mirror of https://github.com/ocornut/imgui.git
ocornut
10 years ago
11 changed files with 781 additions and 25 deletions
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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="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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</ItemGroup> |
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<PropertyGroup Label="Globals"> |
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<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid> |
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<RootNamespace>directx11_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)|$(Platform)'=='Debug|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>true</UseDebugLibraries> |
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<CharacterSet>MultiByte</CharacterSet> |
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<PlatformToolset>v110</PlatformToolset> |
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</PropertyGroup> |
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> |
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<ConfigurationType>Application</ConfigurationType> |
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<UseDebugLibraries>false</UseDebugLibraries> |
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<WholeProgramOptimization>true</WholeProgramOptimization> |
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<CharacterSet>MultiByte</CharacterSet> |
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<PlatformToolset>v110</PlatformToolset> |
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</PropertyGroup> |
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<Import Project="$(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 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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<PropertyGroup Label="UserMacros" /> |
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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>Level3</WarningLevel> |
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<Optimization>Disabled</Optimization> |
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</ClCompile> |
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<Link> |
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<GenerateDebugInformation>true</GenerateDebugInformation> |
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<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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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>Level3</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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</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>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies> |
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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="..\..\stb_textedit.h" /> |
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<ClInclude Include="..\shared\stb_image.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="main.cpp" /> |
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</ItemGroup> |
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<ItemGroup> |
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<None Include="..\..\LICENSE" /> |
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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> |
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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="..\..\stb_textedit.h"> |
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<Filter>imgui</Filter> |
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</ClInclude> |
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<ClInclude Include="..\shared\stb_image.h"> |
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<Filter>sources</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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</ItemGroup> |
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<ItemGroup> |
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<None Include="..\..\LICENSE"> |
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<Filter>imgui</Filter> |
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</None> |
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</ItemGroup> |
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</Project> |
@ -0,0 +1,627 @@ |
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#include <windows.h> |
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#include <imm.h> |
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#define STB_IMAGE_IMPLEMENTATION |
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#include "../shared/stb_image.h" // for .png loading |
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#include "../../imgui.h" |
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|
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// DirectX
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#include <d3d11.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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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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|
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extern const char* vertexShader; // Implemented at the bottom
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extern const char* pixelShader; |
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|
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static HWND hWnd; |
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static ID3D11Device* g_pd3dDevice = NULL; |
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL; |
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static IDXGISwapChain* g_pSwapChain = NULL; |
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static ID3D11Buffer* g_pVB = NULL; |
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static ID3D11RenderTargetView* g_mainRenderTargetView; |
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|
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static ID3D10Blob * g_pVertexShaderBlob = NULL; |
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static ID3D11VertexShader* g_pVertexShader = NULL; |
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static ID3D11InputLayout* g_pInputLayout = NULL; |
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL; |
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|
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static ID3D10Blob * g_pPixelShaderBlob = NULL; |
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static ID3D11PixelShader* g_pPixelShader = NULL; |
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|
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL; |
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static ID3D11SamplerState* g_pFontSampler = NULL; |
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static ID3D11BlendState* g_blendState = NULL; |
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|
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struct CUSTOMVERTEX |
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{ |
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float pos[2]; |
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float uv[2]; |
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unsigned int col; |
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}; |
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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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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) |
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{ |
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size_t total_vtx_count = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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total_vtx_count += cmd_lists[n]->vtx_buffer.size(); |
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if (total_vtx_count == 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 mappedResource; |
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK) |
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return; |
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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const ImDrawList* cmd_list = cmd_lists[n]; |
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0]; |
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++) |
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{ |
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vtx_dst->pos[0] = vtx_src->pos.x; |
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vtx_dst->pos[1] = vtx_src->pos.y; |
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vtx_dst->uv[0] = vtx_src->uv.x; |
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vtx_dst->uv[1] = vtx_src->uv.y; |
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vtx_dst->col = vtx_src->col; |
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vtx_dst++; |
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vtx_src++; |
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} |
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} |
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0); |
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|
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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_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != 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 = 0.5f; |
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const float R = ImGui::GetIO().DisplaySize.x + 0.5f; |
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const float B = ImGui::GetIO().DisplaySize.y + 0.5f; |
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const float T = 0.5f; |
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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 }, // -1.0f
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f
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}; |
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); |
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0); |
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} |
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|
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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_pd3dDeviceImmediateContext->RSSetViewports(1, &vp); |
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} |
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|
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// Bind shader and vertex buffers
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout); |
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unsigned int stride = sizeof(CUSTOMVERTEX); |
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unsigned int offset = 0; |
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); |
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); |
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|
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); |
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView); |
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g_pd3dDeviceImmediateContext->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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const UINT sampleMask = 0xffffffff; |
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask); |
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|
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// Render command lists
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int vtx_offset = 0; |
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for (int n = 0; n < cmd_lists_count; n++) |
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{ |
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n]; |
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; |
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; |
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r); |
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); |
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vtx_offset += pcmd->vtx_count; |
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} |
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} |
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|
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL); |
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0); |
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0); |
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} |
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|
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HRESULT InitD3D(HWND hWnd) |
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{ |
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IDXGIFactory1* pFactory = NULL; |
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory); |
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DXGI_SWAP_CHAIN_DESC sd; |
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// Setup the swap chain
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{ |
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// Setup swap chain
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ZeroMemory(&sd, sizeof(sd)); |
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sd.BufferCount = 2; |
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x; |
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y; |
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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sd.BufferDesc.RefreshRate.Numerator = 60; |
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sd.BufferDesc.RefreshRate.Denominator = 1; |
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; |
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; |
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sd.OutputWindow = hWnd; |
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sd.SampleDesc.Count = 1; |
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sd.SampleDesc.Quality = 0; |
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sd.Windowed = TRUE; |
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; |
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} |
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UINT createDeviceFlags = 0; |
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#ifdef _DEBUG |
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; |
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#endif |
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D3D_FEATURE_LEVEL featureLevel; |
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; |
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK) |
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return E_FAIL; |
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|
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// Setup rasterizer
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{ |
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D3D11_RASTERIZER_DESC RSDesc; |
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC)); |
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RSDesc.FillMode = D3D11_FILL_SOLID; |
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RSDesc.CullMode = D3D11_CULL_NONE; |
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RSDesc.FrontCounterClockwise = FALSE; |
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RSDesc.DepthBias = 0; |
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RSDesc.SlopeScaledDepthBias = 0.0f; |
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RSDesc.DepthBiasClamp = 0; |
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RSDesc.DepthClipEnable = TRUE; |
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RSDesc.ScissorEnable = TRUE; |
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RSDesc.AntialiasedLineEnable = FALSE; |
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if (sd.SampleDesc.Count > 1) |
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RSDesc.MultisampleEnable = TRUE; |
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else |
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RSDesc.MultisampleEnable = FALSE; |
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ID3D11RasterizerState* g_pRState = NULL; |
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState); |
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g_pd3dDeviceImmediateContext->RSSetState(g_pRState); |
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} |
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// Create the render target
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{ |
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ID3D11Texture2D* g_pBackBuffer; |
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc; |
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc)); |
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render_target_view_desc.Format = sd.BufferDesc.Format; |
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; |
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer); |
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g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView); |
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g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL); |
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} |
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// Create the vertex shader
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{ |
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ID3D10Blob * pErrorBlob; |
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob); |
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if (g_pVertexShaderBlob == NULL) |
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{ |
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const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
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pErrorBlob->Release(); |
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return E_FAIL; |
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} |
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) |
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return E_FAIL; |
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if (pErrorBlob) |
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pErrorBlob->Release(); |
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC localLayout[] = { |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) |
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return E_FAIL; |
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|
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// Create the constant buffer
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{ |
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D3D11_BUFFER_DESC cbDesc; |
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cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); |
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cbDesc.Usage = D3D11_USAGE_DYNAMIC; |
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; |
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
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cbDesc.MiscFlags = 0; |
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g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer); |
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} |
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} |
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// Create the pixel shader
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{ |
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ID3D10Blob * pErrorBlob; |
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob); |
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if (g_pPixelShaderBlob == NULL) |
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{ |
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const char* pError = (const char*)pErrorBlob->GetBufferPointer(); |
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pErrorBlob->Release(); |
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return E_FAIL; |
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} |
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) |
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return E_FAIL; |
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if (pErrorBlob) |
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pErrorBlob->Release(); |
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} |
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|
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// Create the blending setup
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{ |
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D3D11_BLEND_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.AlphaToCoverageEnable = false; |
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desc.RenderTarget[0].BlendEnable = true; |
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; |
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; |
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; |
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; |
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState); |
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} |
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return S_OK; |
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} |
|||
|
|||
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) |
|||
{ |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
switch (msg) |
|||
{ |
|||
case WM_LBUTTONDOWN: |
|||
io.MouseDown[0] = true; |
|||
return true; |
|||
case WM_LBUTTONUP: |
|||
io.MouseDown[0] = false; |
|||
return true; |
|||
case WM_RBUTTONDOWN: |
|||
io.MouseDown[1] = true; |
|||
return true; |
|||
case WM_RBUTTONUP: |
|||
io.MouseDown[1] = false; |
|||
return true; |
|||
case WM_MOUSEWHEEL: |
|||
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; |
|||
return true; |
|||
case WM_MOUSEMOVE: |
|||
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
|||
io.MousePos.x = (signed short)(lParam); |
|||
io.MousePos.y = (signed short)(lParam >> 16); |
|||
return true; |
|||
case WM_CHAR: |
|||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|||
if (wParam > 0 && wParam < 0x10000) |
|||
io.AddInputCharacter((unsigned short)wParam); |
|||
return true; |
|||
case WM_DESTROY: |
|||
PostQuitMessage(0); |
|||
return 0; |
|||
} |
|||
return DefWindowProc(hWnd, msg, wParam, lParam); |
|||
} |
|||
|
|||
// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
|
|||
static void ImImpl_ImeSetInputScreenPosFn(int x, int y) |
|||
{ |
|||
if (HIMC himc = ImmGetContext(hWnd)) |
|||
{ |
|||
COMPOSITIONFORM cf; |
|||
cf.ptCurrentPos.x = x; |
|||
cf.ptCurrentPos.y = y; |
|||
cf.dwStyle = CFS_FORCE_POSITION; |
|||
ImmSetCompositionWindow(himc, &cf); |
|||
} |
|||
} |
|||
|
|||
void InitImGui() |
|||
{ |
|||
RECT rect; |
|||
GetClientRect(hWnd, &rect); |
|||
|
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
|
|||
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
|
|||
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
|
|||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
|||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; |
|||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; |
|||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP; |
|||
io.KeyMap[ImGuiKey_DownArrow] = VK_UP; |
|||
io.KeyMap[ImGuiKey_Home] = VK_HOME; |
|||
io.KeyMap[ImGuiKey_End] = VK_END; |
|||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE; |
|||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK; |
|||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN; |
|||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE; |
|||
io.KeyMap[ImGuiKey_A] = 'A'; |
|||
io.KeyMap[ImGuiKey_C] = 'C'; |
|||
io.KeyMap[ImGuiKey_V] = 'V'; |
|||
io.KeyMap[ImGuiKey_X] = 'X'; |
|||
io.KeyMap[ImGuiKey_Y] = 'Y'; |
|||
io.KeyMap[ImGuiKey_Z] = 'Z'; |
|||
|
|||
io.RenderDrawListsFn = ImImpl_RenderDrawLists; |
|||
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn; |
|||
|
|||
// Create the vertex buffer
|
|||
{ |
|||
D3D11_BUFFER_DESC bufferDesc; |
|||
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); |
|||
|
|||
bufferDesc.Usage = D3D11_USAGE_DYNAMIC; |
|||
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX); |
|||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
|||
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; |
|||
bufferDesc.MiscFlags = 0; |
|||
|
|||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0) |
|||
{ |
|||
IM_ASSERT(0); |
|||
return; |
|||
} |
|||
} |
|||
|
|||
// Load font texture
|
|||
// Default font (embedded in code)
|
|||
const void* png_data; |
|||
unsigned int png_size; |
|||
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); |
|||
int tex_x, tex_y, tex_comp; |
|||
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0); |
|||
IM_ASSERT(tex_data != NULL); |
|||
|
|||
{ |
|||
D3D11_TEXTURE2D_DESC desc; |
|||
ZeroMemory(&desc, sizeof(desc)); |
|||
desc.Width = tex_x; |
|||
desc.Height = tex_y; |
|||
desc.MipLevels = 1; |
|||
desc.ArraySize = 1; |
|||
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|||
desc.SampleDesc.Count = 1; |
|||
desc.Usage = D3D11_USAGE_DEFAULT; |
|||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; |
|||
desc.CPUAccessFlags = 0; |
|||
|
|||
ID3D11Texture2D *pTexture = NULL; |
|||
D3D11_SUBRESOURCE_DATA subResource; |
|||
subResource.pSysMem = tex_data; |
|||
subResource.SysMemPitch = tex_x * 4; |
|||
subResource.SysMemSlicePitch = 0; |
|||
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
|||
|
|||
// create texture view
|
|||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; |
|||
ZeroMemory(&srvDesc, sizeof(srvDesc)); |
|||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
|||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; |
|||
srvDesc.Texture2D.MipLevels = desc.MipLevels; |
|||
srvDesc.Texture2D.MostDetailedMip = 0; |
|||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); |
|||
} |
|||
|
|||
// create texture sampler
|
|||
{ |
|||
D3D11_SAMPLER_DESC desc; |
|||
ZeroMemory(&desc, sizeof(desc)); |
|||
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; |
|||
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
|||
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
|||
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
|||
desc.MipLODBias = 0.f; |
|||
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; |
|||
desc.MinLOD = 0.f; |
|||
desc.MaxLOD = 0.f; |
|||
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); |
|||
} |
|||
} |
|||
|
|||
INT64 ticks_per_second = 0; |
|||
INT64 time = 0; |
|||
|
|||
void UpdateImGui() |
|||
{ |
|||
ImGuiIO& io = ImGui::GetIO(); |
|||
|
|||
// Setup timestep
|
|||
INT64 current_time; |
|||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); |
|||
io.DeltaTime = (float)(current_time - time) / ticks_per_second; |
|||
time = current_time; |
|||
|
|||
// Setup inputs
|
|||
// (we already got mouse position, buttons, wheel from the window message callback)
|
|||
BYTE keystate[256]; |
|||
GetKeyboardState(keystate); |
|||
for (int i = 0; i < 256; i++) |
|||
io.KeysDown[i] = (keystate[i] & 0x80) != 0; |
|||
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0; |
|||
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0; |
|||
// io.MousePos : filled by WM_MOUSEMOVE event
|
|||
// io.MouseDown : filled by WM_*BUTTON* events
|
|||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
|||
|
|||
// Start the frame
|
|||
ImGui::NewFrame(); |
|||
} |
|||
|
|||
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int) |
|||
{ |
|||
// Register the window class
|
|||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "ImGui Example", NULL }; |
|||
RegisterClassEx(&wc); |
|||
|
|||
// Create the application's window
|
|||
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL); |
|||
|
|||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second)) |
|||
return 1; |
|||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time)) |
|||
return 1; |
|||
|
|||
// Initialize Direct3D
|
|||
if (InitD3D(hWnd) < 0) |
|||
{ |
|||
UnregisterClass("ImGui Example", wc.hInstance); |
|||
return 1; |
|||
} |
|||
|
|||
// Show the window
|
|||
ShowWindow(hWnd, SW_SHOWDEFAULT); |
|||
UpdateWindow(hWnd); |
|||
|
|||
InitImGui(); |
|||
|
|||
// Enter the message loop
|
|||
MSG msg; |
|||
ZeroMemory(&msg, sizeof(msg)); |
|||
while (msg.message != WM_QUIT) |
|||
{ |
|||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) |
|||
{ |
|||
TranslateMessage(&msg); |
|||
DispatchMessage(&msg); |
|||
continue; |
|||
} |
|||
|
|||
UpdateImGui(); |
|||
|
|||
static bool show_test_window = true; |
|||
static bool show_another_window = false; |
|||
|
|||
// 1. Show a simple window
|
|||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
|||
{ |
|||
static float f; |
|||
ImGui::Text("Hello, world!"); |
|||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); |
|||
show_test_window ^= ImGui::Button("Test Window"); |
|||
show_another_window ^= ImGui::Button("Another Window"); |
|||
|
|||
// Calculate and show frame rate
|
|||
static float ms_per_frame[120] = { 0 }; |
|||
static int ms_per_frame_idx = 0; |
|||
static float ms_per_frame_accum = 0.0f; |
|||
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx]; |
|||
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f; |
|||
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx]; |
|||
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120; |
|||
const float ms_per_frame_avg = ms_per_frame_accum / 120; |
|||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg); |
|||
} |
|||
|
|||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
|||
if (show_another_window) |
|||
{ |
|||
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100)); |
|||
ImGui::Text("Hello"); |
|||
ImGui::End(); |
|||
} |
|||
|
|||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
|||
if (show_test_window) |
|||
{ |
|||
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // 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
|
|||
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f }; |
|||
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor); |
|||
ImGui::Render(); |
|||
g_pSwapChain->Present(0, 0); |
|||
} |
|||
|
|||
ImGui::Shutdown(); |
|||
|
|||
UnregisterClass("ImGui Example", wc.hInstance); |
|||
return 0; |
|||
} |
|||
|
|||
static const char* vertexShader = "\
|
|||
cbuffer vertexBuffer : register(c0) \ |
|||
{\ |
|||
float4x4 ProjectionMatrix; \ |
|||
};\ |
|||
struct VS_INPUT\ |
|||
{\ |
|||
float2 pos : POSITION;\ |
|||
float4 col : COLOR0;\ |
|||
float2 uv : TEXCOORD0;\ |
|||
};\ |
|||
\ |
|||
struct PS_INPUT\ |
|||
{\ |
|||
float4 pos : SV_POSITION;\ |
|||
float4 col : COLOR0;\ |
|||
float2 uv : TEXCOORD0;\ |
|||
};\ |
|||
\ |
|||
PS_INPUT main(VS_INPUT input)\ |
|||
{\ |
|||
PS_INPUT output;\ |
|||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
|||
output.col = input.col;\ |
|||
output.uv = input.uv;\ |
|||
return output;\ |
|||
}"; |
|||
|
|||
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 = texture0.Sample(sampler0, input.uv);\ |
|||
return input.col * out_col;\ |
|||
}"; |
@ -0,0 +1,3 @@ |
|||
stb_image.h is used to load the PNG texture data by |
|||
opengl_example |
|||
directx11_example |
Loading…
Reference in new issue