main.cpp 23 KB

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  1. #include <windows.h>
  2. #define STB_IMAGE_IMPLEMENTATION
  3. #include "../shared/stb_image.h" // for .png loading
  4. #include "../../imgui.h"
  5. // DirectX 11
  6. #include <d3d11.h>
  7. #include <d3dcompiler.h>
  8. #define DIRECTINPUT_VERSION 0x0800
  9. #include <dinput.h>
  10. #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
  11. extern const char* vertexShader; // Implemented at the bottom
  12. extern const char* pixelShader;
  13. static HWND hWnd;
  14. static ID3D11Device* g_pd3dDevice = NULL;
  15. static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
  16. static IDXGISwapChain* g_pSwapChain = NULL;
  17. static ID3D11Buffer* g_pVB = NULL;
  18. static ID3D11RenderTargetView* g_mainRenderTargetView;
  19. static ID3D10Blob * g_pVertexShaderBlob = NULL;
  20. static ID3D11VertexShader* g_pVertexShader = NULL;
  21. static ID3D11InputLayout* g_pInputLayout = NULL;
  22. static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
  23. static ID3D10Blob * g_pPixelShaderBlob = NULL;
  24. static ID3D11PixelShader* g_pPixelShader = NULL;
  25. static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
  26. static ID3D11SamplerState* g_pFontSampler = NULL;
  27. static ID3D11BlendState* g_blendState = NULL;
  28. struct CUSTOMVERTEX
  29. {
  30. float pos[2];
  31. float uv[2];
  32. unsigned int col;
  33. };
  34. struct VERTEX_CONSTANT_BUFFER
  35. {
  36. float mvp[4][4];
  37. };
  38. // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
  39. // If text or lines are blurry when integrating ImGui in your engine:
  40. // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  41. // - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
  42. static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
  43. {
  44. size_t total_vtx_count = 0;
  45. for (int n = 0; n < cmd_lists_count; n++)
  46. total_vtx_count += cmd_lists[n]->vtx_buffer.size();
  47. if (total_vtx_count == 0)
  48. return;
  49. // Copy and convert all vertices into a single contiguous buffer
  50. D3D11_MAPPED_SUBRESOURCE mappedResource;
  51. if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  52. return;
  53. CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
  54. for (int n = 0; n < cmd_lists_count; n++)
  55. {
  56. const ImDrawList* cmd_list = cmd_lists[n];
  57. const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
  58. for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
  59. {
  60. vtx_dst->pos[0] = vtx_src->pos.x;
  61. vtx_dst->pos[1] = vtx_src->pos.y;
  62. vtx_dst->uv[0] = vtx_src->uv.x;
  63. vtx_dst->uv[1] = vtx_src->uv.y;
  64. vtx_dst->col = vtx_src->col;
  65. vtx_dst++;
  66. vtx_src++;
  67. }
  68. }
  69. g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
  70. // Setup orthographic projection matrix into our constant buffer
  71. {
  72. D3D11_MAPPED_SUBRESOURCE mappedResource;
  73. if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
  74. return;
  75. VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
  76. const float L = 0.0f;
  77. const float R = ImGui::GetIO().DisplaySize.x;
  78. const float B = ImGui::GetIO().DisplaySize.y;
  79. const float T = 0.0f;
  80. const float mvp[4][4] =
  81. {
  82. { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
  83. { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
  84. { 0.0f, 0.0f, 0.5f, 0.0f },
  85. { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
  86. };
  87. memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
  88. g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
  89. }
  90. // Setup viewport
  91. {
  92. D3D11_VIEWPORT vp;
  93. memset(&vp, 0, sizeof(D3D11_VIEWPORT));
  94. vp.Width = ImGui::GetIO().DisplaySize.x;
  95. vp.Height = ImGui::GetIO().DisplaySize.y;
  96. vp.MinDepth = 0.0f;
  97. vp.MaxDepth = 1.0f;
  98. vp.TopLeftX = 0;
  99. vp.TopLeftY = 0;
  100. g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
  101. }
  102. // Bind shader and vertex buffers
  103. unsigned int stride = sizeof(CUSTOMVERTEX);
  104. unsigned int offset = 0;
  105. g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
  106. g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
  107. g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  108. g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
  109. g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
  110. g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
  111. g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
  112. g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
  113. // Setup render state
  114. const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
  115. g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
  116. // Render command lists
  117. int vtx_offset = 0;
  118. for (int n = 0; n < cmd_lists_count; n++)
  119. {
  120. // Render command list
  121. const ImDrawList* cmd_list = cmd_lists[n];
  122. for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
  123. {
  124. const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
  125. const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
  126. g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
  127. g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
  128. vtx_offset += pcmd->vtx_count;
  129. }
  130. }
  131. // Restore modified state
  132. g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
  133. g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
  134. g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
  135. }
  136. HRESULT InitDeviceD3D(HWND hWnd)
  137. {
  138. // Setup swap chain
  139. DXGI_SWAP_CHAIN_DESC sd;
  140. {
  141. ZeroMemory(&sd, sizeof(sd));
  142. sd.BufferCount = 2;
  143. sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
  144. sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
  145. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  146. sd.BufferDesc.RefreshRate.Numerator = 60;
  147. sd.BufferDesc.RefreshRate.Denominator = 1;
  148. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  149. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  150. sd.OutputWindow = hWnd;
  151. sd.SampleDesc.Count = 1;
  152. sd.SampleDesc.Quality = 0;
  153. sd.Windowed = TRUE;
  154. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  155. }
  156. UINT createDeviceFlags = 0;
  157. #ifdef _DEBUG
  158. createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  159. #endif
  160. D3D_FEATURE_LEVEL featureLevel;
  161. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  162. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
  163. return E_FAIL;
  164. // Setup rasterizer
  165. {
  166. D3D11_RASTERIZER_DESC RSDesc;
  167. memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
  168. RSDesc.FillMode = D3D11_FILL_SOLID;
  169. RSDesc.CullMode = D3D11_CULL_NONE;
  170. RSDesc.FrontCounterClockwise = FALSE;
  171. RSDesc.DepthBias = 0;
  172. RSDesc.SlopeScaledDepthBias = 0.0f;
  173. RSDesc.DepthBiasClamp = 0;
  174. RSDesc.DepthClipEnable = TRUE;
  175. RSDesc.ScissorEnable = TRUE;
  176. RSDesc.AntialiasedLineEnable = FALSE;
  177. RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
  178. ID3D11RasterizerState* pRState = NULL;
  179. g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
  180. g_pd3dDeviceImmediateContext->RSSetState(pRState);
  181. pRState->Release();
  182. }
  183. // Create the render target
  184. {
  185. ID3D11Texture2D* pBackBuffer;
  186. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  187. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  188. render_target_view_desc.Format = sd.BufferDesc.Format;
  189. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  190. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  191. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  192. g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  193. pBackBuffer->Release();
  194. }
  195. // Create the vertex shader
  196. {
  197. D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
  198. 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!
  199. return E_FAIL;
  200. if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
  201. return E_FAIL;
  202. // Create the input layout
  203. D3D11_INPUT_ELEMENT_DESC localLayout[] = {
  204. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  205. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  206. { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
  207. };
  208. if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
  209. return E_FAIL;
  210. // Create the constant buffer
  211. {
  212. D3D11_BUFFER_DESC cbDesc;
  213. cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
  214. cbDesc.Usage = D3D11_USAGE_DYNAMIC;
  215. cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
  216. cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  217. cbDesc.MiscFlags = 0;
  218. g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
  219. }
  220. }
  221. // Create the pixel shader
  222. {
  223. D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
  224. 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!
  225. return E_FAIL;
  226. if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
  227. return E_FAIL;
  228. }
  229. // Create the blending setup
  230. {
  231. D3D11_BLEND_DESC desc;
  232. ZeroMemory(&desc, sizeof(desc));
  233. desc.AlphaToCoverageEnable = false;
  234. desc.RenderTarget[0].BlendEnable = true;
  235. desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
  236. desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
  237. desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
  238. desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
  239. desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
  240. desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
  241. desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
  242. g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
  243. }
  244. return S_OK;
  245. }
  246. void CleanupDevice()
  247. {
  248. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
  249. // InitImGui
  250. if (g_pFontSampler) g_pFontSampler->Release();
  251. if (g_pFontTextureView) g_pFontTextureView->Release();
  252. if (g_pVB) g_pVB->Release();
  253. // InitDeviceD3D
  254. if (g_blendState) g_blendState->Release();
  255. if (g_pPixelShader) g_pPixelShader->Release();
  256. if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
  257. if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
  258. if (g_pInputLayout) g_pInputLayout->Release();
  259. if (g_pVertexShader) g_pVertexShader->Release();
  260. if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
  261. if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
  262. if (g_pSwapChain) g_pSwapChain->Release();
  263. if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
  264. if (g_pd3dDevice) g_pd3dDevice->Release();
  265. }
  266. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  267. {
  268. ImGuiIO& io = ImGui::GetIO();
  269. switch (msg)
  270. {
  271. case WM_LBUTTONDOWN:
  272. io.MouseDown[0] = true;
  273. return true;
  274. case WM_LBUTTONUP:
  275. io.MouseDown[0] = false;
  276. return true;
  277. case WM_RBUTTONDOWN:
  278. io.MouseDown[1] = true;
  279. return true;
  280. case WM_RBUTTONUP:
  281. io.MouseDown[1] = false;
  282. return true;
  283. case WM_MOUSEWHEEL:
  284. io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
  285. return true;
  286. case WM_MOUSEMOVE:
  287. // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
  288. io.MousePos.x = (signed short)(lParam);
  289. io.MousePos.y = (signed short)(lParam >> 16);
  290. return true;
  291. case WM_CHAR:
  292. // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
  293. if (wParam > 0 && wParam < 0x10000)
  294. io.AddInputCharacter((unsigned short)wParam);
  295. return true;
  296. case WM_DESTROY:
  297. CleanupDevice();
  298. PostQuitMessage(0);
  299. return 0;
  300. }
  301. return DefWindowProc(hWnd, msg, wParam, lParam);
  302. }
  303. void InitImGui()
  304. {
  305. RECT rect;
  306. GetClientRect(hWnd, &rect);
  307. int display_w = (int)(rect.right - rect.left);
  308. int display_h = (int)(rect.bottom - rect.top);
  309. ImGuiIO& io = ImGui::GetIO();
  310. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
  311. 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)
  312. io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
  313. 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.
  314. io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
  315. io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
  316. io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
  317. io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
  318. io.KeyMap[ImGuiKey_Home] = VK_HOME;
  319. io.KeyMap[ImGuiKey_End] = VK_END;
  320. io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
  321. io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
  322. io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
  323. io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
  324. io.KeyMap[ImGuiKey_A] = 'A';
  325. io.KeyMap[ImGuiKey_C] = 'C';
  326. io.KeyMap[ImGuiKey_V] = 'V';
  327. io.KeyMap[ImGuiKey_X] = 'X';
  328. io.KeyMap[ImGuiKey_Y] = 'Y';
  329. io.KeyMap[ImGuiKey_Z] = 'Z';
  330. io.RenderDrawListsFn = ImImpl_RenderDrawLists;
  331. // Create the vertex buffer
  332. {
  333. D3D11_BUFFER_DESC bufferDesc;
  334. memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
  335. bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
  336. bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
  337. bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  338. bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
  339. bufferDesc.MiscFlags = 0;
  340. if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
  341. {
  342. IM_ASSERT(0);
  343. return;
  344. }
  345. }
  346. // Load font texture
  347. // Default font (embedded in code)
  348. const void* png_data;
  349. unsigned int png_size;
  350. ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
  351. int tex_x, tex_y, tex_comp;
  352. void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
  353. IM_ASSERT(tex_data != NULL);
  354. {
  355. D3D11_TEXTURE2D_DESC desc;
  356. ZeroMemory(&desc, sizeof(desc));
  357. desc.Width = tex_x;
  358. desc.Height = tex_y;
  359. desc.MipLevels = 1;
  360. desc.ArraySize = 1;
  361. desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  362. desc.SampleDesc.Count = 1;
  363. desc.Usage = D3D11_USAGE_DEFAULT;
  364. desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
  365. desc.CPUAccessFlags = 0;
  366. ID3D11Texture2D *pTexture = NULL;
  367. D3D11_SUBRESOURCE_DATA subResource;
  368. subResource.pSysMem = tex_data;
  369. subResource.SysMemPitch = tex_x * 4;
  370. subResource.SysMemSlicePitch = 0;
  371. g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
  372. // Create texture view
  373. D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
  374. ZeroMemory(&srvDesc, sizeof(srvDesc));
  375. srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  376. srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
  377. srvDesc.Texture2D.MipLevels = desc.MipLevels;
  378. srvDesc.Texture2D.MostDetailedMip = 0;
  379. g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
  380. pTexture->Release();
  381. }
  382. // Create texture sampler
  383. {
  384. D3D11_SAMPLER_DESC desc;
  385. ZeroMemory(&desc, sizeof(desc));
  386. desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
  387. desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
  388. desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
  389. desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
  390. desc.MipLODBias = 0.f;
  391. desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
  392. desc.MinLOD = 0.f;
  393. desc.MaxLOD = 0.f;
  394. g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
  395. }
  396. }
  397. INT64 ticks_per_second = 0;
  398. INT64 last_time = 0;
  399. void UpdateImGui()
  400. {
  401. ImGuiIO& io = ImGui::GetIO();
  402. // Setup time step
  403. INT64 current_time;
  404. QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
  405. io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
  406. last_time = current_time;
  407. // Setup inputs
  408. // (we already got mouse position, buttons, wheel from the window message callback)
  409. BYTE keystate[256];
  410. GetKeyboardState(keystate);
  411. for (int i = 0; i < 256; i++)
  412. io.KeysDown[i] = (keystate[i] & 0x80) != 0;
  413. io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
  414. io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
  415. // io.MousePos : filled by WM_MOUSEMOVE event
  416. // io.MouseDown : filled by WM_*BUTTON* events
  417. // io.MouseWheel : filled by WM_MOUSEWHEEL events
  418. // Start the frame
  419. ImGui::NewFrame();
  420. }
  421. int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
  422. {
  423. // Register the window class
  424. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
  425. RegisterClassEx(&wc);
  426. // Create the application's window
  427. hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  428. if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
  429. return 1;
  430. if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
  431. return 1;
  432. // Initialize Direct3D
  433. if (InitDeviceD3D(hWnd) < 0)
  434. {
  435. CleanupDevice();
  436. UnregisterClass("ImGui Example", wc.hInstance);
  437. return 1;
  438. }
  439. // Show the window
  440. ShowWindow(hWnd, SW_SHOWDEFAULT);
  441. UpdateWindow(hWnd);
  442. InitImGui();
  443. // Enter the message loop
  444. MSG msg;
  445. ZeroMemory(&msg, sizeof(msg));
  446. while (msg.message != WM_QUIT)
  447. {
  448. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  449. {
  450. TranslateMessage(&msg);
  451. DispatchMessage(&msg);
  452. continue;
  453. }
  454. UpdateImGui();
  455. static bool show_test_window = true;
  456. static bool show_another_window = false;
  457. // 1. Show a simple window
  458. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  459. {
  460. static float f;
  461. ImGui::Text("Hello, world!");
  462. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  463. show_test_window ^= ImGui::Button("Test Window");
  464. show_another_window ^= ImGui::Button("Another Window");
  465. // Calculate and show frame rate
  466. static float ms_per_frame[120] = { 0 };
  467. static int ms_per_frame_idx = 0;
  468. static float ms_per_frame_accum = 0.0f;
  469. ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
  470. ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
  471. ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
  472. ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
  473. const float ms_per_frame_avg = ms_per_frame_accum / 120;
  474. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
  475. }
  476. // 2. Show another simple window, this time using an explicit Begin/End pair
  477. if (show_another_window)
  478. {
  479. ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
  480. ImGui::Text("Hello");
  481. ImGui::End();
  482. }
  483. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  484. if (show_test_window)
  485. {
  486. 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!
  487. ImGui::ShowTestWindow(&show_test_window);
  488. }
  489. // Rendering
  490. float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
  491. g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
  492. ImGui::Render();
  493. g_pSwapChain->Present(0, 0);
  494. }
  495. ImGui::Shutdown();
  496. UnregisterClass("ImGui Example", wc.hInstance);
  497. return 0;
  498. }
  499. static const char* vertexShader = "\
  500. cbuffer vertexBuffer : register(c0) \
  501. {\
  502. float4x4 ProjectionMatrix; \
  503. };\
  504. struct VS_INPUT\
  505. {\
  506. float2 pos : POSITION;\
  507. float4 col : COLOR0;\
  508. float2 uv : TEXCOORD0;\
  509. };\
  510. \
  511. struct PS_INPUT\
  512. {\
  513. float4 pos : SV_POSITION;\
  514. float4 col : COLOR0;\
  515. float2 uv : TEXCOORD0;\
  516. };\
  517. \
  518. PS_INPUT main(VS_INPUT input)\
  519. {\
  520. PS_INPUT output;\
  521. output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
  522. output.col = input.col;\
  523. output.uv = input.uv;\
  524. return output;\
  525. }";
  526. static const char* pixelShader = "\
  527. struct PS_INPUT\
  528. {\
  529. float4 pos : SV_POSITION;\
  530. float4 col : COLOR0;\
  531. float2 uv : TEXCOORD0;\
  532. };\
  533. sampler sampler0;\
  534. Texture2D texture0;\
  535. \
  536. float4 main(PS_INPUT input) : SV_Target\
  537. {\
  538. float4 out_col = texture0.Sample(sampler0, input.uv);\
  539. return input.col * out_col;\
  540. }";