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main.cpp 13 KB

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  1. #include <windows.h>
  2. #include "../../imgui.h"
  3. // DirectX 9
  4. #include <d3dx9.h>
  5. #define DIRECTINPUT_VERSION 0x0800
  6. #include <dinput.h>
  7. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  8. static HWND hWnd;
  9. static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
  10. static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
  11. static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
  12. static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
  13. struct CUSTOMVERTEX
  14. {
  15. D3DXVECTOR3 pos;
  16. D3DCOLOR col;
  17. D3DXVECTOR2 uv;
  18. };
  19. #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
  20. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  21. // If text or lines are blurry when integrating ImGui in your engine:
  22. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  23. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  24. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  25. {
  26. size_t total_vtx_count = 0;
  27. for (int n = 0; n < cmd_lists_count; n++)
  28. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  29. if (total_vtx_count == 0)
  30. return;
  31. // Copy and convert all vertices into a single contiguous buffer
  32. CUSTOMVERTEX* vtx_dst;
  33. if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
  34. return;
  35. for (int n = 0; n < cmd_lists_count; n++)
  36. {
  37. const ImDrawList* cmd_list = cmd_lists[n];
  38. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  39. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  40. {
  41. vtx_dst->pos.x = vtx_src->pos.x;
  42. vtx_dst->pos.y = vtx_src->pos.y;
  43. vtx_dst->pos.z = 0.0f;
  44. vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
  45. vtx_dst->uv.x = vtx_src->uv.x;
  46. vtx_dst->uv.y = vtx_src->uv.y;
  47. vtx_dst++;
  48. vtx_src++;
  49. }
  50. }
  51. g_pVB->Unlock();
  52. g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
  53. g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  54. // Setup render state: alpha-blending, no face culling, no depth testing
  55. g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
  56. g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
  57. g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
  58. g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
  59. g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
  60. g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
  61. g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
  62. g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
  63. g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
  64. // Setup texture
  65. g_pd3dDevice->SetTexture( 0, g_pTexture );
  66. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
  67. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  68. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  69. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
  70. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
  71. g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
  72. // Setup orthographic projection matrix
  73. D3DXMATRIXA16 mat;
  74. D3DXMatrixIdentity(&mat);
  75. g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
  76. g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
  77. D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
  78. g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
  79. // Render command lists
  80. int vtx_offset = 0;
  81. for (int n = 0; n < cmd_lists_count; n++)
  82. {
  83. // Render command list
  84. const ImDrawList* cmd_list = cmd_lists[n];
  85. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  86. {
  87. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  88. const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  89. g_pd3dDevice->SetScissorRect(&r);
  90. g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
  91. vtx_offset += pcmd->vtx_count;
  92. }
  93. }
  94. }
  95. HRESULT InitDeviceD3D(HWND hWnd)
  96. {
  97. if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
  98. return E_FAIL;
  99. D3DPRESENT_PARAMETERS d3dpp;
  100. ZeroMemory(&d3dpp, sizeof(d3dpp));
  101. d3dpp.Windowed = TRUE;
  102. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  103. d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
  104. d3dpp.EnableAutoDepthStencil = TRUE;
  105. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  106. d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
  107. // Create the D3DDevice
  108. if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
  109. return E_FAIL;
  110. return S_OK;
  111. }
  112. void CleanupDevice()
  113. {
  114. // InitImGui
  115. if (g_pVB) g_pVB->Release();
  116. // InitDeviceD3D
  117. if (g_pTexture) g_pTexture->Release();
  118. if (g_pd3dDevice) g_pd3dDevice->Release();
  119. if (g_pD3D) g_pD3D->Release();
  120. }
  121. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  122. {
  123. ImGuiIO& io = ImGui::GetIO();
  124. switch (msg)
  125. {
  126. case WM_LBUTTONDOWN:
  127. io.MouseDown[0] = true;
  128. return true;
  129. case WM_LBUTTONUP:
  130. io.MouseDown[0] = false;
  131. return true;
  132. case WM_RBUTTONDOWN:
  133. io.MouseDown[1] = true;
  134. return true;
  135. case WM_RBUTTONUP:
  136. io.MouseDown[1] = false;
  137. return true;
  138. case WM_MOUSEWHEEL:
  139. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  140. return true;
  141. case WM_MOUSEMOVE:
  142. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  143. io.MousePos.x = (signed short)(lParam);
  144. io.MousePos.y = (signed short)(lParam >> 16);
  145. return true;
  146. case WM_CHAR:
  147. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  148. if (wParam > 0 && wParam < 0x10000)
  149. io.AddInputCharacter((unsigned short)wParam);
  150. return true;
  151. case WM_DESTROY:
  152. CleanupDevice();
  153. PostQuitMessage(0);
  154. return 0;
  155. }
  156. return DefWindowProc(hWnd, msg, wParam, lParam);
  157. }
  158. void InitImGui()
  159. {
  160. RECT rect;
  161. GetClientRect(hWnd, &rect);
  162. int display_w = (int)(rect.right - rect.left);
  163. int display_h = (int)(rect.bottom - rect.top);
  164. ImGuiIO& io = ImGui::GetIO();
  165. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  166. 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)
  167. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  168. 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.
  169. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  170. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  171. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  172. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  173. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  174. io.KeyMap[ImGuiKey_End] = VK_END;
  175. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  176. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  177. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  178. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  179. io.KeyMap[ImGuiKey_A] = 'A';
  180. io.KeyMap[ImGuiKey_C] = 'C';
  181. io.KeyMap[ImGuiKey_V] = 'V';
  182. io.KeyMap[ImGuiKey_X] = 'X';
  183. io.KeyMap[ImGuiKey_Y] = 'Y';
  184. io.KeyMap[ImGuiKey_Z] = 'Z';
  185. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  186. // Create the vertex buffer
  187. if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
  188. {
  189. IM_ASSERT(0);
  190. return;
  191. }
  192. // Load font texture
  193. const void* png_data;
  194. unsigned int png_size;
  195. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  196. if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
  197. {
  198. IM_ASSERT(0);
  199. return;
  200. }
  201. }
  202. INT64 ticks_per_second = 0;
  203. INT64 last_time = 0;
  204. void UpdateImGui()
  205. {
  206. ImGuiIO& io = ImGui::GetIO();
  207. // Setup time step
  208. INT64 current_time;
  209. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  210. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  211. last_time = current_time;
  212. // Setup inputs
  213. // (we already got mouse position, buttons, wheel from the window message callback)
  214. BYTE keystate[256];
  215. GetKeyboardState(keystate);
  216. for (int i = 0; i < 256; i++)
  217. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  218. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  219. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  220. // io.MousePos : filled by WM_MOUSEMOVE event
  221. // io.MouseDown : filled by WM_*BUTTON* events
  222. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  223. // Start the frame
  224. ImGui::NewFrame();
  225. }
  226. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  227. {
  228. // Register the window class
  229. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
  230. RegisterClassEx(&wc);
  231. // Create the application's window
  232. hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  233. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  234. return 1;
  235. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  236. return 1;
  237. // Initialize Direct3D
  238. if (InitDeviceD3D(hWnd) < 0)
  239. {
  240. CleanupDevice();
  241. UnregisterClass(L"ImGui Example", wc.hInstance);
  242. return 1;
  243. }
  244. // Show the window
  245. ShowWindow(hWnd, SW_SHOWDEFAULT);
  246. UpdateWindow(hWnd);
  247. InitImGui();
  248. // Enter the message loop
  249. MSG msg;
  250. ZeroMemory(&msg, sizeof(msg));
  251. while (msg.message != WM_QUIT)
  252. {
  253. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  254. {
  255. TranslateMessage(&msg);
  256. DispatchMessage(&msg);
  257. continue;
  258. }
  259. UpdateImGui();
  260. static bool show_test_window = true;
  261. static bool show_another_window = false;
  262. // 1. Show a simple window
  263. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  264. {
  265. static float f;
  266. ImGui::Text("Hello, world!");
  267. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  268. show_test_window ^= ImGui::Button("Test Window");
  269. show_another_window ^= ImGui::Button("Another Window");
  270. // Calculate and show frame rate
  271. static float ms_per_frame[120] = { 0 };
  272. static int ms_per_frame_idx = 0;
  273. static float ms_per_frame_accum = 0.0f;
  274. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  275. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  276. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  277. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  278. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  279. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  280. }
  281. // 2. Show another simple window, this time using an explicit Begin/End pair
  282. if (show_another_window)
  283. {
  284. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  285. ImGui::Text("Hello");
  286. ImGui::End();
  287. }
  288. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  289. if (show_test_window)
  290. {
  291. ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // 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!
  292. ImGui::ShowTestWindow(&show_test_window);
  293. }
  294. // Rendering
  295. g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
  296. g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
  297. g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
  298. g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
  299. if (g_pd3dDevice->BeginScene() >= 0)
  300. {
  301. ImGui::Render();
  302. g_pd3dDevice->EndScene();
  303. }
  304. g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
  305. }
  306. ImGui::Shutdown();
  307. UnregisterClass(L"ImGui Example", wc.hInstance);
  308. return 0;
  309. }