| // ImGui Win32 + DirectX10 binding |
| // In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. |
| |
| // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. |
| // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). |
| // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. |
| // https://github.com/ocornut/imgui |
| |
| #include "imgui.h" |
| #include "imgui_impl_dx10.h" |
| |
| // DirectX |
| #include <d3d10_1.h> |
| #include <d3d10.h> |
| #include <d3dcompiler.h> |
| #define DIRECTINPUT_VERSION 0x0800 |
| #include <dinput.h> |
| |
| // Data |
| static INT64 g_Time = 0; |
| static INT64 g_TicksPerSecond = 0; |
| |
| static HWND g_hWnd = 0; |
| static ID3D10Device* g_pd3dDevice = NULL; |
| static ID3D10Buffer* g_pVB = NULL; |
| static ID3D10Buffer* g_pIB = NULL; |
| static ID3D10Blob * g_pVertexShaderBlob = NULL; |
| static ID3D10VertexShader* g_pVertexShader = NULL; |
| static ID3D10InputLayout* g_pInputLayout = NULL; |
| static ID3D10Buffer* g_pVertexConstantBuffer = NULL; |
| static ID3D10Blob * g_pPixelShaderBlob = NULL; |
| static ID3D10PixelShader* g_pPixelShader = NULL; |
| static ID3D10SamplerState* g_pFontSampler = NULL; |
| static ID3D10ShaderResourceView*g_pFontTextureView = NULL; |
| static ID3D10RasterizerState* g_pRasterizerState = NULL; |
| static ID3D10BlendState* g_pBlendState = NULL; |
| static ID3D10DepthStencilState* g_pDepthStencilState = NULL; |
| static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
| |
| 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) |
| void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) |
| { |
| ID3D10Device* ctx = g_pd3dDevice; |
| |
| // Create and grow vertex/index buffers if needed |
| if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
| { |
| if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
| g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
| D3D10_BUFFER_DESC desc; |
| memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); |
| desc.Usage = D3D10_USAGE_DYNAMIC; |
| desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
| desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; |
| desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
| desc.MiscFlags = 0; |
| if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) |
| return; |
| } |
| |
| if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
| { |
| if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
| g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
| D3D10_BUFFER_DESC desc; |
| memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); |
| desc.Usage = D3D10_USAGE_DYNAMIC; |
| desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
| desc.BindFlags = D3D10_BIND_INDEX_BUFFER; |
| desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
| if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) |
| return; |
| } |
| |
| // Copy and convert all vertices into a single contiguous buffer |
| ImDrawVert* vtx_dst = NULL; |
| ImDrawIdx* idx_dst = NULL; |
| g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); |
| g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
| memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
| vtx_dst += cmd_list->VtxBuffer.Size; |
| idx_dst += cmd_list->IdxBuffer.Size; |
| } |
| g_pVB->Unmap(); |
| g_pIB->Unmap(); |
| |
| // Setup orthographic projection matrix into our constant buffer |
| { |
| void* mapped_resource; |
| if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) |
| return; |
| VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; |
| 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(&constant_buffer->mvp, mvp, sizeof(mvp)); |
| g_pVertexConstantBuffer->Unmap(); |
| } |
| |
| // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) |
| struct BACKUP_DX10_STATE |
| { |
| UINT ScissorRectsCount, ViewportsCount; |
| D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
| ID3D10RasterizerState* RS; |
| ID3D10BlendState* BlendState; |
| FLOAT BlendFactor[4]; |
| UINT SampleMask; |
| UINT StencilRef; |
| ID3D10DepthStencilState* DepthStencilState; |
| ID3D10ShaderResourceView* PSShaderResource; |
| ID3D10SamplerState* PSSampler; |
| ID3D10PixelShader* PS; |
| ID3D10VertexShader* VS; |
| D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
| ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
| UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
| DXGI_FORMAT IndexBufferFormat; |
| ID3D10InputLayout* InputLayout; |
| }; |
| BACKUP_DX10_STATE old; |
| old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
| ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
| ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); |
| ctx->RSGetState(&old.RS); |
| ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
| ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
| ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); |
| ctx->PSGetSamplers(0, 1, &old.PSSampler); |
| ctx->PSGetShader(&old.PS); |
| ctx->VSGetShader(&old.VS); |
| ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
| ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
| ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
| ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
| ctx->IAGetInputLayout(&old.InputLayout); |
| |
| // Setup viewport |
| D3D10_VIEWPORT vp; |
| memset(&vp, 0, sizeof(D3D10_VIEWPORT)); |
| vp.Width = (UINT)ImGui::GetIO().DisplaySize.x; |
| vp.Height = (UINT)ImGui::GetIO().DisplaySize.y; |
| vp.MinDepth = 0.0f; |
| vp.MaxDepth = 1.0f; |
| vp.TopLeftX = vp.TopLeftY = 0; |
| ctx->RSSetViewports(1, &vp); |
| |
| // Bind shader and vertex buffers |
| unsigned int stride = sizeof(ImDrawVert); |
| unsigned int offset = 0; |
| ctx->IASetInputLayout(g_pInputLayout); |
| ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
| ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
| ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
| ctx->VSSetShader(g_pVertexShader); |
| ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
| ctx->PSSetShader(g_pPixelShader); |
| ctx->PSSetSamplers(0, 1, &g_pFontSampler); |
| |
| // Setup render state |
| const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
| ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); |
| ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); |
| ctx->RSSetState(g_pRasterizerState); |
| |
| // Render command lists |
| int vtx_offset = 0; |
| int idx_offset = 0; |
| for (int n = 0; n < draw_data->CmdListsCount; n++) |
| { |
| const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
| for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
| { |
| const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
| if (pcmd->UserCallback) |
| { |
| pcmd->UserCallback(cmd_list, pcmd); |
| } |
| else |
| { |
| const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
| ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId); |
| ctx->RSSetScissorRects(1, &r); |
| ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
| } |
| idx_offset += pcmd->ElemCount; |
| } |
| vtx_offset += cmd_list->VtxBuffer.Size; |
| } |
| |
| // Restore modified DX state |
| ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
| ctx->RSSetViewports(old.ViewportsCount, old.Viewports); |
| ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
| ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
| ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
| ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
| ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
| ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); |
| ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); |
| ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
| ctx->IASetPrimitiveTopology(old.PrimitiveTopology); |
| ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
| ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
| ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
| } |
| |
| IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(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_MBUTTONDOWN: |
| io.MouseDown[2] = true; |
| return true; |
| case WM_MBUTTONUP: |
| io.MouseDown[2] = false; |
| return true; |
| case WM_MOUSEWHEEL: |
| io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
| return true; |
| case WM_MOUSEMOVE: |
| io.MousePos.x = (signed short)(lParam); |
| io.MousePos.y = (signed short)(lParam >> 16); |
| return true; |
| case WM_KEYDOWN: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 1; |
| return true; |
| case WM_KEYUP: |
| if (wParam < 256) |
| io.KeysDown[wParam] = 0; |
| 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; |
| } |
| return 0; |
| } |
| |
| static void ImGui_ImplDX10_CreateFontsTexture() |
| { |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Build |
| unsigned char* pixels; |
| int width, height; |
| io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
| |
| // Create DX10 texture |
| { |
| D3D10_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 = D3D10_USAGE_DEFAULT; |
| desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
| desc.CPUAccessFlags = 0; |
| |
| ID3D10Texture2D *pTexture = NULL; |
| D3D10_SUBRESOURCE_DATA subResource; |
| subResource.pSysMem = pixels; |
| subResource.SysMemPitch = desc.Width * 4; |
| subResource.SysMemSlicePitch = 0; |
| g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
| |
| // Create texture view |
| D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; |
| ZeroMemory(&srv_desc, sizeof(srv_desc)); |
| srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
| srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; |
| srv_desc.Texture2D.MipLevels = desc.MipLevels; |
| srv_desc.Texture2D.MostDetailedMip = 0; |
| g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); |
| pTexture->Release(); |
| } |
| |
| // Store our identifier |
| io.Fonts->TexID = (void *)g_pFontTextureView; |
| |
| // Create texture sampler |
| { |
| D3D10_SAMPLER_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; |
| desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; |
| desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; |
| desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; |
| desc.MipLODBias = 0.f; |
| desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; |
| desc.MinLOD = 0.f; |
| desc.MaxLOD = 0.f; |
| g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
| } |
| |
| // Cleanup (don't clear the input data if you want to append new fonts later) |
| io.Fonts->ClearInputData(); |
| io.Fonts->ClearTexData(); |
| } |
| |
| bool ImGui_ImplDX10_CreateDeviceObjects() |
| { |
| if (!g_pd3dDevice) |
| return false; |
| if (g_pFontSampler) |
| ImGui_ImplDX10_InvalidateDeviceObjects(); |
| |
| // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) |
| // If you would like to use this DX11 sample code but remove this dependency you can: |
| // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] |
| // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. |
| // See https://github.com/ocornut/imgui/pull/638 for sources and details. |
| |
| // Create the vertex shader |
| { |
| static const char* vertexShader = |
| "cbuffer vertexBuffer : register(b0) \ |
| {\ |
| 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_4_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 false; |
| if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) |
| return false; |
| |
| // Create the input layout |
| D3D10_INPUT_ELEMENT_DESC local_layout[] = |
| { |
| { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
| { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
| { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
| }; |
| if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
| return false; |
| |
| // Create the constant buffer |
| { |
| D3D10_BUFFER_DESC desc; |
| desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
| desc.Usage = D3D10_USAGE_DYNAMIC; |
| desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; |
| desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
| desc.MiscFlags = 0; |
| g_pd3dDevice->CreateBuffer(&desc, 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_4_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 false; |
| if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) |
| return false; |
| } |
| |
| // Create the blending setup |
| { |
| D3D10_BLEND_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.AlphaToCoverageEnable = false; |
| desc.BlendEnable[0] = true; |
| desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; |
| desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; |
| desc.BlendOp = D3D10_BLEND_OP_ADD; |
| desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; |
| desc.DestBlendAlpha = D3D10_BLEND_ZERO; |
| desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; |
| desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; |
| g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); |
| } |
| |
| // Create the rasterizer state |
| { |
| D3D10_RASTERIZER_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.FillMode = D3D10_FILL_SOLID; |
| desc.CullMode = D3D10_CULL_NONE; |
| desc.ScissorEnable = true; |
| desc.DepthClipEnable = true; |
| g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); |
| } |
| |
| // Create depth-stencil State |
| { |
| D3D10_DEPTH_STENCIL_DESC desc; |
| ZeroMemory(&desc, sizeof(desc)); |
| desc.DepthEnable = false; |
| desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; |
| desc.DepthFunc = D3D10_COMPARISON_ALWAYS; |
| desc.StencilEnable = false; |
| desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; |
| desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; |
| desc.BackFace = desc.FrontFace; |
| g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); |
| } |
| |
| ImGui_ImplDX10_CreateFontsTexture(); |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX10_InvalidateDeviceObjects() |
| { |
| if (!g_pd3dDevice) |
| return; |
| |
| if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } |
| if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well. |
| if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
| if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
| |
| if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; } |
| if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } |
| if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } |
| if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } |
| if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } |
| if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } |
| if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } |
| if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } |
| if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } |
| } |
| |
| bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) |
| { |
| g_hWnd = (HWND)hwnd; |
| g_pd3dDevice = device; |
| |
| if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) |
| return false; |
| if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time)) |
| return false; |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| 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_DOWN; |
| io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR; |
| io.KeyMap[ImGuiKey_PageDown] = VK_NEXT; |
| 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 = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. |
| io.ImeWindowHandle = g_hWnd; |
| |
| return true; |
| } |
| |
| void ImGui_ImplDX10_Shutdown() |
| { |
| ImGui_ImplDX10_InvalidateDeviceObjects(); |
| ImGui::Shutdown(); |
| g_pd3dDevice = NULL; |
| g_hWnd = (HWND)0; |
| } |
| |
| void ImGui_ImplDX10_NewFrame() |
| { |
| if (!g_pFontSampler) |
| ImGui_ImplDX10_CreateDeviceObjects(); |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // Setup display size (every frame to accommodate for window resizing) |
| RECT rect; |
| GetClientRect(g_hWnd, &rect); |
| io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); |
| |
| // Setup time step |
| INT64 current_time; |
| QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
| io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; |
| g_Time = current_time; |
| |
| // Read keyboard modifiers inputs |
| io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; |
| io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; |
| io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; |
| io.KeySuper = false; |
| // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events |
| // io.MousePos : filled by WM_MOUSEMOVE events |
| // io.MouseDown : filled by WM_*BUTTON* events |
| // io.MouseWheel : filled by WM_MOUSEWHEEL events |
| |
| // Hide OS mouse cursor if ImGui is drawing it |
| if (io.MouseDrawCursor) |
| SetCursor(NULL); |
| |
| // Start the frame |
| ImGui::NewFrame(); |
| } |