main.cpp 8.4 KB

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  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. #include <tchar.h>
  9. // Data
  10. static ID3D11Device* g_pd3dDevice = NULL;
  11. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  14. void CreateRenderTarget()
  15. {
  16. DXGI_SWAP_CHAIN_DESC sd;
  17. g_pSwapChain->GetDesc(&sd);
  18. // Create the render target
  19. ID3D11Texture2D* pBackBuffer;
  20. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  21. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  22. render_target_view_desc.Format = sd.BufferDesc.Format;
  23. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  24. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  25. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  26. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  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. {
  38. ZeroMemory(&sd, sizeof(sd));
  39. sd.BufferCount = 2;
  40. sd.BufferDesc.Width = 0;
  41. sd.BufferDesc.Height = 0;
  42. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  43. sd.BufferDesc.RefreshRate.Numerator = 60;
  44. sd.BufferDesc.RefreshRate.Denominator = 1;
  45. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  46. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  47. sd.OutputWindow = hWnd;
  48. sd.SampleDesc.Count = 1;
  49. sd.SampleDesc.Quality = 0;
  50. sd.Windowed = TRUE;
  51. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  52. }
  53. UINT createDeviceFlags = 0;
  54. #ifdef _DEBUG
  55. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  56. #endif
  57. D3D_FEATURE_LEVEL featureLevel;
  58. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  59. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  60. return E_FAIL;
  61. // Setup rasterizer
  62. {
  63. D3D11_RASTERIZER_DESC RSDesc;
  64. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  65. RSDesc.FillMode = D3D11_FILL_SOLID;
  66. RSDesc.CullMode = D3D11_CULL_NONE;
  67. RSDesc.FrontCounterClockwise = FALSE;
  68. RSDesc.DepthBias = 0;
  69. RSDesc.SlopeScaledDepthBias = 0.0f;
  70. RSDesc.DepthBiasClamp = 0;
  71. RSDesc.DepthClipEnable = TRUE;
  72. RSDesc.ScissorEnable = TRUE;
  73. RSDesc.AntialiasedLineEnable = FALSE;
  74. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  75. ID3D11RasterizerState* pRState = NULL;
  76. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  77. g_pd3dDeviceContext->RSSetState(pRState);
  78. pRState->Release();
  79. }
  80. CreateRenderTarget();
  81. return S_OK;
  82. }
  83. void CleanupDeviceD3D()
  84. {
  85. CleanupRenderTarget();
  86. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  87. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  88. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  89. }
  90. extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  91. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  92. {
  93. if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
  94. return true;
  95. switch (msg)
  96. {
  97. case WM_SIZE:
  98. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  99. {
  100. ImGui_ImplDX11_InvalidateDeviceObjects();
  101. CleanupRenderTarget();
  102. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  103. CreateRenderTarget();
  104. ImGui_ImplDX11_CreateDeviceObjects();
  105. }
  106. return 0;
  107. case WM_SYSCOMMAND:
  108. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  109. return 0;
  110. break;
  111. case WM_DESTROY:
  112. PostQuitMessage(0);
  113. return 0;
  114. }
  115. return DefWindowProc(hWnd, msg, wParam, lParam);
  116. }
  117. int main(int, char**)
  118. {
  119. // Create application window
  120. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  121. RegisterClassEx(&wc);
  122. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  123. // Initialize Direct3D
  124. if (CreateDeviceD3D(hwnd) < 0)
  125. {
  126. CleanupDeviceD3D();
  127. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  128. return 1;
  129. }
  130. // Show the window
  131. ShowWindow(hwnd, SW_SHOWDEFAULT);
  132. UpdateWindow(hwnd);
  133. // Setup ImGui binding
  134. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  135. // Load Fonts
  136. // (see extra_fonts/README.txt for more details)
  137. //ImGuiIO& io = ImGui::GetIO();
  138. //io.Fonts->AddFontDefault();
  139. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  140. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  141. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  142. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  143. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  144. // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
  145. //static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
  146. //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
  147. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
  148. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
  149. bool show_test_window = true;
  150. bool show_another_window = false;
  151. ImVec4 clear_col = ImColor(114, 144, 154);
  152. // Main loop
  153. MSG msg;
  154. ZeroMemory(&msg, sizeof(msg));
  155. while (msg.message != WM_QUIT)
  156. {
  157. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  158. {
  159. TranslateMessage(&msg);
  160. DispatchMessage(&msg);
  161. continue;
  162. }
  163. ImGui_ImplDX11_NewFrame();
  164. // 1. Show a simple window
  165. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  166. {
  167. static float f = 0.0f;
  168. ImGui::Text("Hello, world!");
  169. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  170. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  171. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  172. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  173. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  174. }
  175. // 2. Show another simple window, this time using an explicit Begin/End pair
  176. if (show_another_window)
  177. {
  178. ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
  179. ImGui::Begin("Another Window", &show_another_window);
  180. ImGui::Text("Hello");
  181. ImGui::End();
  182. }
  183. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  184. if (show_test_window)
  185. {
  186. 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!
  187. ImGui::ShowTestWindow(&show_test_window);
  188. }
  189. // Rendering
  190. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  191. ImGui::Render();
  192. g_pSwapChain->Present(0, 0);
  193. }
  194. ImGui_ImplDX11_Shutdown();
  195. CleanupDeviceD3D();
  196. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  197. return 0;
  198. }