main.cpp 9.3 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_win32.h"
  5. #include "../imgui_impl_dx11.h"
  6. #include <d3d11.h>
  7. #define DIRECTINPUT_VERSION 0x0800
  8. #include <dinput.h>
  9. #include <tchar.h>
  10. // Data
  11. static ID3D11Device* g_pd3dDevice = NULL;
  12. static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
  13. static IDXGISwapChain* g_pSwapChain = NULL;
  14. static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
  15. void CreateRenderTarget()
  16. {
  17. ID3D11Texture2D* pBackBuffer;
  18. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  19. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
  20. pBackBuffer->Release();
  21. }
  22. void CleanupRenderTarget()
  23. {
  24. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  25. }
  26. HRESULT CreateDeviceD3D(HWND hWnd)
  27. {
  28. // Setup swap chain
  29. DXGI_SWAP_CHAIN_DESC sd;
  30. ZeroMemory(&sd, sizeof(sd));
  31. sd.BufferCount = 2;
  32. sd.BufferDesc.Width = 0;
  33. sd.BufferDesc.Height = 0;
  34. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  35. sd.BufferDesc.RefreshRate.Numerator = 60;
  36. sd.BufferDesc.RefreshRate.Denominator = 1;
  37. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  38. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  39. sd.OutputWindow = hWnd;
  40. sd.SampleDesc.Count = 1;
  41. sd.SampleDesc.Quality = 0;
  42. sd.Windowed = TRUE;
  43. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  44. UINT createDeviceFlags = 0;
  45. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  46. D3D_FEATURE_LEVEL featureLevel;
  47. const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
  48. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  49. return E_FAIL;
  50. CreateRenderTarget();
  51. return S_OK;
  52. }
  53. void CleanupDeviceD3D()
  54. {
  55. CleanupRenderTarget();
  56. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  57. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  58. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  59. }
  60. extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  61. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  62. {
  63. if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
  64. return true;
  65. switch (msg)
  66. {
  67. case WM_SIZE:
  68. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  69. {
  70. ImGui_ImplDX11_InvalidateDeviceObjects();
  71. CleanupRenderTarget();
  72. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  73. CreateRenderTarget();
  74. ImGui_ImplDX11_CreateDeviceObjects();
  75. }
  76. return 0;
  77. case WM_SYSCOMMAND:
  78. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  79. return 0;
  80. break;
  81. case WM_DESTROY:
  82. PostQuitMessage(0);
  83. return 0;
  84. }
  85. return DefWindowProc(hWnd, msg, wParam, lParam);
  86. }
  87. int main(int, char**)
  88. {
  89. // Create application window
  90. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
  91. RegisterClassEx(&wc);
  92. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  93. // Initialize Direct3D
  94. if (CreateDeviceD3D(hwnd) < 0)
  95. {
  96. CleanupDeviceD3D();
  97. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  98. return 1;
  99. }
  100. // Show the window
  101. ShowWindow(hwnd, SW_SHOWDEFAULT);
  102. UpdateWindow(hwnd);
  103. // Setup ImGui binding
  104. ImGui::CreateContext();
  105. ImGuiIO& io = ImGui::GetIO(); (void)io;
  106. io.ConfigFlags |= ImGuiConfigFlags_MultiViewports;
  107. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  108. ImGui_ImplWin32_Init(hwnd);
  109. ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
  110. // Setup style
  111. ImGui::StyleColorsDark();
  112. //ImGui::StyleColorsClassic();
  113. // Load Fonts
  114. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
  115. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  116. // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  117. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
  118. // - Read 'misc/fonts/README.txt' for more instructions and details.
  119. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  120. //io.Fonts->AddFontDefault();
  121. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  122. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  123. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  124. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  125. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  126. //IM_ASSERT(font != NULL);
  127. bool show_demo_window = true;
  128. bool show_another_window = false;
  129. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  130. // Main loop
  131. MSG msg;
  132. ZeroMemory(&msg, sizeof(msg));
  133. while (msg.message != WM_QUIT)
  134. {
  135. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  136. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  137. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  138. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  139. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  140. {
  141. TranslateMessage(&msg);
  142. DispatchMessage(&msg);
  143. continue;
  144. }
  145. ImGui_ImplDX11_NewFrame();
  146. ImGui_ImplWin32_NewFrame();
  147. // 1. Show a simple window.
  148. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  149. {
  150. static float f = 0.0f;
  151. static int counter = 0;
  152. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  153. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  154. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  155. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  156. ImGui::Checkbox("Another Window", &show_another_window);
  157. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  158. counter++;
  159. ImGui::SameLine();
  160. ImGui::Text("counter = %d", counter);
  161. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  162. }
  163. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  164. if (show_another_window)
  165. {
  166. ImGui::Begin("Another Window", &show_another_window);
  167. ImGui::Text("Hello from another window!");
  168. if (ImGui::Button("Close Me"))
  169. show_another_window = false;
  170. ImGui::End();
  171. }
  172. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  173. if (show_demo_window)
  174. {
  175. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  176. ImGui::ShowDemoWindow(&show_demo_window);
  177. }
  178. // Rendering
  179. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  180. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
  181. ImGui::Render();
  182. ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
  183. ImGui::RenderAdditionalViewports();
  184. g_pSwapChain->Present(1, 0); // Present with vsync
  185. //g_pSwapChain->Present(0, 0); // Present without vsync
  186. }
  187. ImGui_ImplDX11_Shutdown();
  188. ImGui_ImplWin32_Shutdown();
  189. ImGui::DestroyContext();
  190. CleanupDeviceD3D();
  191. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  192. return 0;
  193. }