imgui_impl_dx11.cpp 29 KB

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  1. // ImGui Win32 + DirectX11 binding
  2. // Implemented features:
  3. // [X] User texture binding. Use 'ID3D11ShaderResourceView*' 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_ImplDX11_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: DirectX11: Disabling depth-write.
  22. #include "imgui.h"
  23. #include "imgui_impl_dx11.h"
  24. // DirectX
  25. #include <d3d11.h>
  26. #include <d3dcompiler.h>
  27. #define DIRECTINPUT_VERSION 0x0800
  28. #include <dinput.h>
  29. // Win32 data
  30. static HWND g_hWnd = 0;
  31. static INT64 g_Time = 0;
  32. static INT64 g_TicksPerSecond = 0;
  33. static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
  34. // DirectX data
  35. static ID3D11Device* g_pd3dDevice = NULL;
  36. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  37. static ID3D11Buffer* g_pVB = NULL;
  38. static ID3D11Buffer* g_pIB = NULL;
  39. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  40. static ID3D11VertexShader* g_pVertexShader = NULL;
  41. static ID3D11InputLayout* g_pInputLayout = NULL;
  42. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  43. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  44. static ID3D11PixelShader* g_pPixelShader = NULL;
  45. static ID3D11SamplerState* g_pFontSampler = NULL;
  46. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  47. static ID3D11RasterizerState* g_pRasterizerState = NULL;
  48. static ID3D11BlendState* g_pBlendState = NULL;
  49. static ID3D11DepthStencilState* 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_ImplDX11_RenderDrawData(ImDrawData* draw_data)
  58. {
  59. ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
  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. D3D11_BUFFER_DESC desc;
  66. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  67. desc.Usage = D3D11_USAGE_DYNAMIC;
  68. desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
  69. desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  70. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  71. desc.MiscFlags = 0;
  72. if (g_pd3dDevice->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. D3D11_BUFFER_DESC desc;
  80. memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
  81. desc.Usage = D3D11_USAGE_DYNAMIC;
  82. desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
  83. desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  84. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  85. if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
  86. return;
  87. }
  88. // Copy and convert all vertices into a single contiguous buffer
  89. D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
  90. if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
  91. return;
  92. if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
  93. return;
  94. ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
  95. ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
  96. for (int n = 0; n < draw_data->CmdListsCount; n++)
  97. {
  98. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  99. memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
  100. memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
  101. vtx_dst += cmd_list->VtxBuffer.Size;
  102. idx_dst += cmd_list->IdxBuffer.Size;
  103. }
  104. ctx->Unmap(g_pVB, 0);
  105. ctx->Unmap(g_pIB, 0);
  106. // Setup orthographic projection matrix into our constant buffer
  107. {
  108. D3D11_MAPPED_SUBRESOURCE mapped_resource;
  109. if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
  110. return;
  111. VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
  112. float L = 0.0f;
  113. float R = ImGui::GetIO().DisplaySize.x;
  114. float B = ImGui::GetIO().DisplaySize.y;
  115. float T = 0.0f;
  116. float mvp[4][4] =
  117. {
  118. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
  119. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
  120. { 0.0f, 0.0f, 0.5f, 0.0f },
  121. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  122. };
  123. memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
  124. ctx->Unmap(g_pVertexConstantBuffer, 0);
  125. }
  126. // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
  127. struct BACKUP_DX11_STATE
  128. {
  129. UINT ScissorRectsCount, ViewportsCount;
  130. D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  131. D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
  132. ID3D11RasterizerState* RS;
  133. ID3D11BlendState* BlendState;
  134. FLOAT BlendFactor[4];
  135. UINT SampleMask;
  136. UINT StencilRef;
  137. ID3D11DepthStencilState* DepthStencilState;
  138. ID3D11ShaderResourceView* PSShaderResource;
  139. ID3D11SamplerState* PSSampler;
  140. ID3D11PixelShader* PS;
  141. ID3D11VertexShader* VS;
  142. UINT PSInstancesCount, VSInstancesCount;
  143. ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
  144. D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
  145. ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
  146. UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
  147. DXGI_FORMAT IndexBufferFormat;
  148. ID3D11InputLayout* InputLayout;
  149. };
  150. BACKUP_DX11_STATE old;
  151. old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
  152. ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
  153. ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
  154. ctx->RSGetState(&old.RS);
  155. ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
  156. ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
  157. ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
  158. ctx->PSGetSamplers(0, 1, &old.PSSampler);
  159. old.PSInstancesCount = old.VSInstancesCount = 256;
  160. ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
  161. ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
  162. ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
  163. ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
  164. ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
  165. ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
  166. ctx->IAGetInputLayout(&old.InputLayout);
  167. // Setup viewport
  168. D3D11_VIEWPORT vp;
  169. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  170. vp.Width = ImGui::GetIO().DisplaySize.x;
  171. vp.Height = ImGui::GetIO().DisplaySize.y;
  172. vp.MinDepth = 0.0f;
  173. vp.MaxDepth = 1.0f;
  174. vp.TopLeftX = vp.TopLeftY = 0.0f;
  175. ctx->RSSetViewports(1, &vp);
  176. // Bind shader and vertex buffers
  177. unsigned int stride = sizeof(ImDrawVert);
  178. unsigned int offset = 0;
  179. ctx->IASetInputLayout(g_pInputLayout);
  180. ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  181. ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
  182. ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  183. ctx->VSSetShader(g_pVertexShader, NULL, 0);
  184. ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  185. ctx->PSSetShader(g_pPixelShader, NULL, 0);
  186. ctx->PSSetSamplers(0, 1, &g_pFontSampler);
  187. // Setup render state
  188. const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
  189. ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
  190. ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
  191. ctx->RSSetState(g_pRasterizerState);
  192. // Render command lists
  193. int vtx_offset = 0;
  194. int idx_offset = 0;
  195. for (int n = 0; n < draw_data->CmdListsCount; n++)
  196. {
  197. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  198. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  199. {
  200. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  201. if (pcmd->UserCallback)
  202. {
  203. pcmd->UserCallback(cmd_list, pcmd);
  204. }
  205. else
  206. {
  207. const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
  208. ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
  209. ctx->RSSetScissorRects(1, &r);
  210. ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
  211. }
  212. idx_offset += pcmd->ElemCount;
  213. }
  214. vtx_offset += cmd_list->VtxBuffer.Size;
  215. }
  216. // Restore modified DX state
  217. ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
  218. ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
  219. ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
  220. ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
  221. ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
  222. ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
  223. ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
  224. ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
  225. for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
  226. ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
  227. ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
  228. for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
  229. ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
  230. ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
  231. ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
  232. ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
  233. }
  234. static void ImGui_ImplWin32_UpdateMouseCursor()
  235. {
  236. ImGuiIO& io = ImGui::GetIO();
  237. ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  238. if (imgui_cursor == ImGuiMouseCursor_None)
  239. {
  240. // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
  241. ::SetCursor(NULL);
  242. }
  243. else
  244. {
  245. // Hardware cursor type
  246. LPTSTR win32_cursor = IDC_ARROW;
  247. switch (imgui_cursor)
  248. {
  249. case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
  250. case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
  251. case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
  252. case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
  253. case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
  254. case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
  255. case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
  256. }
  257. ::SetCursor(::LoadCursor(NULL, win32_cursor));
  258. }
  259. }
  260. // Process Win32 mouse/keyboard inputs.
  261. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  262. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  263. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  264. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  265. // 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.
  266. // 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.
  267. IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
  268. {
  269. if (ImGui::GetCurrentContext() == NULL)
  270. return 0;
  271. ImGuiIO& io = ImGui::GetIO();
  272. switch (msg)
  273. {
  274. case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
  275. case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
  276. case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
  277. {
  278. int button = 0;
  279. if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
  280. if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
  281. if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
  282. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
  283. ::SetCapture(hwnd);
  284. io.MouseDown[button] = true;
  285. return 0;
  286. }
  287. case WM_LBUTTONUP:
  288. case WM_RBUTTONUP:
  289. case WM_MBUTTONUP:
  290. {
  291. int button = 0;
  292. if (msg == WM_LBUTTONUP) button = 0;
  293. if (msg == WM_RBUTTONUP) button = 1;
  294. if (msg == WM_MBUTTONUP) button = 2;
  295. io.MouseDown[button] = false;
  296. if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
  297. ::ReleaseCapture();
  298. return 0;
  299. }
  300. case WM_MOUSEWHEEL:
  301. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  302. return 0;
  303. case WM_MOUSEHWHEEL:
  304. io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  305. return 0;
  306. case WM_MOUSEMOVE:
  307. io.MousePos.x = (signed short)(lParam);
  308. io.MousePos.y = (signed short)(lParam >> 16);
  309. return 0;
  310. case WM_KEYDOWN:
  311. case WM_SYSKEYDOWN:
  312. if (wParam < 256)
  313. io.KeysDown[wParam] = 1;
  314. return 0;
  315. case WM_KEYUP:
  316. case WM_SYSKEYUP:
  317. if (wParam < 256)
  318. io.KeysDown[wParam] = 0;
  319. return 0;
  320. case WM_CHAR:
  321. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  322. if (wParam > 0 && wParam < 0x10000)
  323. io.AddInputCharacter((unsigned short)wParam);
  324. return 0;
  325. case WM_SETCURSOR:
  326. if (LOWORD(lParam) == HTCLIENT)
  327. {
  328. ImGui_ImplWin32_UpdateMouseCursor();
  329. return 1;
  330. }
  331. return 0;
  332. }
  333. return 0;
  334. }
  335. static void ImGui_ImplDX11_CreateFontsTexture()
  336. {
  337. // Build texture atlas
  338. ImGuiIO& io = ImGui::GetIO();
  339. unsigned char* pixels;
  340. int width, height;
  341. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
  342. // Upload texture to graphics system
  343. {
  344. D3D11_TEXTURE2D_DESC desc;
  345. ZeroMemory(&desc, sizeof(desc));
  346. desc.Width = width;
  347. desc.Height = height;
  348. desc.MipLevels = 1;
  349. desc.ArraySize = 1;
  350. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  351. desc.SampleDesc.Count = 1;
  352. desc.Usage = D3D11_USAGE_DEFAULT;
  353. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  354. desc.CPUAccessFlags = 0;
  355. ID3D11Texture2D *pTexture = NULL;
  356. D3D11_SUBRESOURCE_DATA subResource;
  357. subResource.pSysMem = pixels;
  358. subResource.SysMemPitch = desc.Width * 4;
  359. subResource.SysMemSlicePitch = 0;
  360. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  361. // Create texture view
  362. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  363. ZeroMemory(&srvDesc, sizeof(srvDesc));
  364. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  365. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  366. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  367. srvDesc.Texture2D.MostDetailedMip = 0;
  368. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  369. pTexture->Release();
  370. }
  371. // Store our identifier
  372. io.Fonts->TexID = (void *)g_pFontTextureView;
  373. // Create texture sampler
  374. {
  375. D3D11_SAMPLER_DESC desc;
  376. ZeroMemory(&desc, sizeof(desc));
  377. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
  378. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  379. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  380. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  381. desc.MipLODBias = 0.f;
  382. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  383. desc.MinLOD = 0.f;
  384. desc.MaxLOD = 0.f;
  385. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  386. }
  387. }
  388. bool ImGui_ImplDX11_CreateDeviceObjects()
  389. {
  390. if (!g_pd3dDevice)
  391. return false;
  392. if (g_pFontSampler)
  393. ImGui_ImplDX11_InvalidateDeviceObjects();
  394. // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
  395. // If you would like to use this DX11 sample code but remove this dependency you can:
  396. // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
  397. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
  398. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
  399. // Create the vertex shader
  400. {
  401. static const char* vertexShader =
  402. "cbuffer vertexBuffer : register(b0) \
  403. {\
  404. float4x4 ProjectionMatrix; \
  405. };\
  406. struct VS_INPUT\
  407. {\
  408. float2 pos : POSITION;\
  409. float4 col : COLOR0;\
  410. float2 uv : TEXCOORD0;\
  411. };\
  412. \
  413. struct PS_INPUT\
  414. {\
  415. float4 pos : SV_POSITION;\
  416. float4 col : COLOR0;\
  417. float2 uv : TEXCOORD0;\
  418. };\
  419. \
  420. PS_INPUT main(VS_INPUT input)\
  421. {\
  422. PS_INPUT output;\
  423. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  424. output.col = input.col;\
  425. output.uv = input.uv;\
  426. return output;\
  427. }";
  428. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
  429. 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!
  430. return false;
  431. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  432. return false;
  433. // Create the input layout
  434. D3D11_INPUT_ELEMENT_DESC local_layout[] = {
  435. { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  436. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  437. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  438. };
  439. if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  440. return false;
  441. // Create the constant buffer
  442. {
  443. D3D11_BUFFER_DESC desc;
  444. desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  445. desc.Usage = D3D11_USAGE_DYNAMIC;
  446. desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  447. desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  448. desc.MiscFlags = 0;
  449. g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
  450. }
  451. }
  452. // Create the pixel shader
  453. {
  454. static const char* pixelShader =
  455. "struct PS_INPUT\
  456. {\
  457. float4 pos : SV_POSITION;\
  458. float4 col : COLOR0;\
  459. float2 uv : TEXCOORD0;\
  460. };\
  461. sampler sampler0;\
  462. Texture2D texture0;\
  463. \
  464. float4 main(PS_INPUT input) : SV_Target\
  465. {\
  466. float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
  467. return out_col; \
  468. }";
  469. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
  470. 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!
  471. return false;
  472. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  473. return false;
  474. }
  475. // Create the blending setup
  476. {
  477. D3D11_BLEND_DESC desc;
  478. ZeroMemory(&desc, sizeof(desc));
  479. desc.AlphaToCoverageEnable = false;
  480. desc.RenderTarget[0].BlendEnable = true;
  481. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  482. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  483. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  484. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  485. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  486. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  487. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  488. g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
  489. }
  490. // Create the rasterizer state
  491. {
  492. D3D11_RASTERIZER_DESC desc;
  493. ZeroMemory(&desc, sizeof(desc));
  494. desc.FillMode = D3D11_FILL_SOLID;
  495. desc.CullMode = D3D11_CULL_NONE;
  496. desc.ScissorEnable = true;
  497. desc.DepthClipEnable = true;
  498. g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
  499. }
  500. // Create depth-stencil State
  501. {
  502. D3D11_DEPTH_STENCIL_DESC desc;
  503. ZeroMemory(&desc, sizeof(desc));
  504. desc.DepthEnable = false;
  505. desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
  506. desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
  507. desc.StencilEnable = false;
  508. desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
  509. desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
  510. desc.BackFace = desc.FrontFace;
  511. g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
  512. }
  513. ImGui_ImplDX11_CreateFontsTexture();
  514. return true;
  515. }
  516. void ImGui_ImplDX11_InvalidateDeviceObjects()
  517. {
  518. if (!g_pd3dDevice)
  519. return;
  520. if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
  521. 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.
  522. if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
  523. if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
  524. if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
  525. if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
  526. if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
  527. if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
  528. if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
  529. if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
  530. if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
  531. if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
  532. if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
  533. }
  534. bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
  535. {
  536. g_hWnd = (HWND)hwnd;
  537. g_pd3dDevice = device;
  538. g_pd3dDeviceContext = device_context;
  539. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
  540. return false;
  541. if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
  542. return false;
  543. ImGuiIO& io = ImGui::GetIO();
  544. 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.
  545. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  546. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  547. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  548. io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
  549. io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
  550. io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
  551. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  552. io.KeyMap[ImGuiKey_End] = VK_END;
  553. io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
  554. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  555. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  556. io.KeyMap[ImGuiKey_Space] = VK_SPACE;
  557. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  558. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  559. io.KeyMap[ImGuiKey_A] = 'A';
  560. io.KeyMap[ImGuiKey_C] = 'C';
  561. io.KeyMap[ImGuiKey_V] = 'V';
  562. io.KeyMap[ImGuiKey_X] = 'X';
  563. io.KeyMap[ImGuiKey_Y] = 'Y';
  564. io.KeyMap[ImGuiKey_Z] = 'Z';
  565. io.ImeWindowHandle = g_hWnd;
  566. return true;
  567. }
  568. void ImGui_ImplDX11_Shutdown()
  569. {
  570. ImGui_ImplDX11_InvalidateDeviceObjects();
  571. g_pd3dDevice = NULL;
  572. g_pd3dDeviceContext = NULL;
  573. g_hWnd = (HWND)0;
  574. }
  575. void ImGui_ImplDX11_NewFrame()
  576. {
  577. if (!g_pFontSampler)
  578. ImGui_ImplDX11_CreateDeviceObjects();
  579. ImGuiIO& io = ImGui::GetIO();
  580. // Setup display size (every frame to accommodate for window resizing)
  581. RECT rect;
  582. GetClientRect(g_hWnd, &rect);
  583. io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
  584. // Setup time step
  585. INT64 current_time;
  586. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  587. io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
  588. g_Time = current_time;
  589. // Read keyboard modifiers inputs
  590. io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
  591. io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
  592. io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
  593. io.KeySuper = false;
  594. // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
  595. // io.MousePos : filled by WM_MOUSEMOVE events
  596. // io.MouseDown : filled by WM_*BUTTON* events
  597. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  598. // Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
  599. if (io.WantMoveMouse)
  600. {
  601. POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
  602. ClientToScreen(g_hWnd, &pos);
  603. SetCursorPos(pos.x, pos.y);
  604. }
  605. // Update OS mouse cursor with the cursor requested by imgui
  606. ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
  607. if (g_LastMouseCursor != mouse_cursor)
  608. {
  609. g_LastMouseCursor = mouse_cursor;
  610. ImGui_ImplWin32_UpdateMouseCursor();
  611. }
  612. // 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.
  613. ImGui::NewFrame();
  614. }