imgui_impl_dx10.cpp 24 KB

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  1. // ImGui Win32 + DirectX10 binding
  2. // In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
  3. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  4. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  5. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  6. // https://github.com/ocornut/imgui
  7. #include "imgui.h"
  8. #include "imgui_impl_dx10.h"
  9. // DirectX
  10. #include <d3d10_1.h>
  11. #include <d3d10.h>
  12. #include <d3dcompiler.h>
  13. #define DIRECTINPUT_VERSION 0x0800
  14. #include <dinput.h>
  15. // Data
  16. static INT64 g_Time = 0;
  17. static INT64 g_TicksPerSecond = 0;
  18. static HWND g_hWnd = 0;
  19. static ID3D10Device* g_pd3dDevice = NULL;
  20. static ID3D10Buffer* g_pVB = NULL;
  21. static ID3D10Buffer* g_pIB = NULL;
  22. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  23. static ID3D10VertexShader* g_pVertexShader = NULL;
  24. static ID3D10InputLayout* g_pInputLayout = NULL;
  25. static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
  26. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  27. static ID3D10PixelShader* g_pPixelShader = NULL;
  28. static ID3D10SamplerState* g_pFontSampler = NULL;
  29. static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
  30. static ID3D10RasterizerState* g_pRasterizerState = NULL;
  31. static ID3D10BlendState* g_pBlendState = NULL;
  32. static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
  33. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  34. struct VERTEX_CONSTANT_BUFFER
  35. {
  36. float mvp[4][4];
  37. };
  38. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  39. // If text or lines are blurry when integrating ImGui in your engine:
  40. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  41. void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
  42. {
  43. ID3D10Device* ctx = g_pd3dDevice;
  44. // Create and grow vertex/index buffers if needed
  45. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  46. {
  47. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  48. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  49. D3D10_BUFFER_DESC desc;
  50. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  51. desc.Usage = D3D10_USAGE_DYNAMIC;
  52. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  53. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  54. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  55. desc.MiscFlags = 0;
  56. if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  57. return;
  58. }
  59. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  60. {
  61. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  62. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  63. D3D10_BUFFER_DESC desc;
  64. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  65. desc.Usage = D3D10_USAGE_DYNAMIC;
  66. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  67. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  68. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  69. if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  70. return;
  71. }
  72. // Copy and convert all vertices into a single contiguous buffer
  73. ImDrawVert* vtx_dst = NULL;
  74. ImDrawIdx* idx_dst = NULL;
  75. g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  76. g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  77. for (int n = 0; n < draw_data->CmdListsCount; n++)
  78. {
  79. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  80. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  81. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  82. vtx_dst += cmd_list->VtxBuffer.Size;
  83. idx_dst += cmd_list->IdxBuffer.Size;
  84. }
  85. g_pVB->Unmap();
  86. g_pIB->Unmap();
  87. // Setup orthographic projection matrix into our constant buffer
  88. {
  89. void* mapped_resource;
  90. if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  91. return;
  92. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
  93. const float L = 0.0f;
  94. const float R = ImGui::GetIO().DisplaySize.x;
  95. const float B = ImGui::GetIO().DisplaySize.y;
  96. const float T = 0.0f;
  97. const float mvp[4][4] =
  98. {
  99. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  100. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  101. { 0.0f, 0.0f, 0.5f, 0.0f },
  102. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  103. };
  104. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  105. g_pVertexConstantBuffer->Unmap();
  106. }
  107. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  108. struct BACKUP_DX10_STATE
  109. {
  110. UINT ScissorRectsCount, ViewportsCount;
  111. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  112. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  113. ID3D10RasterizerState* RS;
  114. ID3D10BlendState* BlendState;
  115. FLOAT BlendFactor[4];
  116. UINT SampleMask;
  117. UINT StencilRef;
  118. ID3D10DepthStencilState* DepthStencilState;
  119. ID3D10ShaderResourceView* PSShaderResource;
  120. ID3D10SamplerState* PSSampler;
  121. ID3D10PixelShader* PS;
  122. ID3D10VertexShader* VS;
  123. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  124. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  125. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  126. DXGI_FORMAT IndexBufferFormat;
  127. ID3D10InputLayout* InputLayout;
  128. };
  129. BACKUP_DX10_STATE old;
  130. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  131. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  132. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  133. ctx->RSGetState(&old.RS);
  134. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  135. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  136. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  137. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  138. ctx->PSGetShader(&old.PS);
  139. ctx->VSGetShader(&old.VS);
  140. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  141. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  142. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  143. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  144. ctx->IAGetInputLayout(&old.InputLayout);
  145. // Setup viewport
  146. D3D10_VIEWPORT vp;
  147. memset(&vp, 0, sizeof(D3D10_VIEWPORT));
  148. vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
  149. vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
  150. vp.MinDepth = 0.0f;
  151. vp.MaxDepth = 1.0f;
  152. vp.TopLeftX = vp.TopLeftY = 0;
  153. ctx->RSSetViewports(1, &vp);
  154. // Bind shader and vertex buffers
  155. unsigned int stride = sizeof(ImDrawVert);
  156. unsigned int offset = 0;
  157. ctx->IASetInputLayout(g_pInputLayout);
  158. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  159. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  160. ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  161. ctx->VSSetShader(g_pVertexShader);
  162. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  163. ctx->PSSetShader(g_pPixelShader);
  164. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  165. // Setup render state
  166. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  167. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  168. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  169. ctx->RSSetState(g_pRasterizerState);
  170. // Render command lists
  171. int vtx_offset = 0;
  172. int idx_offset = 0;
  173. for (int n = 0; n < draw_data->CmdListsCount; n++)
  174. {
  175. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  176. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  177. {
  178. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  179. if (pcmd->UserCallback)
  180. {
  181. pcmd->UserCallback(cmd_list, pcmd);
  182. }
  183. else
  184. {
  185. const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  186. ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
  187. ctx->RSSetScissorRects(1, &r);
  188. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  189. }
  190. idx_offset += pcmd->ElemCount;
  191. }
  192. vtx_offset += cmd_list->VtxBuffer.Size;
  193. }
  194. // Restore modified DX state
  195. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  196. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  197. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  198. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  199. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  200. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  201. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  202. ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  203. ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  204. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  205. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  206. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  207. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  208. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  209. }
  210. IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
  211. {
  212. ImGuiIO& io = ImGui::GetIO();
  213. switch (msg)
  214. {
  215. case WM_LBUTTONDOWN:
  216. io.MouseDown[0] = true;
  217. return true;
  218. case WM_LBUTTONUP:
  219. io.MouseDown[0] = false;
  220. return true;
  221. case WM_RBUTTONDOWN:
  222. io.MouseDown[1] = true;
  223. return true;
  224. case WM_RBUTTONUP:
  225. io.MouseDown[1] = false;
  226. return true;
  227. case WM_MBUTTONDOWN:
  228. io.MouseDown[2] = true;
  229. return true;
  230. case WM_MBUTTONUP:
  231. io.MouseDown[2] = false;
  232. return true;
  233. case WM_MOUSEWHEEL:
  234. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  235. return true;
  236. case WM_MOUSEMOVE:
  237. io.MousePos.x = (signed short)(lParam);
  238. io.MousePos.y = (signed short)(lParam >> 16);
  239. return true;
  240. case WM_KEYDOWN:
  241. if (wParam < 256)
  242. io.KeysDown[wParam] = 1;
  243. return true;
  244. case WM_KEYUP:
  245. if (wParam < 256)
  246. io.KeysDown[wParam] = 0;
  247. return true;
  248. case WM_CHAR:
  249. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  250. if (wParam > 0 && wParam < 0x10000)
  251. io.AddInputCharacter((unsigned short)wParam);
  252. return true;
  253. }
  254. return 0;
  255. }
  256. static void ImGui_ImplDX10_CreateFontsTexture()
  257. {
  258. ImGuiIO& io = ImGui::GetIO();
  259. // Build
  260. unsigned char* pixels;
  261. int width, height;
  262. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  263. // Create DX10 texture
  264. {
  265. D3D10_TEXTURE2D_DESC desc;
  266. ZeroMemory(&desc, sizeof(desc));
  267. desc.Width = width;
  268. desc.Height = height;
  269. desc.MipLevels = 1;
  270. desc.ArraySize = 1;
  271. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  272. desc.SampleDesc.Count = 1;
  273. desc.Usage = D3D10_USAGE_DEFAULT;
  274. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  275. desc.CPUAccessFlags = 0;
  276. ID3D10Texture2D *pTexture = NULL;
  277. D3D10_SUBRESOURCE_DATA subResource;
  278. subResource.pSysMem = pixels;
  279. subResource.SysMemPitch = desc.Width * 4;
  280. subResource.SysMemSlicePitch = 0;
  281. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  282. // Create texture view
  283. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  284. ZeroMemory(&srv_desc, sizeof(srv_desc));
  285. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  286. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  287. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  288. srv_desc.Texture2D.MostDetailedMip = 0;
  289. g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
  290. pTexture->Release();
  291. }
  292. // Store our identifier
  293. io.Fonts->TexID = (void *)g_pFontTextureView;
  294. // Create texture sampler
  295. {
  296. D3D10_SAMPLER_DESC desc;
  297. ZeroMemory(&desc, sizeof(desc));
  298. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  299. desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
  300. desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
  301. desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
  302. desc.MipLODBias = 0.f;
  303. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  304. desc.MinLOD = 0.f;
  305. desc.MaxLOD = 0.f;
  306. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  307. }
  308. // Cleanup (don't clear the input data if you want to append new fonts later)
  309. io.Fonts->ClearInputData();
  310. io.Fonts->ClearTexData();
  311. }
  312. bool ImGui_ImplDX10_CreateDeviceObjects()
  313. {
  314. if (!g_pd3dDevice)
  315. return false;
  316. if (g_pFontSampler)
  317. ImGui_ImplDX10_InvalidateDeviceObjects();
  318. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  319. // If you would like to use this DX11 sample code but remove this dependency you can:
  320. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  321. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  322. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  323. // Create the vertex shader
  324. {
  325. static const char* vertexShader =
  326. "cbuffer vertexBuffer : register(b0) \
  327. {\
  328. float4x4 ProjectionMatrix; \
  329. };\
  330. struct VS_INPUT\
  331. {\
  332. float2 pos : POSITION;\
  333. float4 col : COLOR0;\
  334. float2 uv : TEXCOORD0;\
  335. };\
  336. \
  337. struct PS_INPUT\
  338. {\
  339. float4 pos : SV_POSITION;\
  340. float4 col : COLOR0;\
  341. float2 uv : TEXCOORD0;\
  342. };\
  343. \
  344. PS_INPUT main(VS_INPUT input)\
  345. {\
  346. PS_INPUT output;\
  347. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  348. output.col = input.col;\
  349. output.uv = input.uv;\
  350. return output;\
  351. }";
  352. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  353. 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!
  354. return false;
  355. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
  356. return false;
  357. // Create the input layout
  358. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  359. {
  360. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  361. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  362. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  363. };
  364. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  365. return false;
  366. // Create the constant buffer
  367. {
  368. D3D10_BUFFER_DESC desc;
  369. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  370. desc.Usage = D3D10_USAGE_DYNAMIC;
  371. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  372. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  373. desc.MiscFlags = 0;
  374. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  375. }
  376. }
  377. // Create the pixel shader
  378. {
  379. static const char* pixelShader =
  380. "struct PS_INPUT\
  381. {\
  382. float4 pos : SV_POSITION;\
  383. float4 col : COLOR0;\
  384. float2 uv : TEXCOORD0;\
  385. };\
  386. sampler sampler0;\
  387. Texture2D texture0;\
  388. \
  389. float4 main(PS_INPUT input) : SV_Target\
  390. {\
  391. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  392. return out_col; \
  393. }";
  394. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  395. 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!
  396. return false;
  397. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
  398. return false;
  399. }
  400. // Create the blending setup
  401. {
  402. D3D10_BLEND_DESC desc;
  403. ZeroMemory(&desc, sizeof(desc));
  404. desc.AlphaToCoverageEnable = false;
  405. desc.BlendEnable[0] = true;
  406. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  407. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  408. desc.BlendOp = D3D10_BLEND_OP_ADD;
  409. desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  410. desc.DestBlendAlpha = D3D10_BLEND_ZERO;
  411. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  412. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  413. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  414. }
  415. // Create the rasterizer state
  416. {
  417. D3D10_RASTERIZER_DESC desc;
  418. ZeroMemory(&desc, sizeof(desc));
  419. desc.FillMode = D3D10_FILL_SOLID;
  420. desc.CullMode = D3D10_CULL_NONE;
  421. desc.ScissorEnable = true;
  422. desc.DepthClipEnable = true;
  423. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  424. }
  425. // Create depth-stencil State
  426. {
  427. D3D10_DEPTH_STENCIL_DESC desc;
  428. ZeroMemory(&desc, sizeof(desc));
  429. desc.DepthEnable = false;
  430. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  431. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  432. desc.StencilEnable = false;
  433. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  434. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  435. desc.BackFace = desc.FrontFace;
  436. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  437. }
  438. ImGui_ImplDX10_CreateFontsTexture();
  439. return true;
  440. }
  441. void ImGui_ImplDX10_InvalidateDeviceObjects()
  442. {
  443. if (!g_pd3dDevice)
  444. return;
  445. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  446. if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
  447. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  448. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  449. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  450. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  451. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  452. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  453. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  454. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  455. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  456. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  457. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  458. }
  459. bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
  460. {
  461. g_hWnd = (HWND)hwnd;
  462. g_pd3dDevice = device;
  463. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  464. return false;
  465. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  466. return false;
  467. ImGuiIO& io = ImGui::GetIO();
  468. 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.
  469. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  470. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  471. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  472. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  473. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  474. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  475. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  476. io.KeyMap[ImGuiKey_End] = VK_END;
  477. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  478. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  479. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  480. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  481. io.KeyMap[ImGuiKey_A] = 'A';
  482. io.KeyMap[ImGuiKey_C] = 'C';
  483. io.KeyMap[ImGuiKey_V] = 'V';
  484. io.KeyMap[ImGuiKey_X] = 'X';
  485. io.KeyMap[ImGuiKey_Y] = 'Y';
  486. io.KeyMap[ImGuiKey_Z] = 'Z';
  487. io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
  488. io.ImeWindowHandle = g_hWnd;
  489. return true;
  490. }
  491. void ImGui_ImplDX10_Shutdown()
  492. {
  493. ImGui_ImplDX10_InvalidateDeviceObjects();
  494. ImGui::Shutdown();
  495. g_pd3dDevice = NULL;
  496. g_hWnd = (HWND)0;
  497. }
  498. void ImGui_ImplDX10_NewFrame()
  499. {
  500. if (!g_pFontSampler)
  501. ImGui_ImplDX10_CreateDeviceObjects();
  502. ImGuiIO& io = ImGui::GetIO();
  503. // Setup display size (every frame to accommodate for window resizing)
  504. RECT rect;
  505. GetClientRect(g_hWnd, &rect);
  506. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  507. // Setup time step
  508. INT64 current_time;
  509. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  510. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  511. g_Time = current_time;
  512. // Read keyboard modifiers inputs
  513. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  514. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  515. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  516. io.KeySuper = false;
  517. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  518. // io.MousePos : filled by WM_MOUSEMOVE events
  519. // io.MouseDown : filled by WM_*BUTTON* events
  520. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  521. // Hide OS mouse cursor if ImGui is drawing it
  522. if (io.MouseDrawCursor)
  523. SetCursor(NULL);
  524. // Start the frame
  525. ImGui::NewFrame();
  526. }