main.cpp 7.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198
  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. #include <d3dcompiler.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. DXGI_SWAP_CHAIN_DESC sd;
  18. g_pSwapChain->GetDesc(&sd);
  19. // Create the render target
  20. ID3D11Texture2D* pBackBuffer;
  21. D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
  22. ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
  23. render_target_view_desc.Format = sd.BufferDesc.Format;
  24. render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
  25. g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
  26. g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
  27. g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
  28. pBackBuffer->Release();
  29. }
  30. void CleanupRenderTarget()
  31. {
  32. if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
  33. }
  34. HRESULT CreateDeviceD3D(HWND hWnd)
  35. {
  36. // Setup swap chain
  37. DXGI_SWAP_CHAIN_DESC sd;
  38. {
  39. ZeroMemory(&sd, sizeof(sd));
  40. sd.BufferCount = 2;
  41. sd.BufferDesc.Width = 0;
  42. sd.BufferDesc.Height = 0;
  43. sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
  44. sd.BufferDesc.RefreshRate.Numerator = 60;
  45. sd.BufferDesc.RefreshRate.Denominator = 1;
  46. sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
  47. sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
  48. sd.OutputWindow = hWnd;
  49. sd.SampleDesc.Count = 1;
  50. sd.SampleDesc.Quality = 0;
  51. sd.Windowed = TRUE;
  52. sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
  53. }
  54. UINT createDeviceFlags = 0;
  55. //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
  56. D3D_FEATURE_LEVEL featureLevel;
  57. const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
  58. if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
  59. return E_FAIL;
  60. CreateRenderTarget();
  61. return S_OK;
  62. }
  63. void CleanupDeviceD3D()
  64. {
  65. CleanupRenderTarget();
  66. if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
  67. if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
  68. if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
  69. }
  70. extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
  71. LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
  72. {
  73. if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
  74. return true;
  75. switch (msg)
  76. {
  77. case WM_SIZE:
  78. if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
  79. {
  80. ImGui_ImplDX11_InvalidateDeviceObjects();
  81. CleanupRenderTarget();
  82. g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
  83. CreateRenderTarget();
  84. ImGui_ImplDX11_CreateDeviceObjects();
  85. }
  86. return 0;
  87. case WM_SYSCOMMAND:
  88. if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
  89. return 0;
  90. break;
  91. case WM_DESTROY:
  92. PostQuitMessage(0);
  93. return 0;
  94. }
  95. return DefWindowProc(hWnd, msg, wParam, lParam);
  96. }
  97. int main(int, char**)
  98. {
  99. // Create application window
  100. WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
  101. RegisterClassEx(&wc);
  102. HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
  103. // Initialize Direct3D
  104. if (CreateDeviceD3D(hwnd) < 0)
  105. {
  106. CleanupDeviceD3D();
  107. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  108. return 1;
  109. }
  110. // Show the window
  111. ShowWindow(hwnd, SW_SHOWDEFAULT);
  112. UpdateWindow(hwnd);
  113. // Setup ImGui binding
  114. ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
  115. // Load Fonts
  116. // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
  117. //ImGuiIO& io = ImGui::GetIO();
  118. //io.Fonts->AddFontDefault();
  119. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
  120. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
  121. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
  122. //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
  123. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  124. bool show_test_window = true;
  125. bool show_another_window = false;
  126. ImVec4 clear_col = ImColor(114, 144, 154);
  127. // Main loop
  128. MSG msg;
  129. ZeroMemory(&msg, sizeof(msg));
  130. while (msg.message != WM_QUIT)
  131. {
  132. if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
  133. {
  134. TranslateMessage(&msg);
  135. DispatchMessage(&msg);
  136. continue;
  137. }
  138. ImGui_ImplDX11_NewFrame();
  139. // 1. Show a simple window
  140. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
  141. {
  142. static float f = 0.0f;
  143. ImGui::Text("Hello, world!");
  144. ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
  145. ImGui::ColorEdit3("clear color", (float*)&clear_col);
  146. if (ImGui::Button("Test Window")) show_test_window ^= 1;
  147. if (ImGui::Button("Another Window")) show_another_window ^= 1;
  148. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  149. }
  150. // 2. Show another simple window, this time using an explicit Begin/End pair
  151. if (show_another_window)
  152. {
  153. ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
  154. ImGui::Begin("Another Window", &show_another_window);
  155. ImGui::Text("Hello");
  156. ImGui::End();
  157. }
  158. // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
  159. if (show_test_window)
  160. {
  161. 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!
  162. ImGui::ShowTestWindow(&show_test_window);
  163. }
  164. // Rendering
  165. g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
  166. ImGui::Render();
  167. g_pSwapChain->Present(0, 0);
  168. }
  169. ImGui_ImplDX11_Shutdown();
  170. CleanupDeviceD3D();
  171. UnregisterClass(_T("ImGui Example"), wc.hInstance);
  172. return 0;
  173. }