main.cpp 7.1 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. // TODO: Allow resizing the application window.
  3. #include <imgui.h>
  4. #include "imgui_impl_dx11.h"
  5. #include <d3d11.h>
  6. #include <d3dcompiler.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. // Data
  10. static ID3D11Device* g_pd3dDevice = NULL;
  11. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  12. static IDXGISwapChain* g_pSwapChain = NULL;
  13. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  14. HRESULT InitDeviceD3D(HWND hWnd)
  15. {
  16. // Setup swap chain
  17. DXGI_SWAP_CHAIN_DESC sd;
  18. {
  19. ZeroMemory(&sd, sizeof(sd));
  20. sd.BufferCount = 2;
  21. sd.BufferDesc.Width = 0;
  22. sd.BufferDesc.Height = 0;
  23. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  24. sd.BufferDesc.RefreshRate.Numerator = 60;
  25. sd.BufferDesc.RefreshRate.Denominator = 1;
  26. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  27. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  28. sd.OutputWindow = hWnd;
  29. sd.SampleDesc.Count = 1;
  30. sd.SampleDesc.Quality = 0;
  31. sd.Windowed = TRUE;
  32. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  33. }
  34. UINT createDeviceFlags = 0;
  35. #ifdef _DEBUG
  36. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  37. #endif
  38. D3D_FEATURE_LEVEL featureLevel;
  39. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  40. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  41. return E_FAIL;
  42. // Setup rasterizer
  43. {
  44. D3D11_RASTERIZER_DESC RSDesc;
  45. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  46. RSDesc.FillMode = D3D11_FILL_SOLID;
  47. RSDesc.CullMode = D3D11_CULL_NONE;
  48. RSDesc.FrontCounterClockwise = FALSE;
  49. RSDesc.DepthBias = 0;
  50. RSDesc.SlopeScaledDepthBias = 0.0f;
  51. RSDesc.DepthBiasClamp = 0;
  52. RSDesc.DepthClipEnable = TRUE;
  53. RSDesc.ScissorEnable = TRUE;
  54. RSDesc.AntialiasedLineEnable = FALSE;
  55. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  56. ID3D11RasterizerState* pRState = NULL;
  57. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  58. g_pd3dDeviceContext->RSSetState(pRState);
  59. pRState->Release();
  60. }
  61. // Create the render target
  62. {
  63. ID3D11Texture2D* pBackBuffer;
  64. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  65. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  66. render_target_view_desc.Format = sd.BufferDesc.Format;
  67. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  68. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  69. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  70. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  71. pBackBuffer->Release();
  72. }
  73. return S_OK;
  74. }
  75. void CleanupDeviceD3D()
  76. {
  77. if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
  78. if (g_pSwapChain) g_pSwapChain->Release();
  79. if (g_pd3dDeviceContext) g_pd3dDeviceContext->Release();
  80. if (g_pd3dDevice) g_pd3dDevice->Release();
  81. }
  82. extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  83. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  84. {
  85. if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
  86. return true;
  87. switch (msg)
  88. {
  89. case WM_DESTROY:
  90. PostQuitMessage(0);
  91. return 0;
  92. }
  93. return DefWindowProc(hWnd, msg, wParam, lParam);
  94. }
  95. int main(int argc, char** argv)
  96. {
  97. // Create application window
  98. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  99. RegisterClassEx(&wc);
  100. HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  101. // Initialize Direct3D
  102. if (InitDeviceD3D(hwnd) < 0)
  103. {
  104. CleanupDeviceD3D();
  105. UnregisterClass(L"ImGui Example", wc.hInstance);
  106. return 1;
  107. }
  108. // Show the window
  109. ShowWindow(hwnd, SW_SHOWDEFAULT);
  110. UpdateWindow(hwnd);
  111. // Setup ImGui binding
  112. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  113. //ImGuiIO& io = ImGui::GetIO();
  114. //ImFont* my_font1 = io.Fonts->AddFontDefault();
  115. //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
  116. //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
  117. //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
  118. //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
  119. ImGui_ImplDX11_InitFontsTexture();
  120. bool show_test_window = true;
  121. bool show_another_window = false;
  122. ImVec4 clear_col = ImColor(114, 144, 154);
  123. // Main loop
  124. MSG msg;
  125. ZeroMemory(&msg, sizeof(msg));
  126. while (msg.message != WM_QUIT)
  127. {
  128. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  129. {
  130. TranslateMessage(&msg);
  131. DispatchMessage(&msg);
  132. continue;
  133. }
  134. ImGui_ImplDX11_NewFrame();
  135. // 1. Show a simple window
  136. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  137. {
  138. static float f;
  139. ImGui::Text("Hello, world!");
  140. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  141. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  142. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  143. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  144. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  145. }
  146. // 2. Show another simple window, this time using an explicit Begin/End pair
  147. if (show_another_window)
  148. {
  149. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  150. ImGui::Text("Hello");
  151. ImGui::End();
  152. }
  153. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  154. if (show_test_window)
  155. {
  156. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  157. ImGui::ShowTestWindow(&show_test_window);
  158. }
  159. // Rendering
  160. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  161. ImGui::Render();
  162. g_pSwapChain->Present(0, 0);
  163. }
  164. ImGui_ImplDX11_Shutdown();
  165. CleanupDeviceD3D();
  166. UnregisterClass(L"ImGui Example", wc.hInstance);
  167. return 0;
  168. }