main.cpp 9.6 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "../imgui_impl_win32.h"
  5. #include "../imgui_impl_dx11.h"
  6. #include <d3d11.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. DXGI_SWAP_CHAIN_DESC sd;
  18. g_pSwapChain->GetDesc(&sd);
  19. // Create the render target
  20. ID3D11Texture2D* pBackBuffer;
  21. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  22. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  23. render_target_view_desc.Format = sd.BufferDesc.Format;
  24. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  25. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  26. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  27. pBackBuffer->Release();
  28. }
  29. void CleanupRenderTarget()
  30. {
  31. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  32. }
  33. HRESULT CreateDeviceD3D(HWND hWnd)
  34. {
  35. // Setup swap chain
  36. DXGI_SWAP_CHAIN_DESC sd;
  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. UINT createDeviceFlags = 0;
  52. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  53. D3D_FEATURE_LEVEL featureLevel;
  54. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  55. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  56. return E_FAIL;
  57. CreateRenderTarget();
  58. return S_OK;
  59. }
  60. void CleanupDeviceD3D()
  61. {
  62. CleanupRenderTarget();
  63. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  64. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  65. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  66. }
  67. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  68. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  69. {
  70. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  71. return true;
  72. switch (msg)
  73. {
  74. case WM_SIZE:
  75. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  76. {
  77. ImGui_ImplDX11_InvalidateDeviceObjects();
  78. CleanupRenderTarget();
  79. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  80. CreateRenderTarget();
  81. ImGui_ImplDX11_CreateDeviceObjects();
  82. }
  83. return 0;
  84. case WM_SYSCOMMAND:
  85. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  86. return 0;
  87. break;
  88. case WM_DESTROY:
  89. PostQuitMessage(0);
  90. return 0;
  91. }
  92. return DefWindowProc(hWnd, msg, wParam, lParam);
  93. }
  94. int main(int, char**)
  95. {
  96. // Create application window
  97. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  98. RegisterClassEx(&wc);
  99. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  100. // Initialize Direct3D
  101. if (CreateDeviceD3D(hwnd) < 0)
  102. {
  103. CleanupDeviceD3D();
  104. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  105. return 1;
  106. }
  107. // Show the window
  108. ShowWindow(hwnd, SW_SHOWDEFAULT);
  109. UpdateWindow(hwnd);
  110. // Setup ImGui binding
  111. ImGui::CreateContext();
  112. ImGuiIO& io = ImGui::GetIO(); (void)io;
  113. ImGui_ImplWin32_Init(hwnd);
  114. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  115. //io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
  116. // Setup style
  117. ImGui::StyleColorsDark();
  118. //ImGui::StyleColorsClassic();
  119. // Load Fonts
  120. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  121. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  122. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  123. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  124. // - Read 'misc/fonts/README.txt' for more instructions and details.
  125. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  126. //io.Fonts->AddFontDefault();
  127. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  128. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  129. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  130. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  131. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  132. //IM_ASSERT(font != NULL);
  133. bool show_demo_window = true;
  134. bool show_another_window = false;
  135. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  136. // Main loop
  137. MSG msg;
  138. ZeroMemory(&msg, sizeof(msg));
  139. while (msg.message != WM_QUIT)
  140. {
  141. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  142. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  143. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  144. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  145. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  146. {
  147. TranslateMessage(&msg);
  148. DispatchMessage(&msg);
  149. continue;
  150. }
  151. ImGui_ImplDX11_NewFrame();
  152. ImGui_ImplWin32_NewFrame();
  153. // 1. Show a simple window.
  154. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  155. {
  156. static float f = 0.0f;
  157. static int counter = 0;
  158. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  159. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  160. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  161. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  162. ImGui::Checkbox("Another Window", &show_another_window);
  163. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  164. counter++;
  165. ImGui::SameLine();
  166. ImGui::Text("counter = %d", counter);
  167. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  168. }
  169. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  170. if (show_another_window)
  171. {
  172. ImGui::Begin("Another Window", &show_another_window);
  173. ImGui::Text("Hello from another window!");
  174. if (ImGui::Button("Close Me"))
  175. show_another_window = false;
  176. ImGui::End();
  177. }
  178. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  179. if (show_demo_window)
  180. {
  181. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  182. ImGui::ShowDemoWindow(&show_demo_window);
  183. }
  184. // Rendering
  185. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  186. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  187. ImGui::Render();
  188. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  189. g_pSwapChain->Present(1, 0); // Present with vsync
  190. //g_pSwapChain->Present(0, 0); // Present without vsync
  191. }
  192. ImGui_ImplDX11_Shutdown();
  193. ImGui_ImplWin32_Shutdown();
  194. ImGui::DestroyContext();
  195. CleanupDeviceD3D();
  196. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  197. return 0;
  198. }