main.cpp 23 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. #include <windows.h>
  3. #include "../../imgui.h"
  4. // DirectX 11
  5. #include <d3d11.h>
  6. #include <d3dcompiler.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  10. static HWND hWnd;
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11Buffer* g_pVB = NULL;
  15. static ID3D11RenderTargetView* g_mainRenderTargetView;
  16. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  17. static ID3D11VertexShader* g_pVertexShader = NULL;
  18. static ID3D11InputLayout* g_pInputLayout = NULL;
  19. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  20. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  21. static ID3D11PixelShader* g_pPixelShader = NULL;
  22. static ID3D11SamplerState* g_pFontSampler = NULL;
  23. static ID3D11BlendState* g_blendState = NULL;
  24. struct CUSTOMVERTEX
  25. {
  26. float pos[2];
  27. float uv[2];
  28. unsigned int col;
  29. };
  30. struct VERTEX_CONSTANT_BUFFER
  31. {
  32. float mvp[4][4];
  33. };
  34. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  35. // If text or lines are blurry when integrating ImGui in your engine:
  36. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  37. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  38. {
  39. size_t total_vtx_count = 0;
  40. for (int n = 0; n < cmd_lists_count; n++)
  41. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  42. if (total_vtx_count == 0)
  43. return;
  44. // Copy and convert all vertices into a single contiguous buffer
  45. D3D11_MAPPED_SUBRESOURCE mappedResource;
  46. if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  47. return;
  48. CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
  49. for (int n = 0; n < cmd_lists_count; n++)
  50. {
  51. const ImDrawList* cmd_list = cmd_lists[n];
  52. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  53. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  54. {
  55. vtx_dst->pos[0] = vtx_src->pos.x;
  56. vtx_dst->pos[1] = vtx_src->pos.y;
  57. vtx_dst->uv[0] = vtx_src->uv.x;
  58. vtx_dst->uv[1] = vtx_src->uv.y;
  59. vtx_dst->col = vtx_src->col;
  60. vtx_dst++;
  61. vtx_src++;
  62. }
  63. }
  64. g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
  65. // Setup orthographic projection matrix into our constant buffer
  66. {
  67. D3D11_MAPPED_SUBRESOURCE mappedResource;
  68. if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  69. return;
  70. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  71. const float L = 0.0f;
  72. const float R = ImGui::GetIO().DisplaySize.x;
  73. const float B = ImGui::GetIO().DisplaySize.y;
  74. const float T = 0.0f;
  75. const float mvp[4][4] =
  76. {
  77. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  78. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  79. { 0.0f, 0.0f, 0.5f, 0.0f },
  80. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  81. };
  82. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  83. g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
  84. }
  85. // Setup viewport
  86. {
  87. D3D11_VIEWPORT vp;
  88. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  89. vp.Width = ImGui::GetIO().DisplaySize.x;
  90. vp.Height = ImGui::GetIO().DisplaySize.y;
  91. vp.MinDepth = 0.0f;
  92. vp.MaxDepth = 1.0f;
  93. vp.TopLeftX = 0;
  94. vp.TopLeftY = 0;
  95. g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
  96. }
  97. // Bind shader and vertex buffers
  98. unsigned int stride = sizeof(CUSTOMVERTEX);
  99. unsigned int offset = 0;
  100. g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
  101. g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  102. g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  103. g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
  104. g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  105. g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
  106. g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
  107. // Setup render state
  108. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  109. g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  110. // Render command lists
  111. int vtx_offset = 0;
  112. for (int n = 0; n < cmd_lists_count; n++)
  113. {
  114. // Render command list
  115. const ImDrawList* cmd_list = cmd_lists[n];
  116. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  117. {
  118. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  119. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  120. g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
  121. g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
  122. g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
  123. vtx_offset += pcmd->vtx_count;
  124. }
  125. }
  126. // Restore modified state
  127. g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
  128. g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
  129. g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
  130. }
  131. HRESULT InitDeviceD3D(HWND hWnd)
  132. {
  133. // Setup swap chain
  134. DXGI_SWAP_CHAIN_DESC sd;
  135. {
  136. ZeroMemory(&sd, sizeof(sd));
  137. sd.BufferCount = 2;
  138. sd.BufferDesc.Width = 0;
  139. sd.BufferDesc.Height = 0;
  140. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  141. sd.BufferDesc.RefreshRate.Numerator = 60;
  142. sd.BufferDesc.RefreshRate.Denominator = 1;
  143. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  144. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  145. sd.OutputWindow = hWnd;
  146. sd.SampleDesc.Count = 1;
  147. sd.SampleDesc.Quality = 0;
  148. sd.Windowed = TRUE;
  149. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  150. }
  151. UINT createDeviceFlags = 0;
  152. #ifdef _DEBUG
  153. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  154. #endif
  155. D3D_FEATURE_LEVEL featureLevel;
  156. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  157. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
  158. return E_FAIL;
  159. // Setup rasterizer
  160. {
  161. D3D11_RASTERIZER_DESC RSDesc;
  162. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  163. RSDesc.FillMode = D3D11_FILL_SOLID;
  164. RSDesc.CullMode = D3D11_CULL_NONE;
  165. RSDesc.FrontCounterClockwise = FALSE;
  166. RSDesc.DepthBias = 0;
  167. RSDesc.SlopeScaledDepthBias = 0.0f;
  168. RSDesc.DepthBiasClamp = 0;
  169. RSDesc.DepthClipEnable = TRUE;
  170. RSDesc.ScissorEnable = TRUE;
  171. RSDesc.AntialiasedLineEnable = FALSE;
  172. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  173. ID3D11RasterizerState* pRState = NULL;
  174. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  175. g_pd3dDeviceImmediateContext->RSSetState(pRState);
  176. pRState->Release();
  177. }
  178. // Create the render target
  179. {
  180. ID3D11Texture2D* pBackBuffer;
  181. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  182. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  183. render_target_view_desc.Format = sd.BufferDesc.Format;
  184. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  185. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  186. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  187. g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  188. pBackBuffer->Release();
  189. }
  190. // Create the vertex shader
  191. {
  192. static const char* vertexShader =
  193. "cbuffer vertexBuffer : register(c0) \
  194. {\
  195. float4x4 ProjectionMatrix; \
  196. };\
  197. struct VS_INPUT\
  198. {\
  199. float2 pos : POSITION;\
  200. float4 col : COLOR0;\
  201. float2 uv : TEXCOORD0;\
  202. };\
  203. \
  204. struct PS_INPUT\
  205. {\
  206. float4 pos : SV_POSITION;\
  207. float4 col : COLOR0;\
  208. float2 uv : TEXCOORD0;\
  209. };\
  210. \
  211. PS_INPUT main(VS_INPUT input)\
  212. {\
  213. PS_INPUT output;\
  214. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  215. output.col = input.col;\
  216. output.uv = input.uv;\
  217. return output;\
  218. }";
  219. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  220. 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!
  221. return E_FAIL;
  222. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  223. return E_FAIL;
  224. // Create the input layout
  225. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  226. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  227. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  228. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. };
  230. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  231. return E_FAIL;
  232. // Create the constant buffer
  233. {
  234. D3D11_BUFFER_DESC cbDesc;
  235. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  236. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  237. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  238. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  239. cbDesc.MiscFlags = 0;
  240. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  241. }
  242. }
  243. // Create the pixel shader
  244. {
  245. static const char* pixelShader =
  246. "struct PS_INPUT\
  247. {\
  248. float4 pos : SV_POSITION;\
  249. float4 col : COLOR0;\
  250. float2 uv : TEXCOORD0;\
  251. };\
  252. sampler sampler0;\
  253. Texture2D texture0;\
  254. \
  255. float4 main(PS_INPUT input) : SV_Target\
  256. {\
  257. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  258. return out_col; \
  259. }";
  260. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  261. 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!
  262. return E_FAIL;
  263. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  264. return E_FAIL;
  265. }
  266. // Create the blending setup
  267. {
  268. D3D11_BLEND_DESC desc;
  269. ZeroMemory(&desc, sizeof(desc));
  270. desc.AlphaToCoverageEnable = false;
  271. desc.RenderTarget[0].BlendEnable = true;
  272. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  273. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  274. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  275. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  276. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  277. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  278. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  279. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  280. }
  281. return S_OK;
  282. }
  283. void CleanupDevice()
  284. {
  285. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
  286. // InitImGui
  287. if (g_pFontSampler) g_pFontSampler->Release();
  288. if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().FontAtlas->TexID)
  289. font_texture_view->Release();
  290. if (g_pVB) g_pVB->Release();
  291. // InitDeviceD3D
  292. if (g_blendState) g_blendState->Release();
  293. if (g_pPixelShader) g_pPixelShader->Release();
  294. if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
  295. if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
  296. if (g_pInputLayout) g_pInputLayout->Release();
  297. if (g_pVertexShader) g_pVertexShader->Release();
  298. if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
  299. if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
  300. if (g_pSwapChain) g_pSwapChain->Release();
  301. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
  302. if (g_pd3dDevice) g_pd3dDevice->Release();
  303. }
  304. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  305. {
  306. ImGuiIO& io = ImGui::GetIO();
  307. switch (msg)
  308. {
  309. case WM_LBUTTONDOWN:
  310. io.MouseDown[0] = true;
  311. return true;
  312. case WM_LBUTTONUP:
  313. io.MouseDown[0] = false;
  314. return true;
  315. case WM_RBUTTONDOWN:
  316. io.MouseDown[1] = true;
  317. return true;
  318. case WM_RBUTTONUP:
  319. io.MouseDown[1] = false;
  320. return true;
  321. case WM_MOUSEWHEEL:
  322. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  323. return true;
  324. case WM_MOUSEMOVE:
  325. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  326. io.MousePos.x = (signed short)(lParam);
  327. io.MousePos.y = (signed short)(lParam >> 16);
  328. return true;
  329. case WM_CHAR:
  330. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  331. if (wParam > 0 && wParam < 0x10000)
  332. io.AddInputCharacter((unsigned short)wParam);
  333. return true;
  334. case WM_DESTROY:
  335. CleanupDevice();
  336. PostQuitMessage(0);
  337. return 0;
  338. }
  339. return DefWindowProc(hWnd, msg, wParam, lParam);
  340. }
  341. void LoadFontTexture()
  342. {
  343. // Load one or more font
  344. ImGuiIO& io = ImGui::GetIO();
  345. //ImFont* my_font = io.FontAtlas->AddFontDefault();
  346. //ImFont* my_font2 = io.FontAtlas->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, ImFontAtlas::GetGlyphRangesJapanese());
  347. // Build
  348. unsigned char* pixels;
  349. int width, height;
  350. io.FontAtlas->GetTexDataAsRGBA32(&pixels, &width, &height);
  351. // Create texture
  352. D3D11_TEXTURE2D_DESC desc;
  353. ZeroMemory(&desc, sizeof(desc));
  354. desc.Width = width;
  355. desc.Height = height;
  356. desc.MipLevels = 1;
  357. desc.ArraySize = 1;
  358. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  359. desc.SampleDesc.Count = 1;
  360. desc.Usage = D3D11_USAGE_DEFAULT;
  361. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  362. desc.CPUAccessFlags = 0;
  363. ID3D11Texture2D *pTexture = NULL;
  364. D3D11_SUBRESOURCE_DATA subResource;
  365. subResource.pSysMem = pixels;
  366. subResource.SysMemPitch = desc.Width * 4;
  367. subResource.SysMemSlicePitch = 0;
  368. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  369. // Create texture view
  370. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  371. ZeroMemory(&srvDesc, sizeof(srvDesc));
  372. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  373. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  374. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  375. srvDesc.Texture2D.MostDetailedMip = 0;
  376. ID3D11ShaderResourceView* font_texture_view = NULL;
  377. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
  378. pTexture->Release();
  379. // Store our identifier
  380. io.FontAtlas->TexID = (void *)font_texture_view;
  381. }
  382. void InitImGui()
  383. {
  384. RECT rect;
  385. GetClientRect(hWnd, &rect);
  386. int display_w = (int)(rect.right - rect.left);
  387. int display_h = (int)(rect.bottom - rect.top);
  388. ImGuiIO& io = ImGui::GetIO();
  389. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  390. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
  391. 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.
  392. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  393. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  394. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  395. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  396. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  397. io.KeyMap[ImGuiKey_End] = VK_END;
  398. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  399. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  400. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  401. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  402. io.KeyMap[ImGuiKey_A] = 'A';
  403. io.KeyMap[ImGuiKey_C] = 'C';
  404. io.KeyMap[ImGuiKey_V] = 'V';
  405. io.KeyMap[ImGuiKey_X] = 'X';
  406. io.KeyMap[ImGuiKey_Y] = 'Y';
  407. io.KeyMap[ImGuiKey_Z] = 'Z';
  408. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  409. // Create the vertex buffer
  410. {
  411. D3D11_BUFFER_DESC bufferDesc;
  412. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  413. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  414. bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
  415. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  416. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  417. bufferDesc.MiscFlags = 0;
  418. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  419. {
  420. IM_ASSERT(0);
  421. return;
  422. }
  423. }
  424. // Load fonts
  425. LoadFontTexture();
  426. // Create texture sampler
  427. {
  428. D3D11_SAMPLER_DESC desc;
  429. ZeroMemory(&desc, sizeof(desc));
  430. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  431. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  432. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  433. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  434. desc.MipLODBias = 0.f;
  435. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  436. desc.MinLOD = 0.f;
  437. desc.MaxLOD = 0.f;
  438. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  439. }
  440. }
  441. INT64 ticks_per_second = 0;
  442. INT64 last_time = 0;
  443. void UpdateImGui()
  444. {
  445. ImGuiIO& io = ImGui::GetIO();
  446. // Setup time step
  447. INT64 current_time;
  448. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  449. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  450. last_time = current_time;
  451. // Setup inputs
  452. // (we already got mouse position, buttons, wheel from the window message callback)
  453. BYTE keystate[256];
  454. GetKeyboardState(keystate);
  455. for (int i = 0; i < 256; i++)
  456. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  457. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  458. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  459. // io.MousePos : filled by WM_MOUSEMOVE event
  460. // io.MouseDown : filled by WM_*BUTTON* events
  461. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  462. // Start the frame
  463. ImGui::NewFrame();
  464. }
  465. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  466. {
  467. // Register the window class
  468. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
  469. RegisterClassEx(&wc);
  470. // Create the application's window
  471. hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  472. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  473. return 1;
  474. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  475. return 1;
  476. // Initialize Direct3D
  477. if (InitDeviceD3D(hWnd) < 0)
  478. {
  479. CleanupDevice();
  480. UnregisterClass("ImGui Example", wc.hInstance);
  481. return 1;
  482. }
  483. // Show the window
  484. ShowWindow(hWnd, SW_SHOWDEFAULT);
  485. UpdateWindow(hWnd);
  486. InitImGui();
  487. bool show_test_window = true;
  488. bool show_another_window = false;
  489. ImVec4 clear_col(0.8f, 0.6f, 0.6f, 1.0f);
  490. // Enter the message loop
  491. MSG msg;
  492. ZeroMemory(&msg, sizeof(msg));
  493. while (msg.message != WM_QUIT)
  494. {
  495. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  496. {
  497. TranslateMessage(&msg);
  498. DispatchMessage(&msg);
  499. continue;
  500. }
  501. UpdateImGui();
  502. // 1. Show a simple window
  503. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  504. {
  505. static float f;
  506. ImGui::Text("Hello, world!");
  507. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  508. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  509. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  510. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  511. // Calculate and show frame rate
  512. static float ms_per_frame[120] = { 0 };
  513. static int ms_per_frame_idx = 0;
  514. static float ms_per_frame_accum = 0.0f;
  515. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  516. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  517. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  518. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  519. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  520. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  521. }
  522. // 2. Show another simple window, this time using an explicit Begin/End pair
  523. if (show_another_window)
  524. {
  525. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  526. ImGui::Text("Hello");
  527. ImGui::End();
  528. }
  529. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  530. if (show_test_window)
  531. {
  532. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_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!
  533. ImGui::ShowTestWindow(&show_test_window);
  534. }
  535. // Rendering
  536. g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  537. ImGui::Render();
  538. g_pSwapChain->Present(0, 0);
  539. }
  540. ImGui::Shutdown();
  541. UnregisterClass("ImGui Example", wc.hInstance);
  542. return 0;
  543. }