imgui_impl_dx11.cpp 16 KB

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  1. // ImGui Win32 + DirectX11 binding
  2. // https://github.com/ocornut/imgui
  3. #include <imgui.h>
  4. #include "imgui_impl_dx11.h"
  5. // DirectX
  6. #include <d3d11.h>
  7. #include <d3dcompiler.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. // Data
  11. static INT64 g_Time = 0;
  12. static INT64 g_TicksPerSecond = 0;
  13. static bool g_FontTextureLoaded = false;
  14. static HWND g_hWnd = 0;
  15. static ID3D11Device* g_pd3dDevice = NULL;
  16. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  17. static ID3D11Buffer* g_pVB = NULL;
  18. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  19. static ID3D11VertexShader* g_pVertexShader = NULL;
  20. static ID3D11InputLayout* g_pInputLayout = NULL;
  21. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  22. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  23. static ID3D11PixelShader* g_pPixelShader = NULL;
  24. static ID3D11SamplerState* g_pFontSampler = NULL;
  25. static ID3D11BlendState* g_blendState = NULL;
  26. struct CUSTOMVERTEX
  27. {
  28. float pos[2];
  29. float uv[2];
  30. unsigned int col;
  31. };
  32. struct VERTEX_CONSTANT_BUFFER
  33. {
  34. float mvp[4][4];
  35. };
  36. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  37. // If text or lines are blurry when integrating ImGui in your engine:
  38. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  39. static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  40. {
  41. // Copy and convert all vertices into a single contiguous buffer
  42. D3D11_MAPPED_SUBRESOURCE mappedResource;
  43. if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  44. return;
  45. CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
  46. for (int n = 0; n < cmd_lists_count; n++)
  47. {
  48. const ImDrawList* cmd_list = cmd_lists[n];
  49. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  50. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  51. {
  52. vtx_dst->pos[0] = vtx_src->pos.x;
  53. vtx_dst->pos[1] = vtx_src->pos.y;
  54. vtx_dst->uv[0] = vtx_src->uv.x;
  55. vtx_dst->uv[1] = vtx_src->uv.y;
  56. vtx_dst->col = vtx_src->col;
  57. vtx_dst++;
  58. vtx_src++;
  59. }
  60. }
  61. g_pd3dDeviceContext->Unmap(g_pVB, 0);
  62. // Setup orthographic projection matrix into our constant buffer
  63. {
  64. D3D11_MAPPED_SUBRESOURCE mappedResource;
  65. if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  66. return;
  67. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  68. const float L = 0.0f;
  69. const float R = ImGui::GetIO().DisplaySize.x;
  70. const float B = ImGui::GetIO().DisplaySize.y;
  71. const float T = 0.0f;
  72. const float mvp[4][4] =
  73. {
  74. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  75. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  76. { 0.0f, 0.0f, 0.5f, 0.0f },
  77. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  78. };
  79. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  80. g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
  81. }
  82. // Setup viewport
  83. {
  84. D3D11_VIEWPORT vp;
  85. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  86. vp.Width = ImGui::GetIO().DisplaySize.x;
  87. vp.Height = ImGui::GetIO().DisplaySize.y;
  88. vp.MinDepth = 0.0f;
  89. vp.MaxDepth = 1.0f;
  90. vp.TopLeftX = 0;
  91. vp.TopLeftY = 0;
  92. g_pd3dDeviceContext->RSSetViewports(1, &vp);
  93. }
  94. // Bind shader and vertex buffers
  95. unsigned int stride = sizeof(CUSTOMVERTEX);
  96. unsigned int offset = 0;
  97. g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
  98. g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  99. g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  100. g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
  101. g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  102. g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
  103. g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
  104. // Setup render state
  105. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  106. g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  107. // Render command lists
  108. int vtx_offset = 0;
  109. for (int n = 0; n < cmd_lists_count; n++)
  110. {
  111. const ImDrawList* cmd_list = cmd_lists[n];
  112. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  113. {
  114. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  115. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  116. g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
  117. g_pd3dDeviceContext->RSSetScissorRects(1, &r);
  118. g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
  119. vtx_offset += pcmd->vtx_count;
  120. }
  121. }
  122. // Restore modified state
  123. g_pd3dDeviceContext->IASetInputLayout(NULL);
  124. g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
  125. g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
  126. }
  127. LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  128. {
  129. ImGuiIO& io = ImGui::GetIO();
  130. switch (msg)
  131. {
  132. case WM_LBUTTONDOWN:
  133. io.MouseDown[0] = true;
  134. return true;
  135. case WM_LBUTTONUP:
  136. io.MouseDown[0] = false;
  137. return true;
  138. case WM_RBUTTONDOWN:
  139. io.MouseDown[1] = true;
  140. return true;
  141. case WM_RBUTTONUP:
  142. io.MouseDown[1] = false;
  143. return true;
  144. case WM_MOUSEWHEEL:
  145. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  146. return true;
  147. case WM_MOUSEMOVE:
  148. io.MousePos.x = (signed short)(lParam);
  149. io.MousePos.y = (signed short)(lParam >> 16);
  150. return true;
  151. case WM_KEYDOWN:
  152. if (wParam >= 0 && wParam < 256)
  153. io.KeysDown[wParam] = 1;
  154. return true;
  155. case WM_KEYUP:
  156. if (wParam >= 0 && wParam < 256)
  157. io.KeysDown[wParam] = 0;
  158. return true;
  159. case WM_CHAR:
  160. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  161. if (wParam > 0 && wParam < 0x10000)
  162. io.AddInputCharacter((unsigned short)wParam);
  163. return true;
  164. }
  165. return 0;
  166. }
  167. void ImGui_ImplDX11_InitFontsTexture()
  168. {
  169. ImGuiIO& io = ImGui::GetIO();
  170. // Build
  171. unsigned char* pixels;
  172. int width, height;
  173. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  174. // Create DX11 texture
  175. D3D11_TEXTURE2D_DESC texDesc;
  176. ZeroMemory(&texDesc, sizeof(texDesc));
  177. texDesc.Width = width;
  178. texDesc.Height = height;
  179. texDesc.MipLevels = 1;
  180. texDesc.ArraySize = 1;
  181. texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  182. texDesc.SampleDesc.Count = 1;
  183. texDesc.Usage = D3D11_USAGE_DEFAULT;
  184. texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  185. texDesc.CPUAccessFlags = 0;
  186. ID3D11Texture2D *pTexture = NULL;
  187. D3D11_SUBRESOURCE_DATA subResource;
  188. subResource.pSysMem = pixels;
  189. subResource.SysMemPitch = texDesc.Width * 4;
  190. subResource.SysMemSlicePitch = 0;
  191. g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
  192. // Create texture view
  193. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  194. ZeroMemory(&srvDesc, sizeof(srvDesc));
  195. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  196. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  197. srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
  198. srvDesc.Texture2D.MostDetailedMip = 0;
  199. ID3D11ShaderResourceView* font_texture_view = NULL;
  200. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
  201. pTexture->Release();
  202. // Store our identifier
  203. io.Fonts->TexID = (void *)font_texture_view;
  204. // Create texture sampler
  205. D3D11_SAMPLER_DESC samplerDesc;
  206. ZeroMemory(&samplerDesc, sizeof(samplerDesc));
  207. samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  208. samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  209. samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  210. samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  211. samplerDesc.MipLODBias = 0.f;
  212. samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  213. samplerDesc.MinLOD = 0.f;
  214. samplerDesc.MaxLOD = 0.f;
  215. g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
  216. }
  217. static bool InitDirect3DState()
  218. {
  219. // Create the vertex shader
  220. {
  221. static const char* vertexShader =
  222. "cbuffer vertexBuffer : register(c0) \
  223. {\
  224. float4x4 ProjectionMatrix; \
  225. };\
  226. struct VS_INPUT\
  227. {\
  228. float2 pos : POSITION;\
  229. float4 col : COLOR0;\
  230. float2 uv : TEXCOORD0;\
  231. };\
  232. \
  233. struct PS_INPUT\
  234. {\
  235. float4 pos : SV_POSITION;\
  236. float4 col : COLOR0;\
  237. float2 uv : TEXCOORD0;\
  238. };\
  239. \
  240. PS_INPUT main(VS_INPUT input)\
  241. {\
  242. PS_INPUT output;\
  243. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  244. output.col = input.col;\
  245. output.uv = input.uv;\
  246. return output;\
  247. }";
  248. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  249. 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!
  250. return false;
  251. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  252. return false;
  253. // Create the input layout
  254. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  255. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  256. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  257. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  258. };
  259. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  260. return false;
  261. // Create the constant buffer
  262. {
  263. D3D11_BUFFER_DESC cbDesc;
  264. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  265. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  266. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  267. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  268. cbDesc.MiscFlags = 0;
  269. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  270. }
  271. }
  272. // Create the pixel shader
  273. {
  274. static const char* pixelShader =
  275. "struct PS_INPUT\
  276. {\
  277. float4 pos : SV_POSITION;\
  278. float4 col : COLOR0;\
  279. float2 uv : TEXCOORD0;\
  280. };\
  281. sampler sampler0;\
  282. Texture2D texture0;\
  283. \
  284. float4 main(PS_INPUT input) : SV_Target\
  285. {\
  286. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  287. return out_col; \
  288. }";
  289. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  290. 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!
  291. return false;
  292. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  293. return false;
  294. }
  295. // Create the blending setup
  296. {
  297. D3D11_BLEND_DESC desc;
  298. ZeroMemory(&desc, sizeof(desc));
  299. desc.AlphaToCoverageEnable = false;
  300. desc.RenderTarget[0].BlendEnable = true;
  301. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  302. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  303. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  304. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  305. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  306. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  307. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  308. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  309. }
  310. // Create the vertex buffer
  311. {
  312. D3D11_BUFFER_DESC bufferDesc;
  313. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  314. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  315. bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
  316. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  317. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  318. bufferDesc.MiscFlags = 0;
  319. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  320. return false;
  321. }
  322. return true;
  323. }
  324. bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
  325. {
  326. g_hWnd = (HWND)hwnd;
  327. g_pd3dDevice = device;
  328. g_pd3dDeviceContext = device_context;
  329. if (!InitDirect3DState())
  330. {
  331. IM_ASSERT(0);
  332. return false;
  333. }
  334. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  335. return false;
  336. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  337. return false;
  338. ImGuiIO& io = ImGui::GetIO();
  339. 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.
  340. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  341. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  342. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  343. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  344. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  345. io.KeyMap[ImGuiKey_End] = VK_END;
  346. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  347. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  348. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  349. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  350. io.KeyMap[ImGuiKey_A] = 'A';
  351. io.KeyMap[ImGuiKey_C] = 'C';
  352. io.KeyMap[ImGuiKey_V] = 'V';
  353. io.KeyMap[ImGuiKey_X] = 'X';
  354. io.KeyMap[ImGuiKey_Y] = 'Y';
  355. io.KeyMap[ImGuiKey_Z] = 'Z';
  356. io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
  357. io.ImeWindowHandle = g_hWnd;
  358. return true;
  359. }
  360. void ImGui_ImplDX11_Shutdown()
  361. {
  362. if (g_pd3dDeviceContext) g_pd3dDeviceContext->ClearState();
  363. if (g_pFontSampler) g_pFontSampler->Release();
  364. if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
  365. font_texture_view->Release();
  366. if (g_pVB) g_pVB->Release();
  367. if (g_blendState) g_blendState->Release();
  368. if (g_pPixelShader) g_pPixelShader->Release();
  369. if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
  370. if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
  371. if (g_pInputLayout) g_pInputLayout->Release();
  372. if (g_pVertexShader) g_pVertexShader->Release();
  373. if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
  374. ImGui::Shutdown();
  375. }
  376. void ImGui_ImplDX11_NewFrame()
  377. {
  378. if (!g_FontTextureLoaded)
  379. ImGui_ImplDX11_InitFontsTexture();
  380. ImGuiIO& io = ImGui::GetIO();
  381. // Setup display size (every frame to accommodate for window resizing)
  382. RECT rect;
  383. GetClientRect(g_hWnd, &rect);
  384. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  385. // Setup time step
  386. INT64 current_time;
  387. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  388. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  389. g_Time = current_time;
  390. // Read keyboard modifiers inputs
  391. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  392. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  393. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  394. // io.MousePos : filled by WM_MOUSEMOVE events
  395. // io.MouseDown : filled by WM_*BUTTON* events
  396. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  397. // Start the frame
  398. ImGui::NewFrame();
  399. }