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- // ImGui - standalone example application for DirectX 11
- #include <windows.h>
- #include "../../imgui.h"
- // DirectX 11
- #include <d3d11.h>
- #include <d3dcompiler.h>
- #define DIRECTINPUT_VERSION 0x0800
- #include <dinput.h>
- #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
- static HWND hWnd;
- static ID3D11Device* g_pd3dDevice = NULL;
- static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
- static IDXGISwapChain* g_pSwapChain = NULL;
- static ID3D11Buffer* g_pVB = NULL;
- static ID3D11RenderTargetView* g_mainRenderTargetView;
- static ID3D10Blob * g_pVertexShaderBlob = NULL;
- static ID3D11VertexShader* g_pVertexShader = NULL;
- static ID3D11InputLayout* g_pInputLayout = NULL;
- static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
- static ID3D10Blob * g_pPixelShaderBlob = NULL;
- static ID3D11PixelShader* g_pPixelShader = NULL;
- static ID3D11SamplerState* g_pFontSampler = NULL;
- static ID3D11BlendState* g_blendState = NULL;
- struct CUSTOMVERTEX
- {
- float pos[2];
- float uv[2];
- unsigned int col;
- };
- struct VERTEX_CONSTANT_BUFFER
- {
- float mvp[4][4];
- };
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
- {
- // Copy and convert all vertices into a single contiguous buffer
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
- return;
- CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- const ImDrawList* cmd_list = cmd_lists[n];
- const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
- for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
- {
- vtx_dst->pos[0] = vtx_src->pos.x;
- vtx_dst->pos[1] = vtx_src->pos.y;
- vtx_dst->uv[0] = vtx_src->uv.x;
- vtx_dst->uv[1] = vtx_src->uv.y;
- vtx_dst->col = vtx_src->col;
- vtx_dst++;
- vtx_src++;
- }
- }
- g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
- // Setup orthographic projection matrix into our constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
- const float L = 0.0f;
- const float R = ImGui::GetIO().DisplaySize.x;
- const float B = ImGui::GetIO().DisplaySize.y;
- const float T = 0.0f;
- const float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
- g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
- }
-
- // Setup viewport
- {
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = 0;
- vp.TopLeftY = 0;
- g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
- }
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(CUSTOMVERTEX);
- unsigned int offset = 0;
- g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
- g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
- g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
- g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
- // Setup render state
- const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
- g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
- // Render command lists
- int vtx_offset = 0;
- for (int n = 0; n < cmd_lists_count; n++)
- {
- // Render command list
- const ImDrawList* cmd_list = cmd_lists[n];
- for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
- const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
- g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
- g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
- g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
- vtx_offset += pcmd->vtx_count;
- }
- }
- // Restore modified state
- g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
- g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
- g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
- }
- HRESULT InitDeviceD3D(HWND hWnd)
- {
- // Setup swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- {
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = 2;
- sd.BufferDesc.Width = 0;
- sd.BufferDesc.Height = 0;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.BufferDesc.RefreshRate.Numerator = 60;
- sd.BufferDesc.RefreshRate.Denominator = 1;
- sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.OutputWindow = hWnd;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.Windowed = TRUE;
- sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- }
- UINT createDeviceFlags = 0;
- #ifdef _DEBUG
- createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
- #endif
- D3D_FEATURE_LEVEL featureLevel;
- const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
- if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
- return E_FAIL;
- // Setup rasterizer
- {
- D3D11_RASTERIZER_DESC RSDesc;
- memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
- RSDesc.FillMode = D3D11_FILL_SOLID;
- RSDesc.CullMode = D3D11_CULL_NONE;
- RSDesc.FrontCounterClockwise = FALSE;
- RSDesc.DepthBias = 0;
- RSDesc.SlopeScaledDepthBias = 0.0f;
- RSDesc.DepthBiasClamp = 0;
- RSDesc.DepthClipEnable = TRUE;
- RSDesc.ScissorEnable = TRUE;
- RSDesc.AntialiasedLineEnable = FALSE;
- RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
- ID3D11RasterizerState* pRState = NULL;
- g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
- g_pd3dDeviceImmediateContext->RSSetState(pRState);
- pRState->Release();
- }
- // Create the render target
- {
- ID3D11Texture2D* pBackBuffer;
- D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
- ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
- render_target_view_desc.Format = sd.BufferDesc.Format;
- render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
- g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
- g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
- g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
- pBackBuffer->Release();
- }
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(c0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
- 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!
- return E_FAIL;
- if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
- return E_FAIL;
- // Create the input layout
- D3D11_INPUT_ELEMENT_DESC localLayout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
- return E_FAIL;
- // Create the constant buffer
- {
- D3D11_BUFFER_DESC cbDesc;
- cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
- cbDesc.Usage = D3D11_USAGE_DYNAMIC;
- cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- cbDesc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
- }
- }
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- sampler sampler0;\
- Texture2D texture0;\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- 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!
- return E_FAIL;
- if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
- return E_FAIL;
- }
- // Create the blending setup
- {
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
- }
- return S_OK;
- }
- void CleanupDevice()
- {
- if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
- // InitImGui
- if (g_pFontSampler) g_pFontSampler->Release();
- if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
- font_texture_view->Release();
- if (g_pVB) g_pVB->Release();
- // InitDeviceD3D
- if (g_blendState) g_blendState->Release();
- if (g_pPixelShader) g_pPixelShader->Release();
- if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
- if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
- if (g_pInputLayout) g_pInputLayout->Release();
- if (g_pVertexShader) g_pVertexShader->Release();
- if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
- if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
- if (g_pSwapChain) g_pSwapChain->Release();
- if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
- if (g_pd3dDevice) g_pd3dDevice->Release();
- }
- LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- case WM_DESTROY:
- CleanupDevice();
- PostQuitMessage(0);
- return 0;
- }
- return DefWindowProc(hWnd, msg, wParam, lParam);
- }
- void LoadFontsTexture()
- {
- // Load one or more font
- ImGuiIO& io = ImGui::GetIO();
- //ImFont* my_font1 = io.Fonts->AddFontDefault();
- //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
- //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
- //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
- //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
- // Build
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Create texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- desc.SampleDesc.Count = 1;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- ID3D11Texture2D *pTexture = NULL;
- D3D11_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = desc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
- // Create texture view
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = desc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- ID3D11ShaderResourceView* font_texture_view = NULL;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
- pTexture->Release();
- // Store our identifier
- io.Fonts->TexID = (void *)font_texture_view;
- }
- void InitImGui()
- {
- RECT rect;
- GetClientRect(hWnd, &rect);
- int display_w = (int)(rect.right - rect.left);
- int display_h = (int)(rect.bottom - rect.top);
- ImGuiIO& io = ImGui::GetIO();
- io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
- 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)
- 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.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- io.RenderDrawListsFn = ImImpl_RenderDrawLists;
- io.ImeWindowHandle = hWnd;
- // Create the vertex buffer
- {
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- bufferDesc.MiscFlags = 0;
- if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
- {
- IM_ASSERT(0);
- return;
- }
- }
- // Load fonts
- LoadFontsTexture();
- // Create texture sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- desc.MipLODBias = 0.f;
- desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- desc.MinLOD = 0.f;
- desc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
- }
- }
- INT64 ticks_per_second = 0;
- INT64 last_time = 0;
- void UpdateImGui()
- {
- ImGuiIO& io = ImGui::GetIO();
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
- last_time = current_time;
- // Setup inputs
- // (we already got mouse position, buttons, wheel from the window message callback)
- BYTE keystate[256];
- GetKeyboardState(keystate);
- for (int i = 0; i < 256; i++)
- io.KeysDown[i] = (keystate[i] & 0x80) != 0;
- io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
- io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
- // io.MousePos : filled by WM_MOUSEMOVE event
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
- // Start the frame
- ImGui::NewFrame();
- }
- int main(int argc, char** argv)
- {
- // Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
- RegisterClassEx(&wc);
- // Create the application's window
- hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
- return 1;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
- return 1;
- // Initialize Direct3D
- if (InitDeviceD3D(hWnd) < 0)
- {
- CleanupDevice();
- UnregisterClass(L"ImGui Example", wc.hInstance);
- return 1;
- }
- // Show the window
- ShowWindow(hWnd, SW_SHOWDEFAULT);
- UpdateWindow(hWnd);
- InitImGui();
- bool show_test_window = true;
- bool show_another_window = false;
- ImVec4 clear_col = ImColor(114, 144, 154);
- // Enter the message loop
- MSG msg;
- ZeroMemory(&msg, sizeof(msg));
- while (msg.message != WM_QUIT)
- {
- if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- continue;
- }
- UpdateImGui();
- // 1. Show a simple window
- // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
- {
- static float f;
- ImGui::Text("Hello, world!");
- ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
- ImGui::ColorEdit3("clear color", (float*)&clear_col);
- if (ImGui::Button("Test Window")) show_test_window ^= 1;
- if (ImGui::Button("Another Window")) show_another_window ^= 1;
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- }
- // 2. Show another simple window, this time using an explicit Begin/End pair
- if (show_another_window)
- {
- ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
- ImGui::Text("Hello");
- ImGui::End();
- }
- // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
- if (show_test_window)
- {
- 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!
- ImGui::ShowTestWindow(&show_test_window);
- }
- // Rendering
- g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
- ImGui::Render();
- g_pSwapChain->Present(0, 0);
- }
- ImGui::Shutdown();
- UnregisterClass(L"ImGui Example", wc.hInstance);
- return 0;
- }
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