampleMask;
  133. UINT StencilRef;
  134. ID3D11DepthStencilState* DepthStencilState;
  135. ID3D11ShaderResourceView* PSShaderResource;
  136. ID3D11SamplerState* PSSampler;
  137. ID3D11PixelShader* PS;
  138. ID3D11VertexShader* VS;
  139. UINT PSInstancesCount, VSInstancesCount;
  140. ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
  141. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  142. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  143. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  144. DXGI_FORMAT IndexBufferFormat;
  145. ID3D11InputLayout* InputLayout;
  146. };
  147. BACKUP_DX11_STATE old;
  148. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  149. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  150. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  151. ctx->RSGetState(&old.RS);
  152. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  153. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  154. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  155. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  156. old.PSInstancesCount = old.VSInstancesCount = 256;
  157. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  158. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  159. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  160. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  161. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  162. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  163. ctx->IAGetInputLayout(&old.InputLayout);
  164. // Setup viewport
  165. D3D11_VIEWPORT vp;
  166. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  167. vp.Width = ImGui::GetIO().DisplaySize.x;
  168. vp.Height = ImGui::GetIO().DisplaySize.y;
  169. vp.MinDepth = 0.0f;
  170. vp.MaxDepth = 1.0f;
  171. vp.TopLeftX = vp.TopLeftY = 0.0f;
  172. ctx->RSSetViewports(1, &vp);
  173. // Bind shader and vertex buffers
  174. unsigned int stride = sizeof(ImDrawVert);
  175. unsigned int offset = 0;
  176. ctx->IASetInputLayout(g_pInputLayout);
  177. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  178. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  179. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  180. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  181. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  182. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  183. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  184. // Setup render state
  185. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  186. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  187. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  188. ctx->RSSetState(g_pRasterizerState);
  189. // Render command lists
  190. int vtx_offset = 0;
  191. int idx_offset = 0;
  192. for (int n = 0; n < draw_data->CmdListsCount; n++)
  193. {
  194. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  195. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  196. {
  197. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  198. if (pcmd->UserCallback)
  199. {
  200. pcmd->UserCallback(cmd_list, pcmd);
  201. }
  202. else
  203. {
  204. const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  205. ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
  206. ctx->RSSetScissorRects(1, &r);
  207. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  208. }
  209. idx_offset += pcmd->ElemCount;
  210. }
  211. vtx_offset += cmd_list->VtxBuffer.Size;
  212. }
  213. // Restore modified DX state
  214. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  215. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  216. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  217. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  218. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  219. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  220. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  221. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  222. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  223. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  224. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  225. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  226. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  227. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  228. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  229. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  230. }
  231. // Process Win32 mouse/keyboard inputs.
  232. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  233. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  234. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  235. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  236. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
  237. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
  238. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  239. {
  240. if (ImGui::GetCurrentContext() == NULL)
  241. return 0;
  242. ImGuiIO& io = ImGui::GetIO();
  243. switch (msg)
  244. {
  245. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  246. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  247. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  248. {
  249. int button = 0;
  250. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
  251. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
  252. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
  253. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  254. ::SetCapture(hwnd);
  255. io.MouseDown[button] = true;
  256. return 0;
  257. }
  258. case WM_LBUTTONUP:
  259. case WM_RBUTTONUP:
  260. case WM_MBUTTONUP:
  261. {
  262. int button = 0;
  263. if (msg == WM_LBUTTONUP) button = 0;
  264. if (msg == WM_RBUTTONUP) button = 1;
  265. if (msg == WM_MBUTTONUP) button = 2;
  266. io.MouseDown[button] = false;
  267. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  268. ::ReleaseCapture();
  269. return 0;
  270. }
  271. case WM_MOUSEWHEEL:
  272. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  273. return 0;
  274. case WM_MOUSEHWHEEL:
  275. io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  276. return 0;
  277. case WM_MOUSEMOVE:
  278. io.MousePos.x = (signed short)(lParam);
  279. io.MousePos.y = (signed short)(lParam >> 16);
  280. return 0;
  281. case WM_KEYDOWN:
  282. case WM_SYSKEYDOWN:
  283. if (wParam < 256)
  284. io.KeysDown[wParam] = 1;
  285. return 0;
  286. case WM_KEYUP:
  287. case WM_SYSKEYUP:
  288. if (wParam < 256)
  289. io.KeysDown[wParam] = 0;
  290. return 0;
  291. case WM_CHAR:
  292. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  293. if (wParam > 0 && wParam < 0x10000)
  294. io.AddInputCharacter((unsigned short)wParam);
  295. return 0;
  296. }
  297. return 0;
  298. }
  299. static void ImGui_ImplDX11_CreateFontsTexture()
  300. {
  301. // Build texture atlas
  302. ImGuiIO& io = ImGui::GetIO();
  303. unsigned char* pixels;
  304. int width, height;
  305. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  306. // Upload texture to graphics system
  307. {
  308. D3D11_TEXTURE2D_DESC desc;
  309. ZeroMemory(&desc, sizeof(desc));
  310. desc.Width = width;
  311. desc.Height = height;
  312. desc.MipLevels = 1;
  313. desc.ArraySize = 1;
  314. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  315. desc.SampleDesc.Count = 1;
  316. desc.Usage = D3D11_USAGE_DEFAULT;
  317. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  318. desc.CPUAccessFlags = 0;
  319. ID3D11Texture2D *pTexture = NULL;
  320. D3D11_SUBRESOURCE_DATA subResource;
  321. subResource.pSysMem = pixels;
  322. subResource.SysMemPitch = desc.Width * 4;
  323. subResource.SysMemSlicePitch = 0;
  324. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  325. // Create texture view
  326. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  327. ZeroMemory(&srvDesc, sizeof(srvDesc));
  328. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  329. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  330. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  331. srvDesc.Texture2D.MostDetailedMip = 0;
  332. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  333. pTexture->Release();
  334. }
  335. // Store our identifier
  336. io.Fonts->TexID = (void *)g_pFontTextureView;
  337. // Create texture sampler
  338. {
  339. D3D11_SAMPLER_DESC desc;
  340. ZeroMemory(&desc, sizeof(desc));
  341. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  342. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  343. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  344. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  345. desc.MipLODBias = 0.f;
  346. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  347. desc.MinLOD = 0.f;
  348. desc.MaxLOD = 0.f;
  349. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  350. }
  351. }
  352. bool ImGui_ImplDX11_CreateDeviceObjects()
  353. {
  354. if (!g_pd3dDevice)
  355. return false;
  356. if (g_pFontSampler)
  357. ImGui_ImplDX11_InvalidateDeviceObjects();
  358. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  359. // If you would like to use this DX11 sample code but remove this dependency you can:
  360. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  361. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  362. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  363. // Create the vertex shader
  364. {
  365. static const char* vertexShader =
  366. "cbuffer vertexBuffer : register(b0) \
  367. {\
  368. float4x4 ProjectionMatrix; \
  369. };\
  370. struct VS_INPUT\
  371. {\
  372. float2 pos : POSITION;\
  373. float4 col : COLOR0;\
  374. float2 uv : TEXCOORD0;\
  375. };\
  376. \
  377. struct PS_INPUT\
  378. {\
  379. float4 pos : SV_POSITION;\
  380. float4 col : COLOR0;\
  381. float2 uv : TEXCOORD0;\
  382. };\
  383. \
  384. PS_INPUT main(VS_INPUT input)\
  385. {\
  386. PS_INPUT output;\
  387. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  388. output.col = input.col;\
  389. output.uv = input.uv;\
  390. return output;\
  391. }";
  392. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  393. 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!
  394. return false;
  395. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  396. return false;
  397. // Create the input layout
  398. D3D11_INPUT_ELEMENT_DESC local_layout[] = {
  399. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  400. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  401. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  402. };
  403. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  404. return false;
  405. // Create the constant buffer
  406. {
  407. D3D11_BUFFER_DESC desc;
  408. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  409. desc.Usage = D3D11_USAGE_DYNAMIC;
  410. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  411. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  412. desc.MiscFlags = 0;
  413. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  414. }
  415. }
  416. // Create the pixel shader
  417. {
  418. static const char* pixelShader =
  419. "struct PS_INPUT\
  420. {\
  421. float4 pos : SV_POSITION;\
  422. float4 col : COLOR0;\
  423. float2 uv : TEXCOORD0;\
  424. };\
  425. sampler sampler0;\
  426. Texture2D texture0;\
  427. \
  428. float4 main(PS_INPUT input) : SV_Target\
  429. {\
  430. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  431. return out_col; \
  432. }";
  433. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  434. 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!
  435. return false;
  436. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  437. return false;
  438. }
  439. // Create the blending setup
  440. {
  441. D3D11_BLEND_DESC desc;
  442. ZeroMemory(&desc, sizeof(desc));
  443. desc.AlphaToCoverageEnable = false;
  444. desc.RenderTarget[0].BlendEnable = true;
  445. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  446. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  447. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  448. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  449. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  450. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  451. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  452. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  453. }
  454. // Create the rasterizer state
  455. {
  456. D3D11_RASTERIZER_DESC desc;
  457. ZeroMemory(&desc, sizeof(desc));
  458. desc.FillMode = D3D11_FILL_SOLID;
  459. desc.CullMode = D3D11_CULL_NONE;
  460. desc.ScissorEnable = true;
  461. desc.DepthClipEnable = true;
  462. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  463. }
  464. // Create depth-stencil State
  465. {
  466. D3D11_DEPTH_STENCIL_DESC desc;
  467. ZeroMemory(&desc, sizeof(desc));
  468. desc.DepthEnable = false;
  469. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  470. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  471. desc.StencilEnable = false;
  472. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  473. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  474. desc.BackFace = desc.FrontFace;
  475. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  476. }
  477. ImGui_ImplDX11_CreateFontsTexture();
  478. return true;
  479. }
  480. void ImGui_ImplDX11_InvalidateDeviceObjects()
  481. {
  482. if (!g_pd3dDevice)
  483. return;
  484. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  485. 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.
  486. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  487. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  488. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  489. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  490. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  491. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  492. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  493. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  494. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  495. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  496. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  497. }
  498. bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
  499. {
  500. g_hWnd = (HWND)hwnd;
  501. g_pd3dDevice = device;
  502. g_pd3dDeviceContext = device_context;
  503. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  504. return false;
  505. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  506. return false;
  507. ImGuiIO& io = ImGui::GetIO();
  508. 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.
  509. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  510. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  511. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  512. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  513. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  514. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  515. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  516. io.KeyMap[ImGuiKey_End] = VK_END;
  517. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  518. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  519. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  520. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  521. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  522. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  523. io.KeyMap[ImGuiKey_A] = 'A';
  524. io.KeyMap[ImGuiKey_C] = 'C';
  525. io.KeyMap[ImGuiKey_V] = 'V';
  526. io.KeyMap[ImGuiKey_X] = 'X';
  527. io.KeyMap[ImGuiKey_Y] = 'Y';
  528. io.KeyMap[ImGuiKey_Z] = 'Z';
  529. 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.
  530. io.ImeWindowHandle = g_hWnd;
  531. return true;
  532. }
  533. void ImGui_ImplDX11_Shutdown()
  534. {
  535. ImGui_ImplDX11_InvalidateDeviceObjects();
  536. g_pd3dDevice = NULL;
  537. g_pd3dDeviceContext = NULL;
  538. g_hWnd = (HWND)0;
  539. }
  540. void ImGui_ImplDX11_NewFrame()
  541. {
  542. if (!g_pFontSampler)
  543. ImGui_ImplDX11_CreateDeviceObjects();
  544. ImGuiIO& io = ImGui::GetIO();
  545. // Setup display size (every frame to accommodate for window resizing)
  546. RECT rect;
  547. GetClientRect(g_hWnd, &rect);
  548. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  549. // Setup time step
  550. INT64 current_time;
  551. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  552. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  553. g_Time = current_time;
  554. // Read keyboard modifiers inputs
  555. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  556. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  557. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  558. io.KeySuper = false;
  559. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  560. // io.MousePos : filled by WM_MOUSEMOVE events
  561. // io.MouseDown : filled by WM_*BUTTON* events
  562. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  563. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  564. if (io.WantMoveMouse)
  565. {
  566. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  567. ClientToScreen(g_hWnd, &pos);
  568. SetCursorPos(pos.x, pos.y);
  569. }
  570. // Hide OS mouse cursor if ImGui is drawing it
  571. if (io.MouseDrawCursor)
  572. SetCursor(NULL);
  573. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  574. ImGui::NewFrame();
  575. }