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@ -46,6 +46,8 @@ struct VERTEX_CONSTANT_BUFFER |
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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_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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{ |
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext; |
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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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@ -65,21 +67,21 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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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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D3D11_BUFFER_DESC bufferDesc; |
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
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bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
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bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0) |
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D3D11_BUFFER_DESC buffer_desc; |
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memset(&buffer_desc, 0, sizeof(D3D11_BUFFER_DESC)); |
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buffer_desc.Usage = D3D11_USAGE_DYNAMIC; |
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buffer_desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); |
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buffer_desc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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if (g_pd3dDevice->CreateBuffer(&buffer_desc, NULL, &g_pIB) < 0) |
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return; |
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} |
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; |
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if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
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if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) |
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return; |
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if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
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if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) |
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return; |
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; |
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; |
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@ -91,33 +93,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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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_pd3dDeviceContext->Unmap(g_pVB, 0); |
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g_pd3dDeviceContext->Unmap(g_pIB, 0); |
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ctx->Unmap(g_pVB, 0); |
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ctx->Unmap(g_pIB, 0); |
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// Setup orthographic projection matrix into our constant buffer
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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D3D11_MAPPED_SUBRESOURCE mapped_resource; |
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) |
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return; |
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData; |
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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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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; |
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float L = 0.0f; |
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float R = ImGui::GetIO().DisplaySize.x; |
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float B = ImGui::GetIO().DisplaySize.y; |
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float T = 0.0f; |
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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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g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0); |
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); |
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ctx->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext; |
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struct BACKUP_DX11_STATE |
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{ |
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UINT ScissorRectsCount, ViewportsCount; |
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@ -157,34 +157,31 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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ctx->IAGetInputLayout(&old.InputLayout); |
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// Setup viewport
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{ |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_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_pd3dDeviceContext->RSSetViewports(1, &vp); |
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} |
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D3D11_VIEWPORT vp; |
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memset(&vp, 0, sizeof(D3D11_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 = vp.TopLeftY = 0.0f; |
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ctx->RSSetViewports(1, &vp); |
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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_pd3dDeviceContext->IASetInputLayout(g_pInputLayout); |
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g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler); |
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ctx->IASetInputLayout(g_pInputLayout); |
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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ctx->VSSetShader(g_pVertexShader, NULL, 0); |
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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ctx->PSSetShader(g_pPixelShader, NULL, 0); |
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ctx->PSSetSamplers(0, 1, &g_pFontSampler); |
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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_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); |
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g_pd3dDeviceContext->RSSetState(g_pRasterizerState); |
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); |
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ctx->RSSetState(g_pRasterizerState); |
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// Render command lists
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int vtx_offset = 0; |
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@ -202,9 +199,9 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) |
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else |
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{ |
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const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; |
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g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); |
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g_pd3dDeviceContext->RSSetScissorRects(1, &r); |
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g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); |
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ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); |
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ctx->RSSetScissorRects(1, &r); |
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ctx->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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