| // 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; |
| |
| // 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 WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
| { |
| // 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), ImGuiSetCondition_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; |
| } |