main.cpp 23 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. #include <windows.h>
  3. #include "../../imgui.h"
  4. // DirectX 11
  5. #include <d3d11.h>
  6. #include <d3dcompiler.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  10. static HWND hWnd;
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11Buffer* g_pVB = NULL;
  15. static ID3D11RenderTargetView* g_mainRenderTargetView;
  16. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  17. static ID3D11VertexShader* g_pVertexShader = NULL;
  18. static ID3D11InputLayout* g_pInputLayout = NULL;
  19. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  20. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  21. static ID3D11PixelShader* g_pPixelShader = NULL;
  22. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  23. static ID3D11SamplerState* g_pFontSampler = NULL;
  24. static ID3D11BlendState* g_blendState = NULL;
  25. struct CUSTOMVERTEX
  26. {
  27. float pos[2];
  28. float uv[2];
  29. unsigned int col;
  30. };
  31. struct VERTEX_CONSTANT_BUFFER
  32. {
  33. float mvp[4][4];
  34. };
  35. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  36. // If text or lines are blurry when integrating ImGui in your engine:
  37. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  38. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  39. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  40. {
  41. size_t total_vtx_count = 0;
  42. for (int n = 0; n < cmd_lists_count; n++)
  43. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  44. if (total_vtx_count == 0)
  45. return;
  46. // Copy and convert all vertices into a single contiguous buffer
  47. D3D11_MAPPED_SUBRESOURCE mappedResource;
  48. if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  49. return;
  50. CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
  51. for (int n = 0; n < cmd_lists_count; n++)
  52. {
  53. const ImDrawList* cmd_list = cmd_lists[n];
  54. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  55. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  56. {
  57. vtx_dst->pos[0] = vtx_src->pos.x;
  58. vtx_dst->pos[1] = vtx_src->pos.y;
  59. vtx_dst->uv[0] = vtx_src->uv.x;
  60. vtx_dst->uv[1] = vtx_src->uv.y;
  61. vtx_dst->col = vtx_src->col;
  62. vtx_dst++;
  63. vtx_src++;
  64. }
  65. }
  66. g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
  67. // Setup orthographic projection matrix into our constant buffer
  68. {
  69. D3D11_MAPPED_SUBRESOURCE mappedResource;
  70. if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  71. return;
  72. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  73. const float L = 0.0f;
  74. const float R = ImGui::GetIO().DisplaySize.x;
  75. const float B = ImGui::GetIO().DisplaySize.y;
  76. const float T = 0.0f;
  77. const float mvp[4][4] =
  78. {
  79. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  80. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  81. { 0.0f, 0.0f, 0.5f, 0.0f },
  82. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  83. };
  84. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  85. g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
  86. }
  87. // Setup viewport
  88. {
  89. D3D11_VIEWPORT vp;
  90. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  91. vp.Width = ImGui::GetIO().DisplaySize.x;
  92. vp.Height = ImGui::GetIO().DisplaySize.y;
  93. vp.MinDepth = 0.0f;
  94. vp.MaxDepth = 1.0f;
  95. vp.TopLeftX = 0;
  96. vp.TopLeftY = 0;
  97. g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
  98. }
  99. // Bind shader and vertex buffers
  100. unsigned int stride = sizeof(CUSTOMVERTEX);
  101. unsigned int offset = 0;
  102. g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
  103. g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  104. g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  105. g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
  106. g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  107. g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
  108. g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
  109. g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
  110. // Setup render state
  111. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  112. g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  113. // Render command lists
  114. int vtx_offset = 0;
  115. for (int n = 0; n < cmd_lists_count; n++)
  116. {
  117. // Render command list
  118. const ImDrawList* cmd_list = cmd_lists[n];
  119. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  120. {
  121. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  122. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  123. g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
  124. g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
  125. vtx_offset += pcmd->vtx_count;
  126. }
  127. }
  128. // Restore modified state
  129. g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
  130. g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
  131. g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
  132. }
  133. HRESULT InitDeviceD3D(HWND hWnd)
  134. {
  135. // Setup swap chain
  136. DXGI_SWAP_CHAIN_DESC sd;
  137. {
  138. ZeroMemory(&sd, sizeof(sd));
  139. sd.BufferCount = 2;
  140. sd.BufferDesc.Width = 0;
  141. sd.BufferDesc.Height = 0;
  142. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  143. sd.BufferDesc.RefreshRate.Numerator = 60;
  144. sd.BufferDesc.RefreshRate.Denominator = 1;
  145. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  146. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  147. sd.OutputWindow = hWnd;
  148. sd.SampleDesc.Count = 1;
  149. sd.SampleDesc.Quality = 0;
  150. sd.Windowed = TRUE;
  151. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  152. }
  153. UINT createDeviceFlags = 0;
  154. #ifdef _DEBUG
  155. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  156. #endif
  157. D3D_FEATURE_LEVEL featureLevel;
  158. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  159. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
  160. return E_FAIL;
  161. // Setup rasterizer
  162. {
  163. D3D11_RASTERIZER_DESC RSDesc;
  164. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  165. RSDesc.FillMode = D3D11_FILL_SOLID;
  166. RSDesc.CullMode = D3D11_CULL_NONE;
  167. RSDesc.FrontCounterClockwise = FALSE;
  168. RSDesc.DepthBias = 0;
  169. RSDesc.SlopeScaledDepthBias = 0.0f;
  170. RSDesc.DepthBiasClamp = 0;
  171. RSDesc.DepthClipEnable = TRUE;
  172. RSDesc.ScissorEnable = TRUE;
  173. RSDesc.AntialiasedLineEnable = FALSE;
  174. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  175. ID3D11RasterizerState* pRState = NULL;
  176. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  177. g_pd3dDeviceImmediateContext->RSSetState(pRState);
  178. pRState->Release();
  179. }
  180. // Create the render target
  181. {
  182. ID3D11Texture2D* pBackBuffer;
  183. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  184. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  185. render_target_view_desc.Format = sd.BufferDesc.Format;
  186. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  187. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  188. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  189. g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  190. pBackBuffer->Release();
  191. }
  192. // Create the vertex shader
  193. {
  194. static const char* vertexShader =
  195. "cbuffer vertexBuffer : register(c0) \
  196. {\
  197. float4x4 ProjectionMatrix; \
  198. };\
  199. struct VS_INPUT\
  200. {\
  201. float2 pos : POSITION;\
  202. float4 col : COLOR0;\
  203. float2 uv : TEXCOORD0;\
  204. };\
  205. \
  206. struct PS_INPUT\
  207. {\
  208. float4 pos : SV_POSITION;\
  209. float4 col : COLOR0;\
  210. float2 uv : TEXCOORD0;\
  211. };\
  212. \
  213. PS_INPUT main(VS_INPUT input)\
  214. {\
  215. PS_INPUT output;\
  216. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  217. output.col = input.col;\
  218. output.uv = input.uv;\
  219. return output;\
  220. }";
  221. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  222. 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!
  223. return E_FAIL;
  224. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  225. return E_FAIL;
  226. // Create the input layout
  227. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  228. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  229. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  230. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  231. };
  232. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  233. return E_FAIL;
  234. // Create the constant buffer
  235. {
  236. D3D11_BUFFER_DESC cbDesc;
  237. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  238. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  239. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  240. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  241. cbDesc.MiscFlags = 0;
  242. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  243. }
  244. }
  245. // Create the pixel shader
  246. {
  247. static const char* pixelShader =
  248. "struct PS_INPUT\
  249. {\
  250. float4 pos : SV_POSITION;\
  251. float4 col : COLOR0;\
  252. float2 uv : TEXCOORD0;\
  253. };\
  254. sampler sampler0;\
  255. Texture2D texture0;\
  256. \
  257. float4 main(PS_INPUT input) : SV_Target\
  258. {\
  259. float4 out_col = input.col; \
  260. out_col.w *= texture0.Sample(sampler0, input.uv).w; \
  261. return out_col; \
  262. }";
  263. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  264. 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!
  265. return E_FAIL;
  266. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  267. return E_FAIL;
  268. }
  269. // Create the blending setup
  270. {
  271. D3D11_BLEND_DESC desc;
  272. ZeroMemory(&desc, sizeof(desc));
  273. desc.AlphaToCoverageEnable = false;
  274. desc.RenderTarget[0].BlendEnable = true;
  275. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  276. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  277. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  278. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  279. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  280. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  281. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  282. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  283. }
  284. return S_OK;
  285. }
  286. void CleanupDevice()
  287. {
  288. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
  289. // InitImGui
  290. if (g_pFontSampler) g_pFontSampler->Release();
  291. if (g_pFontTextureView) g_pFontTextureView->Release();
  292. if (g_pVB) g_pVB->Release();
  293. // InitDeviceD3D
  294. if (g_blendState) g_blendState->Release();
  295. if (g_pPixelShader) g_pPixelShader->Release();
  296. if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
  297. if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
  298. if (g_pInputLayout) g_pInputLayout->Release();
  299. if (g_pVertexShader) g_pVertexShader->Release();
  300. if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
  301. if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
  302. if (g_pSwapChain) g_pSwapChain->Release();
  303. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
  304. if (g_pd3dDevice) g_pd3dDevice->Release();
  305. }
  306. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  307. {
  308. ImGuiIO& io = ImGui::GetIO();
  309. switch (msg)
  310. {
  311. case WM_LBUTTONDOWN:
  312. io.MouseDown[0] = true;
  313. return true;
  314. case WM_LBUTTONUP:
  315. io.MouseDown[0] = false;
  316. return true;
  317. case WM_RBUTTONDOWN:
  318. io.MouseDown[1] = true;
  319. return true;
  320. case WM_RBUTTONUP:
  321. io.MouseDown[1] = false;
  322. return true;
  323. case WM_MOUSEWHEEL:
  324. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  325. return true;
  326. case WM_MOUSEMOVE:
  327. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  328. io.MousePos.x = (signed short)(lParam);
  329. io.MousePos.y = (signed short)(lParam >> 16);
  330. return true;
  331. case WM_CHAR:
  332. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  333. if (wParam > 0 && wParam < 0x10000)
  334. io.AddInputCharacter((unsigned short)wParam);
  335. return true;
  336. case WM_DESTROY:
  337. CleanupDevice();
  338. PostQuitMessage(0);
  339. return 0;
  340. }
  341. return DefWindowProc(hWnd, msg, wParam, lParam);
  342. }
  343. void InitImGui()
  344. {
  345. RECT rect;
  346. GetClientRect(hWnd, &rect);
  347. int display_w = (int)(rect.right - rect.left);
  348. int display_h = (int)(rect.bottom - rect.top);
  349. ImGuiIO& io = ImGui::GetIO();
  350. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  351. io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
  352. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  353. 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.
  354. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  355. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  356. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  357. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  358. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  359. io.KeyMap[ImGuiKey_End] = VK_END;
  360. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  361. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  362. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  363. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  364. io.KeyMap[ImGuiKey_A] = 'A';
  365. io.KeyMap[ImGuiKey_C] = 'C';
  366. io.KeyMap[ImGuiKey_V] = 'V';
  367. io.KeyMap[ImGuiKey_X] = 'X';
  368. io.KeyMap[ImGuiKey_Y] = 'Y';
  369. io.KeyMap[ImGuiKey_Z] = 'Z';
  370. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  371. // Create the vertex buffer
  372. {
  373. D3D11_BUFFER_DESC bufferDesc;
  374. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  375. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  376. bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
  377. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  378. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  379. bufferDesc.MiscFlags = 0;
  380. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  381. {
  382. IM_ASSERT(0);
  383. return;
  384. }
  385. }
  386. // Load font
  387. io.Font = new ImFont();
  388. io.Font->LoadDefault();
  389. //io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
  390. //io.Font->DisplayOffset.y += 0.0f;
  391. IM_ASSERT(io.Font->IsLoaded());
  392. // Copy font texture
  393. {
  394. D3D11_TEXTURE2D_DESC desc;
  395. ZeroMemory(&desc, sizeof(desc));
  396. desc.Width = io.Font->TexWidth;
  397. desc.Height = io.Font->TexHeight;
  398. desc.MipLevels = 1;
  399. desc.ArraySize = 1;
  400. desc.Format = DXGI_FORMAT_A8_UNORM;
  401. desc.SampleDesc.Count = 1;
  402. desc.Usage = D3D11_USAGE_DEFAULT;
  403. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  404. desc.CPUAccessFlags = 0;
  405. ID3D11Texture2D *pTexture = NULL;
  406. D3D11_SUBRESOURCE_DATA subResource;
  407. subResource.pSysMem = io.Font->TexPixels;
  408. subResource.SysMemPitch = desc.Width * 1;
  409. subResource.SysMemSlicePitch = 0;
  410. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  411. // Create texture view
  412. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  413. ZeroMemory(&srvDesc, sizeof(srvDesc));
  414. srvDesc.Format = DXGI_FORMAT_A8_UNORM;
  415. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  416. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  417. srvDesc.Texture2D.MostDetailedMip = 0;
  418. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  419. pTexture->Release();
  420. }
  421. // Create texture sampler
  422. {
  423. D3D11_SAMPLER_DESC desc;
  424. ZeroMemory(&desc, sizeof(desc));
  425. desc.Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
  426. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  427. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  428. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  429. desc.MipLODBias = 0.f;
  430. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  431. desc.MinLOD = 0.f;
  432. desc.MaxLOD = 0.f;
  433. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  434. }
  435. }
  436. INT64 ticks_per_second = 0;
  437. INT64 last_time = 0;
  438. void UpdateImGui()
  439. {
  440. ImGuiIO& io = ImGui::GetIO();
  441. // Setup time step
  442. INT64 current_time;
  443. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  444. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  445. last_time = current_time;
  446. // Setup inputs
  447. // (we already got mouse position, buttons, wheel from the window message callback)
  448. BYTE keystate[256];
  449. GetKeyboardState(keystate);
  450. for (int i = 0; i < 256; i++)
  451. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  452. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  453. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  454. // io.MousePos : filled by WM_MOUSEMOVE event
  455. // io.MouseDown : filled by WM_*BUTTON* events
  456. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  457. // Start the frame
  458. ImGui::NewFrame();
  459. }
  460. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  461. {
  462. // Register the window class
  463. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
  464. RegisterClassEx(&wc);
  465. // Create the application's window
  466. hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  467. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  468. return 1;
  469. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  470. return 1;
  471. // Initialize Direct3D
  472. if (InitDeviceD3D(hWnd) < 0)
  473. {
  474. CleanupDevice();
  475. UnregisterClass("ImGui Example", wc.hInstance);
  476. return 1;
  477. }
  478. // Show the window
  479. ShowWindow(hWnd, SW_SHOWDEFAULT);
  480. UpdateWindow(hWnd);
  481. InitImGui();
  482. // Enter the message loop
  483. MSG msg;
  484. ZeroMemory(&msg, sizeof(msg));
  485. while (msg.message != WM_QUIT)
  486. {
  487. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  488. {
  489. TranslateMessage(&msg);
  490. DispatchMessage(&msg);
  491. continue;
  492. }
  493. UpdateImGui();
  494. static bool show_test_window = true;
  495. static bool show_another_window = false;
  496. // 1. Show a simple window
  497. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  498. {
  499. static float f;
  500. ImGui::Text("Hello, world!");
  501. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  502. show_test_window ^= ImGui::Button("Test Window");
  503. show_another_window ^= ImGui::Button("Another Window");
  504. // Calculate and show frame rate
  505. static float ms_per_frame[120] = { 0 };
  506. static int ms_per_frame_idx = 0;
  507. static float ms_per_frame_accum = 0.0f;
  508. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  509. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  510. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  511. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  512. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  513. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  514. }
  515. // 2. Show another simple window, this time using an explicit Begin/End pair
  516. if (show_another_window)
  517. {
  518. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  519. ImGui::Text("Hello");
  520. ImGui::End();
  521. }
  522. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  523. if (show_test_window)
  524. {
  525. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_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!
  526. ImGui::ShowTestWindow(&show_test_window);
  527. }
  528. // Rendering
  529. float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
  530. g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
  531. ImGui::Render();
  532. g_pSwapChain->Present(0, 0);
  533. }
  534. ImGui::Shutdown();
  535. UnregisterClass("ImGui Example", wc.hInstance);
  536. return 0;
  537. }