main.cpp 7.7 KB

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  1. // ImGui - standalone example application for DirectX 10
  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_dx10.h"
  5. #include <d3d10_1.h>
  6. #include <d3d10.h>
  7. #include <d3dcompiler.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #include <tchar.h>
  11. // Data
  12. static ID3D10Device* g_pd3dDevice = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. DXGI_SWAP_CHAIN_DESC sd;
  18. g_pSwapChain->GetDesc(&sd);
  19. // Create the render target
  20. ID3D10Texture2D* pBackBuffer;
  21. D3D10_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 = D3D10_RTV_DIMENSION_TEXTURE2D;
  25. g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
  26. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  27. g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  28. pBackBuffer->Release();
  29. }
  30. void CleanupRenderTarget()
  31. {
  32. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  33. }
  34. HRESULT CreateDeviceD3D(HWND hWnd)
  35. {
  36. // Setup swap chain
  37. DXGI_SWAP_CHAIN_DESC sd;
  38. {
  39. ZeroMemory(&sd, sizeof(sd));
  40. sd.BufferCount = 2;
  41. sd.BufferDesc.Width = 0;
  42. sd.BufferDesc.Height = 0;
  43. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  44. sd.BufferDesc.RefreshRate.Numerator = 60;
  45. sd.BufferDesc.RefreshRate.Denominator = 1;
  46. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  47. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  48. sd.OutputWindow = hWnd;
  49. sd.SampleDesc.Count = 1;
  50. sd.SampleDesc.Quality = 0;
  51. sd.Windowed = TRUE;
  52. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  53. }
  54. UINT createDeviceFlags = 0;
  55. //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
  56. if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
  57. return E_FAIL;
  58. // Setup rasterizer
  59. {
  60. D3D10_RASTERIZER_DESC RSDesc;
  61. memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
  62. RSDesc.FillMode = D3D10_FILL_SOLID;
  63. RSDesc.CullMode = D3D10_CULL_NONE;
  64. RSDesc.FrontCounterClockwise = FALSE;
  65. RSDesc.DepthBias = 0;
  66. RSDesc.SlopeScaledDepthBias = 0.0f;
  67. RSDesc.DepthBiasClamp = 0;
  68. RSDesc.DepthClipEnable = TRUE;
  69. RSDesc.ScissorEnable = TRUE;
  70. RSDesc.AntialiasedLineEnable = FALSE;
  71. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  72. ID3D10RasterizerState* pRState = NULL;
  73. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  74. g_pd3dDevice->RSSetState(pRState);
  75. pRState->Release();
  76. }
  77. CreateRenderTarget();
  78. return S_OK;
  79. }
  80. void CleanupDeviceD3D()
  81. {
  82. CleanupRenderTarget();
  83. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  84. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  85. }
  86. extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  87. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  88. {
  89. if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
  90. return true;
  91. switch (msg)
  92. {
  93. case WM_SIZE:
  94. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  95. {
  96. ImGui_ImplDX10_InvalidateDeviceObjects();
  97. CleanupRenderTarget();
  98. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  99. CreateRenderTarget();
  100. ImGui_ImplDX10_CreateDeviceObjects();
  101. }
  102. return 0;
  103. case WM_SYSCOMMAND:
  104. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  105. return 0;
  106. break;
  107. case WM_DESTROY:
  108. PostQuitMessage(0);
  109. return 0;
  110. }
  111. return DefWindowProc(hWnd, msg, wParam, lParam);
  112. }
  113. int main(int, char**)
  114. {
  115. // Create application window
  116. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  117. RegisterClassEx(&wc);
  118. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  119. // Initialize Direct3D
  120. if (CreateDeviceD3D(hwnd) < 0)
  121. {
  122. CleanupDeviceD3D();
  123. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  124. return 1;
  125. }
  126. // Show the window
  127. ShowWindow(hwnd, SW_SHOWDEFAULT);
  128. UpdateWindow(hwnd);
  129. // Setup ImGui binding
  130. ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
  131. // Load Fonts
  132. // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
  133. //ImGuiIO& io = ImGui::GetIO();
  134. //io.Fonts->AddFontDefault();
  135. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  136. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  137. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  138. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  139. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  140. bool show_test_window = true;
  141. bool show_another_window = false;
  142. ImVec4 clear_col = ImColor(114, 144, 154);
  143. // Main loop
  144. MSG msg;
  145. ZeroMemory(&msg, sizeof(msg));
  146. while (msg.message != WM_QUIT)
  147. {
  148. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  149. {
  150. TranslateMessage(&msg);
  151. DispatchMessage(&msg);
  152. continue;
  153. }
  154. ImGui_ImplDX10_NewFrame();
  155. // 1. Show a simple window
  156. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  157. {
  158. static float f = 0.0f;
  159. ImGui::Text("Hello, world!");
  160. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  161. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  162. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  163. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  164. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  165. }
  166. // 2. Show another simple window, this time using an explicit Begin/End pair
  167. if (show_another_window)
  168. {
  169. ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
  170. ImGui::Begin("Another Window", &show_another_window);
  171. ImGui::Text("Hello");
  172. ImGui::End();
  173. }
  174. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  175. if (show_test_window)
  176. {
  177. 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!
  178. ImGui::ShowTestWindow(&show_test_window);
  179. }
  180. // Rendering
  181. g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  182. ImGui::Render();
  183. g_pSwapChain->Present(0, 0);
  184. }
  185. ImGui_ImplDX10_Shutdown();
  186. CleanupDeviceD3D();
  187. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  188. return 0;
  189. }