main.cpp 7.3 KB

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  1. // ImGui - standalone example application for DirectX 11
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include <imgui.h>
  4. #include "imgui_impl_dx11.h"
  5. #include <d3d11.h>
  6. #define DIRECTINPUT_VERSION 0x0800
  7. #include <dinput.h>
  8. #include <tchar.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. void CreateRenderTarget()
  15. {
  16. DXGI_SWAP_CHAIN_DESC sd;
  17. g_pSwapChain->GetDesc(&sd);
  18. // Create the render target
  19. ID3D11Texture2D* pBackBuffer;
  20. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  21. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  22. render_target_view_desc.Format = sd.BufferDesc.Format;
  23. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  24. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  25. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  26. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  27. pBackBuffer->Release();
  28. }
  29. void CleanupRenderTarget()
  30. {
  31. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  32. }
  33. HRESULT CreateDeviceD3D(HWND hWnd)
  34. {
  35. // Setup swap chain
  36. DXGI_SWAP_CHAIN_DESC sd;
  37. {
  38. ZeroMemory(&sd, sizeof(sd));
  39. sd.BufferCount = 2;
  40. sd.BufferDesc.Width = 0;
  41. sd.BufferDesc.Height = 0;
  42. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  43. sd.BufferDesc.RefreshRate.Numerator = 60;
  44. sd.BufferDesc.RefreshRate.Denominator = 1;
  45. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  46. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  47. sd.OutputWindow = hWnd;
  48. sd.SampleDesc.Count = 1;
  49. sd.SampleDesc.Quality = 0;
  50. sd.Windowed = TRUE;
  51. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  52. }
  53. UINT createDeviceFlags = 0;
  54. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  55. D3D_FEATURE_LEVEL featureLevel;
  56. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  57. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  58. return E_FAIL;
  59. CreateRenderTarget();
  60. return S_OK;
  61. }
  62. void CleanupDeviceD3D()
  63. {
  64. CleanupRenderTarget();
  65. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  66. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  67. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  68. }
  69. extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  70. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  71. {
  72. if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
  73. return true;
  74. switch (msg)
  75. {
  76. case WM_SIZE:
  77. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  78. {
  79. ImGui_ImplDX11_InvalidateDeviceObjects();
  80. CleanupRenderTarget();
  81. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  82. CreateRenderTarget();
  83. ImGui_ImplDX11_CreateDeviceObjects();
  84. }
  85. return 0;
  86. case WM_SYSCOMMAND:
  87. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  88. return 0;
  89. break;
  90. case WM_DESTROY:
  91. PostQuitMessage(0);
  92. return 0;
  93. }
  94. return DefWindowProc(hWnd, msg, wParam, lParam);
  95. }
  96. int main(int, char**)
  97. {
  98. // Create application window
  99. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  100. RegisterClassEx(&wc);
  101. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  102. // Initialize Direct3D
  103. if (CreateDeviceD3D(hwnd) < 0)
  104. {
  105. CleanupDeviceD3D();
  106. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  107. return 1;
  108. }
  109. // Show the window
  110. ShowWindow(hwnd, SW_SHOWDEFAULT);
  111. UpdateWindow(hwnd);
  112. // Setup ImGui binding
  113. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  114. // Load Fonts
  115. // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
  116. //ImGuiIO& io = ImGui::GetIO();
  117. //io.Fonts->AddFontDefault();
  118. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  119. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  120. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  121. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  122. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  123. bool show_test_window = true;
  124. bool show_another_window = false;
  125. ImVec4 clear_col = ImColor(114, 144, 154);
  126. // Main loop
  127. MSG msg;
  128. ZeroMemory(&msg, sizeof(msg));
  129. while (msg.message != WM_QUIT)
  130. {
  131. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  132. {
  133. TranslateMessage(&msg);
  134. DispatchMessage(&msg);
  135. continue;
  136. }
  137. ImGui_ImplDX11_NewFrame();
  138. // 1. Show a simple window
  139. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  140. {
  141. static float f = 0.0f;
  142. ImGui::Text("Hello, world!");
  143. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  144. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  145. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  146. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  147. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  148. }
  149. // 2. Show another simple window, this time using an explicit Begin/End pair
  150. if (show_another_window)
  151. {
  152. ImGui::Begin("Another Window", &show_another_window);
  153. ImGui::Text("Hello from another window!");
  154. ImGui::End();
  155. }
  156. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  157. if (show_test_window)
  158. {
  159. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_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!
  160. ImGui::ShowTestWindow(&show_test_window);
  161. }
  162. // Rendering
  163. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  164. ImGui::Render();
  165. g_pSwapChain->Present(1, 0); // Present with vsync
  166. //g_pSwapChain->Present(0, 0); // Present without vsync
  167. }
  168. ImGui_ImplDX11_Shutdown();
  169. CleanupDeviceD3D();
  170. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  171. return 0;
  172. }