mirror of https://github.com/ocornut/imgui.git
ocornut
9 years ago
7 changed files with 973 additions and 0 deletions
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@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. |
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mkdir Debug |
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cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib |
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<?xml version="1.0" encoding="utf-8"?> |
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
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<ItemGroup Label="ProjectConfigurations"> |
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<ProjectConfiguration Include="Debug|Win32"> |
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<Configuration>Debug</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Debug|x64"> |
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<Configuration>Debug</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|Win32"> |
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<Configuration>Release</Configuration> |
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<Platform>Win32</Platform> |
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</ProjectConfiguration> |
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<ProjectConfiguration Include="Release|x64"> |
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<Configuration>Release</Configuration> |
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<Platform>x64</Platform> |
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</ProjectConfiguration> |
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</ItemGroup> |
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<PropertyGroup Label="Globals"> |
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<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid> |
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<RootNamespace>directx10_example</RootNamespace> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>Unicode</CharacterSet> |
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</PropertyGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> |
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<ImportGroup Label="ExtensionSettings"> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> |
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> |
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</ImportGroup> |
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<PropertyGroup Label="UserMacros" /> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir> |
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir> |
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir> |
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir> |
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<IntDir>$(ProjectDir)$(Configuration)\</IntDir> |
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</PropertyGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level4</WarningLevel> |
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<Optimization>Disabled</Optimization> |
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<SubSystem>Console</SubSystem> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> |
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<ClCompile> |
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<WarningLevel>Level4</WarningLevel> |
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<Optimization>Disabled</Optimization> |
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<SubSystem>Console</SubSystem> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> |
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<ClCompile> |
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<WarningLevel>Level4</WarningLevel> |
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<Optimization>MaxSpeed</Optimization> |
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<FunctionLevelLinking>true</FunctionLevelLinking> |
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<IntrinsicFunctions>true</IntrinsicFunctions> |
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<EnableCOMDATFolding>true</EnableCOMDATFolding> |
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<OptimizeReferences>true</OptimizeReferences> |
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<SubSystem>Console</SubSystem> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> |
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<ClCompile> |
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<WarningLevel>Level4</WarningLevel> |
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<Optimization>MaxSpeed</Optimization> |
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<FunctionLevelLinking>true</FunctionLevelLinking> |
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<IntrinsicFunctions>true</IntrinsicFunctions> |
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<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories> |
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</ClCompile> |
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<Link> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<EnableCOMDATFolding>true</EnableCOMDATFolding> |
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<OptimizeReferences>true</OptimizeReferences> |
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<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> |
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<SubSystem>Console</SubSystem> |
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</Link> |
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</ItemDefinitionGroup> |
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<ItemGroup> |
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<ClInclude Include="..\..\imconfig.h" /> |
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<ClInclude Include="..\..\imgui.h" /> |
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<ClInclude Include="..\..\imgui_internal.h" /> |
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<ClInclude Include="imgui_impl_dx10.h" /> |
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</ItemGroup> |
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<ItemGroup> |
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<ClCompile Include="..\..\imgui.cpp" /> |
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<ClCompile Include="..\..\imgui_demo.cpp" /> |
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<ClCompile Include="..\..\imgui_draw.cpp" /> |
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<ClCompile Include="imgui_impl_dx10.cpp" /> |
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<ClCompile Include="main.cpp" /> |
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</ItemGroup> |
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<ItemGroup> |
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<None Include="..\README.txt" /> |
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</ItemGroup> |
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> |
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<ImportGroup Label="ExtensionTargets"> |
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</ImportGroup> |
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</Project> |
@ -0,0 +1,45 @@ |
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<?xml version="1.0" encoding="utf-8"?> |
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> |
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<ItemGroup> |
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<Filter Include="imgui"> |
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<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier> |
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</Filter> |
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<Filter Include="sources"> |
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<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier> |
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</Filter> |
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</ItemGroup> |
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<ItemGroup> |
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<ClInclude Include="..\..\imconfig.h"> |
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<Filter>imgui</Filter> |
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</ClInclude> |
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<ClInclude Include="..\..\imgui.h"> |
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<Filter>imgui</Filter> |
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</ClInclude> |
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<ClInclude Include="imgui_impl_dx10.h"> |
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<Filter>sources</Filter> |
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</ClInclude> |
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<ClInclude Include="..\..\imgui_internal.h"> |
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<Filter>imgui</Filter> |
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</ClInclude> |
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</ItemGroup> |
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<ItemGroup> |
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<ClCompile Include="..\..\imgui.cpp"> |
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<Filter>imgui</Filter> |
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</ClCompile> |
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<ClCompile Include="main.cpp"> |
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<Filter>sources</Filter> |
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</ClCompile> |
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<ClCompile Include="imgui_impl_dx10.cpp"> |
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<Filter>sources</Filter> |
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</ClCompile> |
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<ClCompile Include="..\..\imgui_demo.cpp"> |
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<Filter>imgui</Filter> |
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</ClCompile> |
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<ClCompile Include="..\..\imgui_draw.cpp"> |
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<Filter>imgui</Filter> |
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</ClCompile> |
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</ItemGroup> |
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<ItemGroup> |
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<None Include="..\README.txt" /> |
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</ItemGroup> |
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</Project> |
@ -0,0 +1,508 @@ |
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// ImGui Win32 + DirectX10 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
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// See main.cpp for an example of using this.
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// https://github.com/ocornut/imgui
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#include "imgui.h" |
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#include "imgui_impl_dx10.h" |
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|
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// DirectX
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#include <d3d10_1.h> |
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#include <d3d10.h> |
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#include <d3dcompiler.h> |
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#define DIRECTINPUT_VERSION 0x0800 |
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#include <dinput.h> |
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|
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// Data
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static INT64 g_Time = 0; |
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static INT64 g_TicksPerSecond = 0; |
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|
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static HWND g_hWnd = 0; |
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static ID3D10Device* g_pd3dDevice = NULL; |
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static ID3D10Buffer* g_pVB = NULL; |
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static ID3D10Buffer* g_pIB = NULL; |
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static ID3D10Blob * g_pVertexShaderBlob = NULL; |
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static ID3D10VertexShader* g_pVertexShader = NULL; |
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static ID3D10InputLayout* g_pInputLayout = NULL; |
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static ID3D10Buffer* g_pVertexConstantBuffer = NULL; |
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static ID3D10Blob * g_pPixelShaderBlob = NULL; |
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static ID3D10PixelShader* g_pPixelShader = NULL; |
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static ID3D10SamplerState* g_pFontSampler = NULL; |
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static ID3D10ShaderResourceView*g_pFontTextureView = NULL; |
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static ID3D10RasterizerState* g_pRasterizerState = NULL; |
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static ID3D10BlendState* g_pBlendState = NULL; |
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; |
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|
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struct VERTEX_CONSTANT_BUFFER |
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{ |
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float mvp[4][4]; |
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}; |
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|
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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void* vtx_resourceData; |
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void* idx_resourceData; |
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } |
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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D3D10_BUFFER_DESC desc; |
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memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); |
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; |
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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desc.MiscFlags = 0; |
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if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0) |
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return; |
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} |
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|
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } |
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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D3D10_BUFFER_DESC bufferDesc; |
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memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC)); |
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bufferDesc.Usage = D3D10_USAGE_DYNAMIC; |
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bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
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bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; |
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bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0) |
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return; |
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} |
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|
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData); |
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData); |
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData; |
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); |
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memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); |
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vtx_dst += cmd_list->VtxBuffer.size(); |
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idx_dst += cmd_list->IdxBuffer.size(); |
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} |
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g_pVB->Unmap(); |
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g_pIB->Unmap(); |
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|
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// Setup orthographic projection matrix into our constant buffer
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{ |
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void* pmappedResource; |
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g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource); |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource; |
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const float L = 0.0f; |
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const float R = ImGui::GetIO().DisplaySize.x; |
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const float B = ImGui::GetIO().DisplaySize.y; |
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const float T = 0.0f; |
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const float mvp[4][4] = |
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{ |
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{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f }, |
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{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f, }, |
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{ 0.0f, 0.0f, 0.5f, 0.0f }, |
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{ (R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f }, |
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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D3D10_MAPPED_TEXTURE2D texMap; |
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g_pVertexConstantBuffer->Unmap(); |
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} |
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|
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// Setup viewport
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{ |
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D3D10_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D10_VIEWPORT)); |
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vp.Width = ImGui::GetIO().DisplaySize.x; |
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vp.Height = ImGui::GetIO().DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = 0; |
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vp.TopLeftY = 0; |
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g_pd3dDevice->RSSetViewports(1, &vp); |
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} |
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|
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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g_pd3dDevice->IASetInputLayout(g_pInputLayout); |
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g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDevice->VSSetShader(g_pVertexShader); |
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g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDevice->PSSetShader(g_pPixelShader); |
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g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler); |
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|
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); |
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g_pd3dDevice->RSSetState(g_pRasterizerState); |
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|
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// Render command lists
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int vtx_offset = 0; |
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int idx_offset = 0; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
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g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId); |
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g_pd3dDevice->RSSetScissorRects(1, &r); |
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g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
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} |
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idx_offset += pcmd->ElemCount; |
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} |
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vtx_offset += cmd_list->VtxBuffer.size(); |
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} |
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|
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// Restore modified state
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g_pd3dDevice->IASetInputLayout(NULL); |
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g_pd3dDevice->PSSetShader(NULL); |
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g_pd3dDevice->VSSetShader(NULL); |
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} |
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|
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IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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switch (msg) |
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{ |
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case WM_LBUTTONDOWN: |
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io.MouseDown[0] = true; |
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return true; |
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case WM_LBUTTONUP: |
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io.MouseDown[0] = false; |
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return true; |
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case WM_RBUTTONDOWN: |
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io.MouseDown[1] = true; |
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return true; |
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case WM_RBUTTONUP: |
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io.MouseDown[1] = false; |
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return true; |
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case WM_MBUTTONDOWN: |
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io.MouseDown[2] = true; |
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return true; |
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case WM_MBUTTONUP: |
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io.MouseDown[2] = false; |
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return true; |
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case WM_MOUSEWHEEL: |
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
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return true; |
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case WM_MOUSEMOVE: |
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io.MousePos.x = (signed short)(lParam); |
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io.MousePos.y = (signed short)(lParam >> 16); |
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return true; |
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case WM_KEYDOWN: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 1; |
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return true; |
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case WM_KEYUP: |
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if (wParam < 256) |
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io.KeysDown[wParam] = 0; |
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return true; |
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case WM_CHAR: |
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// 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 texDesc; |
|||
ZeroMemory(&texDesc, sizeof(texDesc)); |
|||
texDesc.Width = width; |
|||
texDesc.Height = height; |
|||
texDesc.MipLevels = 1; |
|||
texDesc.ArraySize = 1; |
|||
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|||
texDesc.SampleDesc.Count = 1; |
|||
texDesc.Usage = D3D10_USAGE_DEFAULT; |
|||
texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
|||
texDesc.CPUAccessFlags = 0; |
|||
|
|||
ID3D10Texture2D *pTexture = NULL; |
|||
D3D10_SUBRESOURCE_DATA subResource; |
|||
subResource.pSysMem = pixels; |
|||
subResource.SysMemPitch = texDesc.Width * 4; |
|||
subResource.SysMemSlicePitch = 0; |
|||
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); |
|||
|
|||
// Create texture view
|
|||
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|||
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
|||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|||
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; |
|||
srvDesc.Texture2D.MipLevels = texDesc.MipLevels; |
|||
srvDesc.Texture2D.MostDetailedMip = 0; |
|||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
|||
pTexture->Release(); |
|||
} |
|||
|
|||
// Store our identifier
|
|||
io.Fonts->TexID = (void *)g_pFontTextureView; |
|||
|
|||
// Create texture sampler
|
|||
{ |
|||
D3D10_SAMPLER_DESC samplerDesc; |
|||
ZeroMemory(&samplerDesc, sizeof(samplerDesc)); |
|||
samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; |
|||
samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; |
|||
samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; |
|||
samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; |
|||
samplerDesc.MipLODBias = 0.f; |
|||
samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; |
|||
samplerDesc.MinLOD = 0.f; |
|||
samplerDesc.MaxLOD = 0.f; |
|||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &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(); |
|||
|
|||
// 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 localLayout[] = { |
|||
{ "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(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
|||
return false; |
|||
|
|||
// Create the constant buffer
|
|||
{ |
|||
D3D10_BUFFER_DESC cbDesc; |
|||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
|||
cbDesc.Usage = D3D10_USAGE_DYNAMIC; |
|||
cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; |
|||
cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
|||
cbDesc.MiscFlags = 0; |
|||
g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &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); |
|||
} |
|||
|
|||
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 = 0; } |
|||
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_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_pVB) |
|||
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.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
|
|||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); |
|||
|
|||
// Start the frame
|
|||
ImGui::NewFrame(); |
|||
} |
@ -0,0 +1,22 @@ |
|||
// ImGui Win32 + DirectX10 binding
|
|||
// You can copy and use unmodified imgui_impl_* files in your project.
|
|||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
|||
// See main.cpp for an example of using this.
|
|||
// https://github.com/ocornut/imgui
|
|||
|
|||
struct ID3D10Device; |
|||
|
|||
IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device); |
|||
IMGUI_API void ImGui_ImplDX10_Shutdown(); |
|||
IMGUI_API void ImGui_ImplDX10_NewFrame(); |
|||
|
|||
// Use if you want to reset your rendering device without losing ImGui state.
|
|||
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects(); |
|||
IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects(); |
|||
|
|||
// Handler for Win32 messages, update mouse/keyboard data.
|
|||
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
|
|||
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
|
|||
/*
|
|||
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
|||
*/ |
@ -0,0 +1,225 @@ |
|||
// ImGui - standalone example application for DirectX 10
|
|||
|
|||
#include <imgui.h> |
|||
#include "imgui_impl_dx10.h" |
|||
#include <d3d10_1.h> |
|||
#include <d3d10.h> |
|||
#include <d3dcompiler.h> |
|||
#define DIRECTINPUT_VERSION 0x0800 |
|||
#include <dinput.h> |
|||
#include <tchar.h> |
|||
|
|||
// Data
|
|||
static ID3D10Device* g_pd3dDevice = NULL; |
|||
static IDXGISwapChain* g_pSwapChain = NULL; |
|||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL; |
|||
|
|||
void CreateRenderTarget() |
|||
{ |
|||
DXGI_SWAP_CHAIN_DESC sd; |
|||
g_pSwapChain->GetDesc(&sd); |
|||
|
|||
// Create the render target
|
|||
ID3D10Texture2D* pBackBuffer; |
|||
D3D10_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 = D3D10_RTV_DIMENSION_TEXTURE2D; |
|||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer); |
|||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
|||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
|||
pBackBuffer->Release(); |
|||
} |
|||
|
|||
void CleanupRenderTarget() |
|||
{ |
|||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; } |
|||
} |
|||
|
|||
HRESULT CreateDeviceD3D(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 |= D3D10_CREATE_DEVICE_DEBUG; |
|||
#endif |
|||
D3D_FEATURE_LEVEL featureLevel; |
|||
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_10_1, }; |
|||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK) |
|||
return E_FAIL; |
|||
|
|||
// Setup rasterizer
|
|||
{ |
|||
D3D10_RASTERIZER_DESC RSDesc; |
|||
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC)); |
|||
RSDesc.FillMode = D3D10_FILL_SOLID; |
|||
RSDesc.CullMode = D3D10_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; |
|||
|
|||
ID3D10RasterizerState* pRState = NULL; |
|||
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState); |
|||
g_pd3dDevice->RSSetState(pRState); |
|||
pRState->Release(); |
|||
} |
|||
|
|||
CreateRenderTarget(); |
|||
|
|||
return S_OK; |
|||
} |
|||
|
|||
void CleanupDeviceD3D() |
|||
{ |
|||
CleanupRenderTarget(); |
|||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; } |
|||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; } |
|||
} |
|||
|
|||
extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); |
|||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|||
{ |
|||
if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam)) |
|||
return true; |
|||
|
|||
switch (msg) |
|||
{ |
|||
case WM_SIZE: |
|||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED) |
|||
{ |
|||
ImGui_ImplDX10_InvalidateDeviceObjects(); |
|||
CleanupRenderTarget(); |
|||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0); |
|||
CreateRenderTarget(); |
|||
ImGui_ImplDX10_CreateDeviceObjects(); |
|||
} |
|||
return 0; |
|||
case WM_SYSCOMMAND: |
|||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
|||
return 0; |
|||
break; |
|||
case WM_DESTROY: |
|||
PostQuitMessage(0); |
|||
return 0; |
|||
} |
|||
return DefWindowProc(hWnd, msg, wParam, lParam); |
|||
} |
|||
|
|||
int main(int, char**) |
|||
{ |
|||
// Create application window
|
|||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL }; |
|||
RegisterClassEx(&wc); |
|||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
|||
|
|||
// Initialize Direct3D
|
|||
if (CreateDeviceD3D(hwnd) < 0) |
|||
{ |
|||
CleanupDeviceD3D(); |
|||
UnregisterClass(_T("ImGui Example"), wc.hInstance); |
|||
return 1; |
|||
} |
|||
|
|||
// Show the window
|
|||
ShowWindow(hwnd, SW_SHOWDEFAULT); |
|||
UpdateWindow(hwnd); |
|||
|
|||
// Setup ImGui binding
|
|||
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice); |
|||
|
|||
// Load Fonts
|
|||
// (see extra_fonts/README.txt for more details)
|
|||
//ImGuiIO& io = ImGui::GetIO();
|
|||
//io.Fonts->AddFontDefault();
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|||
|
|||
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
|
|||
//static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
|
|||
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
|
|||
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
|
|||
|
|||
bool show_test_window = true; |
|||
bool show_another_window = false; |
|||
ImVec4 clear_col = ImColor(114, 144, 154); |
|||
|
|||
// Main 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; |
|||
} |
|||
ImGui_ImplDX10_NewFrame(); |
|||
|
|||
// 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 = 0.0f; |
|||
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::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); |
|||
ImGui::Begin("Another Window", &show_another_window); |
|||
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_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); |
|||
ImGui::Render(); |
|||
g_pSwapChain->Present(0, 0); |
|||
} |
|||
|
|||
ImGui_ImplDX10_Shutdown(); |
|||
CleanupDeviceD3D(); |
|||
UnregisterClass(_T("ImGui Example"), wc.hInstance); |
|||
|
|||
return 0; |
|||
} |
Loading…
Reference in new issue