imgui_impl_dx10.cpp 28 KB

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  1. // ImGui Win32 + DirectX10 binding
  2. // Implemented features:
  3. // [X] User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
  4. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
  5. // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
  6. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  7. // https://github.com/ocornut/imgui
  8. // CHANGELOG
  9. // (minor and older changes stripped away, please see git history for details)
  10. // 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
  11. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
  12. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
  13. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
  14. // 2018-02-06: Inputs: Honoring the io.WantMoveMouse by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
  15. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
  16. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
  17. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
  18. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
  19. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
  20. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
  21. // 2016-05-07: DirectX10: Disabling depth-write.
  22. #include "imgui.h"
  23. #include "imgui_impl_dx10.h"
  24. // DirectX
  25. #include <d3d10_1.h>
  26. #include <d3d10.h>
  27. #include <d3dcompiler.h>
  28. #define DIRECTINPUT_VERSION 0x0800
  29. #include <dinput.h>
  30. // Win32 Data
  31. static HWND g_hWnd = 0;
  32. static INT64 g_Time = 0;
  33. static INT64 g_TicksPerSecond = 0;
  34. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  35. // DirectX data
  36. static ID3D10Device* g_pd3dDevice = NULL;
  37. static ID3D10Buffer* g_pVB = NULL;
  38. static ID3D10Buffer* g_pIB = NULL;
  39. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  40. static ID3D10VertexShader* g_pVertexShader = NULL;
  41. static ID3D10InputLayout* g_pInputLayout = NULL;
  42. static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
  43. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  44. static ID3D10PixelShader* g_pPixelShader = NULL;
  45. static ID3D10SamplerState* g_pFontSampler = NULL;
  46. static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
  47. static ID3D10RasterizerState* g_pRasterizerState = NULL;
  48. static ID3D10BlendState* g_pBlendState = NULL;
  49. static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
  50. static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
  51. struct VERTEX_CONSTANT_BUFFER
  52. {
  53. float mvp[4][4];
  54. };
  55. // Render function
  56. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
  57. void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
  58. {
  59. ID3D10Device* ctx = g_pd3dDevice;
  60. // Create and grow vertex/index buffers if needed
  61. if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
  62. {
  63. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  64. g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
  65. D3D10_BUFFER_DESC desc;
  66. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  67. desc.Usage = D3D10_USAGE_DYNAMIC;
  68. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  69. desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  70. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  71. desc.MiscFlags = 0;
  72. if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
  73. return;
  74. }
  75. if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
  76. {
  77. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  78. g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
  79. D3D10_BUFFER_DESC desc;
  80. memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
  81. desc.Usage = D3D10_USAGE_DYNAMIC;
  82. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  83. desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  84. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  85. if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  86. return;
  87. }
  88. // Copy and convert all vertices into a single contiguous buffer
  89. ImDrawVert* vtx_dst = NULL;
  90. ImDrawIdx* idx_dst = NULL;
  91. g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
  92. g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
  93. for (int n = 0; n < draw_data->CmdListsCount; n++)
  94. {
  95. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  96. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  97. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  98. vtx_dst += cmd_list->VtxBuffer.Size;
  99. idx_dst += cmd_list->IdxBuffer.Size;
  100. }
  101. g_pVB->Unmap();
  102. g_pIB->Unmap();
  103. // Setup orthographic projection matrix into our constant buffer
  104. {
  105. void* mapped_resource;
  106. if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  107. return;
  108. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource;
  109. const float L = 0.0f;
  110. const float R = ImGui::GetIO().DisplaySize.x;
  111. const float B = ImGui::GetIO().DisplaySize.y;
  112. const float T = 0.0f;
  113. const float mvp[4][4] =
  114. {
  115. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  116. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  117. { 0.0f, 0.0f, 0.5f, 0.0f },
  118. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  119. };
  120. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  121. g_pVertexConstantBuffer->Unmap();
  122. }
  123. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  124. struct BACKUP_DX10_STATE
  125. {
  126. UINT ScissorRectsCount, ViewportsCount;
  127. D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  128. D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  129. ID3D10RasterizerState* RS;
  130. ID3D10BlendState* BlendState;
  131. FLOAT BlendFactor[4];
  132. UINT SampleMask;
  133. UINT StencilRef;
  134. ID3D10DepthStencilState* DepthStencilState;
  135. ID3D10ShaderResourceView* PSShaderResource;
  136. ID3D10SamplerState* PSSampler;
  137. ID3D10PixelShader* PS;
  138. ID3D10VertexShader* VS;
  139. D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  140. ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  141. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  142. DXGI_FORMAT IndexBufferFormat;
  143. ID3D10InputLayout* InputLayout;
  144. };
  145. BACKUP_DX10_STATE old;
  146. old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  147. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  148. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  149. ctx->RSGetState(&old.RS);
  150. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  151. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  152. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  153. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  154. ctx->PSGetShader(&old.PS);
  155. ctx->VSGetShader(&old.VS);
  156. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  157. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  158. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  159. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  160. ctx->IAGetInputLayout(&old.InputLayout);
  161. // Setup viewport
  162. D3D10_VIEWPORT vp;
  163. memset(&vp, 0, sizeof(D3D10_VIEWPORT));
  164. vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
  165. vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
  166. vp.MinDepth = 0.0f;
  167. vp.MaxDepth = 1.0f;
  168. vp.TopLeftX = vp.TopLeftY = 0;
  169. ctx->RSSetViewports(1, &vp);
  170. // Bind shader and vertex buffers
  171. unsigned int stride = sizeof(ImDrawVert);
  172. unsigned int offset = 0;
  173. ctx->IASetInputLayout(g_pInputLayout);
  174. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  175. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  176. ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  177. ctx->VSSetShader(g_pVertexShader);
  178. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  179. ctx->PSSetShader(g_pPixelShader);
  180. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  181. // Setup render state
  182. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  183. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  184. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  185. ctx->RSSetState(g_pRasterizerState);
  186. // Render command lists
  187. int vtx_offset = 0;
  188. int idx_offset = 0;
  189. for (int n = 0; n < draw_data->CmdListsCount; n++)
  190. {
  191. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  192. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  193. {
  194. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  195. if (pcmd->UserCallback)
  196. {
  197. pcmd->UserCallback(cmd_list, pcmd);
  198. }
  199. else
  200. {
  201. const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  202. ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
  203. ctx->RSSetScissorRects(1, &r);
  204. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  205. }
  206. idx_offset += pcmd->ElemCount;
  207. }
  208. vtx_offset += cmd_list->VtxBuffer.Size;
  209. }
  210. // Restore modified DX state
  211. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  212. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  213. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  214. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  215. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  216. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  217. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  218. ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
  219. ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
  220. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  221. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  222. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  223. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  224. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  225. }
  226. static void ImGui_ImplWin32_UpdateMouseCursor()
  227. {
  228. ImGuiIO& io = ImGui::GetIO();
  229. ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  230. if (imgui_cursor == ImGuiMouseCursor_None)
  231. {
  232. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  233. ::SetCursor(NULL);
  234. }
  235. else
  236. {
  237. // Hardware cursor type
  238. LPTSTR win32_cursor = IDC_ARROW;
  239. switch (imgui_cursor)
  240. {
  241. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  242. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  243. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  244. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  245. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  246. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  247. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  248. }
  249. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  250. }
  251. }
  252. // Process Win32 mouse/keyboard inputs.
  253. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  254. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  255. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  256. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  257. // PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
  258. // PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
  259. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  260. {
  261. if (ImGui::GetCurrentContext() == NULL)
  262. return 0;
  263. ImGuiIO& io = ImGui::GetIO();
  264. switch (msg)
  265. {
  266. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  267. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  268. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  269. {
  270. int button = 0;
  271. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
  272. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
  273. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
  274. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  275. ::SetCapture(hwnd);
  276. io.MouseDown[button] = true;
  277. return 0;
  278. }
  279. case WM_LBUTTONUP:
  280. case WM_RBUTTONUP:
  281. case WM_MBUTTONUP:
  282. {
  283. int button = 0;
  284. if (msg == WM_LBUTTONUP) button = 0;
  285. if (msg == WM_RBUTTONUP) button = 1;
  286. if (msg == WM_MBUTTONUP) button = 2;
  287. io.MouseDown[button] = false;
  288. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  289. ::ReleaseCapture();
  290. return 0;
  291. }
  292. case WM_MOUSEWHEEL:
  293. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  294. return 0;
  295. case WM_MOUSEHWHEEL:
  296. io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  297. return 0;
  298. case WM_MOUSEMOVE:
  299. io.MousePos.x = (signed short)(lParam);
  300. io.MousePos.y = (signed short)(lParam >> 16);
  301. return 0;
  302. case WM_KEYDOWN:
  303. case WM_SYSKEYDOWN:
  304. if (wParam < 256)
  305. io.KeysDown[wParam] = 1;
  306. return 0;
  307. case WM_KEYUP:
  308. case WM_SYSKEYUP:
  309. if (wParam < 256)
  310. io.KeysDown[wParam] = 0;
  311. return 0;
  312. case WM_CHAR:
  313. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  314. if (wParam > 0 && wParam < 0x10000)
  315. io.AddInputCharacter((unsigned short)wParam);
  316. return 0;
  317. case WM_SETCURSOR:
  318. if (LOWORD(lParam) == HTCLIENT)
  319. {
  320. ImGui_ImplWin32_UpdateMouseCursor();
  321. return 1;
  322. }
  323. return 0;
  324. }
  325. return 0;
  326. }
  327. static void ImGui_ImplDX10_CreateFontsTexture()
  328. {
  329. ImGuiIO& io = ImGui::GetIO();
  330. // Build
  331. unsigned char* pixels;
  332. int width, height;
  333. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  334. // Create DX10 texture
  335. {
  336. D3D10_TEXTURE2D_DESC desc;
  337. ZeroMemory(&desc, sizeof(desc));
  338. desc.Width = width;
  339. desc.Height = height;
  340. desc.MipLevels = 1;
  341. desc.ArraySize = 1;
  342. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  343. desc.SampleDesc.Count = 1;
  344. desc.Usage = D3D10_USAGE_DEFAULT;
  345. desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
  346. desc.CPUAccessFlags = 0;
  347. ID3D10Texture2D *pTexture = NULL;
  348. D3D10_SUBRESOURCE_DATA subResource;
  349. subResource.pSysMem = pixels;
  350. subResource.SysMemPitch = desc.Width * 4;
  351. subResource.SysMemSlicePitch = 0;
  352. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  353. // Create texture view
  354. D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
  355. ZeroMemory(&srv_desc, sizeof(srv_desc));
  356. srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  357. srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
  358. srv_desc.Texture2D.MipLevels = desc.MipLevels;
  359. srv_desc.Texture2D.MostDetailedMip = 0;
  360. g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
  361. pTexture->Release();
  362. }
  363. // Store our identifier
  364. io.Fonts->TexID = (void *)g_pFontTextureView;
  365. // Create texture sampler
  366. {
  367. D3D10_SAMPLER_DESC desc;
  368. ZeroMemory(&desc, sizeof(desc));
  369. desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
  370. desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
  371. desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
  372. desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
  373. desc.MipLODBias = 0.f;
  374. desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
  375. desc.MinLOD = 0.f;
  376. desc.MaxLOD = 0.f;
  377. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  378. }
  379. // Cleanup (don't clear the input data if you want to append new fonts later)
  380. io.Fonts->ClearInputData();
  381. io.Fonts->ClearTexData();
  382. }
  383. bool ImGui_ImplDX10_CreateDeviceObjects()
  384. {
  385. if (!g_pd3dDevice)
  386. return false;
  387. if (g_pFontSampler)
  388. ImGui_ImplDX10_InvalidateDeviceObjects();
  389. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  390. // If you would like to use this DX11 sample code but remove this dependency you can:
  391. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  392. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  393. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  394. // Create the vertex shader
  395. {
  396. static const char* vertexShader =
  397. "cbuffer vertexBuffer : register(b0) \
  398. {\
  399. float4x4 ProjectionMatrix; \
  400. };\
  401. struct VS_INPUT\
  402. {\
  403. float2 pos : POSITION;\
  404. float4 col : COLOR0;\
  405. float2 uv : TEXCOORD0;\
  406. };\
  407. \
  408. struct PS_INPUT\
  409. {\
  410. float4 pos : SV_POSITION;\
  411. float4 col : COLOR0;\
  412. float2 uv : TEXCOORD0;\
  413. };\
  414. \
  415. PS_INPUT main(VS_INPUT input)\
  416. {\
  417. PS_INPUT output;\
  418. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  419. output.col = input.col;\
  420. output.uv = input.uv;\
  421. return output;\
  422. }";
  423. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  424. 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!
  425. return false;
  426. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
  427. return false;
  428. // Create the input layout
  429. D3D10_INPUT_ELEMENT_DESC local_layout[] =
  430. {
  431. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  432. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  433. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
  434. };
  435. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  436. return false;
  437. // Create the constant buffer
  438. {
  439. D3D10_BUFFER_DESC desc;
  440. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  441. desc.Usage = D3D10_USAGE_DYNAMIC;
  442. desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  443. desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  444. desc.MiscFlags = 0;
  445. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  446. }
  447. }
  448. // Create the pixel shader
  449. {
  450. static const char* pixelShader =
  451. "struct PS_INPUT\
  452. {\
  453. float4 pos : SV_POSITION;\
  454. float4 col : COLOR0;\
  455. float2 uv : TEXCOORD0;\
  456. };\
  457. sampler sampler0;\
  458. Texture2D texture0;\
  459. \
  460. float4 main(PS_INPUT input) : SV_Target\
  461. {\
  462. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  463. return out_col; \
  464. }";
  465. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  466. 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!
  467. return false;
  468. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
  469. return false;
  470. }
  471. // Create the blending setup
  472. {
  473. D3D10_BLEND_DESC desc;
  474. ZeroMemory(&desc, sizeof(desc));
  475. desc.AlphaToCoverageEnable = false;
  476. desc.BlendEnable[0] = true;
  477. desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
  478. desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
  479. desc.BlendOp = D3D10_BLEND_OP_ADD;
  480. desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
  481. desc.DestBlendAlpha = D3D10_BLEND_ZERO;
  482. desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
  483. desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
  484. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  485. }
  486. // Create the rasterizer state
  487. {
  488. D3D10_RASTERIZER_DESC desc;
  489. ZeroMemory(&desc, sizeof(desc));
  490. desc.FillMode = D3D10_FILL_SOLID;
  491. desc.CullMode = D3D10_CULL_NONE;
  492. desc.ScissorEnable = true;
  493. desc.DepthClipEnable = true;
  494. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  495. }
  496. // Create depth-stencil State
  497. {
  498. D3D10_DEPTH_STENCIL_DESC desc;
  499. ZeroMemory(&desc, sizeof(desc));
  500. desc.DepthEnable = false;
  501. desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
  502. desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
  503. desc.StencilEnable = false;
  504. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
  505. desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
  506. desc.BackFace = desc.FrontFace;
  507. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  508. }
  509. ImGui_ImplDX10_CreateFontsTexture();
  510. return true;
  511. }
  512. void ImGui_ImplDX10_InvalidateDeviceObjects()
  513. {
  514. if (!g_pd3dDevice)
  515. return;
  516. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  517. 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.
  518. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  519. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  520. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  521. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  522. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  523. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  524. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  525. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  526. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  527. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  528. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  529. }
  530. bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
  531. {
  532. g_hWnd = (HWND)hwnd;
  533. g_pd3dDevice = device;
  534. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  535. return false;
  536. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  537. return false;
  538. ImGuiIO& io = ImGui::GetIO();
  539. 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.
  540. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  541. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  542. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  543. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  544. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  545. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  546. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  547. io.KeyMap[ImGuiKey_End] = VK_END;
  548. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  549. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  550. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  551. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  552. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  553. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  554. io.KeyMap[ImGuiKey_A] = 'A';
  555. io.KeyMap[ImGuiKey_C] = 'C';
  556. io.KeyMap[ImGuiKey_V] = 'V';
  557. io.KeyMap[ImGuiKey_X] = 'X';
  558. io.KeyMap[ImGuiKey_Y] = 'Y';
  559. io.KeyMap[ImGuiKey_Z] = 'Z';
  560. io.ImeWindowHandle = g_hWnd;
  561. return true;
  562. }
  563. void ImGui_ImplDX10_Shutdown()
  564. {
  565. ImGui_ImplDX10_InvalidateDeviceObjects();
  566. g_pd3dDevice = NULL;
  567. g_hWnd = (HWND)0;
  568. }
  569. void ImGui_ImplDX10_NewFrame()
  570. {
  571. if (!g_pFontSampler)
  572. ImGui_ImplDX10_CreateDeviceObjects();
  573. ImGuiIO& io = ImGui::GetIO();
  574. // Setup display size (every frame to accommodate for window resizing)
  575. RECT rect;
  576. GetClientRect(g_hWnd, &rect);
  577. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  578. // Setup time step
  579. INT64 current_time;
  580. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  581. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  582. g_Time = current_time;
  583. // Read keyboard modifiers inputs
  584. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  585. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  586. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  587. io.KeySuper = false;
  588. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  589. // io.MousePos : filled by WM_MOUSEMOVE events
  590. // io.MouseDown : filled by WM_*BUTTON* events
  591. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  592. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  593. if (io.WantMoveMouse)
  594. {
  595. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  596. ClientToScreen(g_hWnd, &pos);
  597. SetCursorPos(pos.x, pos.y);
  598. }
  599. // Update OS mouse cursor with the cursor requested by imgui
  600. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  601. if (g_LastMouseCursor != mouse_cursor)
  602. {
  603. g_LastMouseCursor = mouse_cursor;
  604. ImGui_ImplWin32_UpdateMouseCursor();
  605. }
  606. // Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
  607. ImGui::NewFrame();
  608. }