diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/ui | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-1.1.3_rc1.tar.xz blast-1.1.3_rc1.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/ui')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/CommonUIController.cpp | 1276 | ||||
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/CommonUIController.h | 246 | ||||
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/DamageToolController.cpp | 968 | ||||
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/DamageToolController.h | 318 | ||||
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/imgui_impl_dx11.cpp | 1166 | ||||
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/ui/imgui_impl_dx11.h | 50 |
6 files changed, 2012 insertions, 2012 deletions
diff --git a/samples/SampleBase/ui/CommonUIController.cpp b/samples/SampleBase/ui/CommonUIController.cpp index 57a8866..5075449 100644..100755 --- a/samples/SampleBase/ui/CommonUIController.cpp +++ b/samples/SampleBase/ui/CommonUIController.cpp @@ -1,639 +1,639 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "CommonUIController.h" - -#include "Renderer.h" -#include "BlastController.h" -#include "DamageToolController.h" -#include "SceneController.h" -#include "SampleController.h" -#include "PhysXController.h" -#include "SampleProfiler.h" - -#include "PxVisualizationParameter.h" -#include "PxScene.h" - -#include <imgui.h> -#include "imgui_impl_dx11.h" -#include "UIHelpers.h" - -#include <cstdio> -#include <inttypes.h> - - -inline float memorySizeOutput(const char*& prefix, float value) -{ - for (prefix = "\0\0k\0M\0G\0T\0P\0E"; value >= 1024 && *prefix != 'E'; value /= 1024, prefix += 2); - return value; -} - -CommonUIController::CommonUIController() -{ -} - -HRESULT CommonUIController::DeviceCreated(ID3D11Device* pDevice) -{ - DeviceManager* manager = GetDeviceManager(); - ID3D11DeviceContext* pd3dDeviceContext; - pDevice->GetImmediateContext(&pd3dDeviceContext); - ImGui_ImplDX11_Init(manager->GetHWND(), pDevice, pd3dDeviceContext); - - ImGuiStyle& style = ImGui::GetStyle(); - style.WindowRounding = 8.0f; - style.ScrollbarRounding = 8.0f; - style.FrameRounding = 8.0f; - //style.IndentSpacing = 20; - int mainColor[3] = { 110, 110, 110 }; // previous green one { 50, 110, 30 } - style.Colors[ImGuiCol_TitleBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 62); - style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_TitleBgActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 87); - style.Colors[ImGuiCol_Header] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_HeaderHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); - style.Colors[ImGuiCol_HeaderActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); - style.Colors[ImGuiCol_ScrollbarBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 12); - style.Colors[ImGuiCol_ScrollbarGrab] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52); - style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92); - style.Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72); - style.Colors[ImGuiCol_Button] = ImColor(40, 100, 80, 30); - style.Colors[ImGuiCol_ButtonHovered] = ImColor(40, 100, 80, 100); - style.Colors[ImGuiCol_ButtonActive] = ImColor(40, 100, 80, 70); - style.Colors[ImGuiCol_PopupBg] = ImColor(10, 23, 18, 230); - style.Colors[ImGuiCol_TextSelectedBg] = ImColor(10, 23, 18, 180); - style.Colors[ImGuiCol_FrameBg] = ImColor(70, 70, 70, 30); - style.Colors[ImGuiCol_FrameBgHovered] = ImColor(70, 70, 70, 70); - style.Colors[ImGuiCol_FrameBgActive] = ImColor(70, 70, 70, 50); - style.Colors[ImGuiCol_ComboBg] = ImColor(20, 20, 20, 252); - - return S_OK; -} - -void CommonUIController::DeviceDestroyed() -{ - ImGui_ImplDX11_Shutdown(); -} - -extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); - -LRESULT CommonUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PX_UNUSED(hWnd); - PX_UNUSED(wParam); - PX_UNUSED(lParam); - - ImGui_ImplDX11_WndProcHandler(hWnd, uMsg, wParam, lParam); - - if (uMsg == WM_KEYDOWN && !ImGui::GetIO().WantCaptureKeyboard) - { - int iKeyPressed = static_cast<int>(wParam); - switch (iKeyPressed) - { - case 'P': - { - getPhysXController().setPaused(!getPhysXController().isPaused()); - break; - } - case 'O': - { - getRenderer().setWireframeMode(!getRenderer().getWireframeMode()); - break; - } - case 'I': - { - getBlastController().debugRenderMode = (BlastFamily::DebugRenderMode)(((int)getBlastController().debugRenderMode + 1) % BlastFamily::DebugRenderMode::DEBUG_RENDER_MODES_COUNT); - break; - } - case VK_F5: - { - getRenderer().reloadShaders(); - break; - } - default: - break; - } - } - - if (ImGui::GetIO().WantCaptureMouse) - return 0; - - return 1; -} - -void CommonUIController::Animate(double fElapsedTimeSeconds) -{ - m_dt = (float)fElapsedTimeSeconds; -} - -void CommonUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*) -{ - ImGui_ImplDX11_NewFrame(); - drawUI(); - ImGui::Render(); -} - -void CommonUIController::addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay) -{ - DelayedCall call = { func, title, message, delay, delay }; - m_delayedCalls.emplace(call); -} - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// IMGUI UI -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -void CommonUIController::drawUI() -{ - const float padding = 8.0f; - ImGui::SetNextWindowPos(ImVec2(padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowSize(ImVec2(420, getRenderer().getScreenHeight() - 2 * padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowCollapsed(false, ImGuiSetCond_Once); - ImGui::Begin("New Shiny UI", 0, ImGuiWindowFlags_NoTitleBar); - { - ImGui::PushItemWidth(ImGui::GetWindowSize().x * 0.5f); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Scene - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Scene")) - { - getSceneController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Blast - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Blast")) - { - getBlastController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Damage Tool - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Damage Tool")) - { - getDamageToolController().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Stats - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Stats")) - { - BlastController& blastController = getBlastController(); - - const char* prefix; - float sizeVal; - - // FPS - double averageTime = GetDeviceManager()->GetAverageFrameTime(); - float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; - float frameMs = 1000.0f / fps; - ImGui::Text("Frame Time %.3f ms (%.1f FPS)", frameMs, fps); - - static PlotLinesInstance<> fpsPlot; - fpsPlot.plot("FPS", frameMs, "ms/frame", 0.0f, 100.0f); - - // Render stats - ImGui::PushStyleColor(ImGuiCol_Text, ImColor(0xFF, 0x3B, 0xD8, 0xFF)); - ImGui::Text("Draw Calls (Opaque/Transparent): %d/%d", getRenderer().getVisibleOpaqueRenderablesCount(), getRenderer().getVisibleTransparentRenderablesCount()); - ImGui::PopStyleColor(); - - // Blast stats - const BlastTimers& timers = blastController.getLastBlastTimers(); - - ImGui::Text("Simulation Time: %.2f ms ", getPhysXController().getLastSimulationTime() * 1000); - ImGui::Text("Actor Count: %d", blastController.getActorCount()); - ImGui::Text("Visible Chunk Count: %d", blastController.getTotalVisibleChunkCount()); - - getManager()->getSceneController().drawStatsUI(); - - sizeVal = memorySizeOutput(prefix, (float)blastController.getFamilySize()); - ImGui::Text("Family Size: %.3g %sB", sizeVal, prefix); - sizeVal = memorySizeOutput(prefix, (float)blastController.getBlastAssetsSize()); - ImGui::Text("Blast asset Data size: %.3g %sB", sizeVal, prefix); - - //ImGui::Text(" Last Blast Extern Time: %8.3f ms", timers.mLastExternalTime * 1000); -// ImGui::Text(" Last Damage Time: %8.3f ms", timers.blastDamage * 1000); -#if NV_PROFILE - ImGui::Text("Last Material Time: %8.3f ms", timers.blastDamageMaterial * 1000); - ImGui::Text("Last Fracture Time: %8.3f ms", timers.blastDamageFracture * 1000); -#endif -// ImGui::Text("Last Physics Split Time: %.3f ms", timers.physicsSplit * 1000); -#if NV_PROFILE - ImGui::Text("Last Island Time: %8.3f ms", timers.blastSplitIsland * 1000); - ImGui::Text("Last Partition Time: %8.3f ms", timers.blastSplitPartition * 1000); - ImGui::Text("Last Visibility Time: %8.3f ms", timers.blastSplitVisibility * 1000); -#endif - -#if NV_PROFILE - // Sample Profiler - static bool s_showProfilerWindow = false; - if (ImGui::Button("Code Profiler")) - { - s_showProfilerWindow = !s_showProfilerWindow; - } - if (s_showProfilerWindow) - { - drawCodeProfiler(&s_showProfilerWindow); - } -#endif - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Application - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Application")) - { - // Paused - bool isPaused = getPhysXController().isPaused(); - if (ImGui::Checkbox("Pause (P)", &isPaused)) - { - getPhysXController().setPaused(isPaused); - } - - // Reload Shaders - if (ImGui::Button("Reload Shaders (F5)")) - { - getRenderer().reloadShaders(); - } - - // ImGui Test Window (just in case) - static bool s_showTestWindow = false; - if (ImGui::Button("ImGui Test Window")) - { - s_showTestWindow = !s_showTestWindow; - } - if (s_showTestWindow) - { - ImGui::ShowTestWindow(); - } - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Debug Render - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Debug Render")) - { - // WireFrame - bool wireFrameEnabled = getRenderer().getWireframeMode(); - if (ImGui::Checkbox("WireFrame (O)", &wireFrameEnabled)) - { - getRenderer().setWireframeMode(wireFrameEnabled); - } - - // - - - - - - - - - ImGui::Spacing(); - - // Blast Debug Render Mode - const char* debugRenderItems[] = - { - "Disabled", // DEBUG_RENDER_DISABLED - "Health Graph", // DEBUG_RENDER_HEALTH_GRAPH - "Centroids", // DEBUG_RENDER_CENTROIDS - "Health Graph + Centroids", // DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS - "Joints", // DEBUG_RENDER_JOINTS - "Stress Graph", // DEBUG_RENDER_STRESS_GRAPH - "Stress Graph + Nodes Impulses", // DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES - "Stress Graph + Bonds Impulses" // DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES - }; - ImGui::Combo("Blast Debug Render Mode (I)", (int*)&getBlastController().debugRenderMode, debugRenderItems, IM_ARRAYSIZE(debugRenderItems), -1); - - // Blast Debug Render Scale - ImGui::DragFloat("Blast Debug Render Scale", &getBlastController().debugRenderScale, 0.01f, 0.0f, 10.0f, "%.3f", 4.0f); - - // - - - - - - - - - ImGui::Spacing(); - - // PhysX Debug Render - if (ImGui::TreeNode("PhysX Debug Render")) - { - auto addParam = [&](physx::PxVisualizationParameter::Enum param, const char* uiName) - { - bool enabled = getPhysXController().getPhysXScene().getVisualizationParameter(param) != 0; - if (ImGui::Checkbox(uiName, &enabled)) - { - getPhysXController().getPhysXScene().setVisualizationParameter(param, enabled ? 1.0f : 0.0f); - } - }; - - addParam(PxVisualizationParameter::eSCALE, "Scale"); - addParam(PxVisualizationParameter::eBODY_AXES, "Body Axes"); - addParam(PxVisualizationParameter::eWORLD_AXES, "World Axes"); - addParam(PxVisualizationParameter::eBODY_MASS_AXES, "Body Mass Axes"); - addParam(PxVisualizationParameter::eBODY_LIN_VELOCITY, "Body Lin Velocity"); - addParam(PxVisualizationParameter::eBODY_ANG_VELOCITY, "Body Ang Velocity"); - //addParam(PxVisualizationParameter::eBODY_JOINT_GROUPS, "Body Joint"); - addParam(PxVisualizationParameter::eCONTACT_POINT, "Contact Point"); - addParam(PxVisualizationParameter::eCONTACT_NORMAL, "Contact Normal"); - addParam(PxVisualizationParameter::eCONTACT_ERROR, "Contact Error"); - addParam(PxVisualizationParameter::eCONTACT_FORCE, "Contact Force"); - addParam(PxVisualizationParameter::eACTOR_AXES, "Actor Axes"); - addParam(PxVisualizationParameter::eCOLLISION_AABBS, "Collision AABBs"); - addParam(PxVisualizationParameter::eCOLLISION_SHAPES, "Collision Shapes"); - addParam(PxVisualizationParameter::eCOLLISION_AXES, "Collision Axes"); - addParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS, "Collision Compounds"); - addParam(PxVisualizationParameter::eCOLLISION_FNORMALS, "Collision FNormals"); - addParam(PxVisualizationParameter::eCOLLISION_EDGES, "Collision Edges"); - addParam(PxVisualizationParameter::eCOLLISION_STATIC, "Collision Static"); - addParam(PxVisualizationParameter::eCOLLISION_DYNAMIC, "Collision Dynamic"); - //addParam(PxVisualizationParameter::eDEPRECATED_COLLISION_PAIRS, "Collision Pairs"); - addParam(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, "Joint Local Frames"); - addParam(PxVisualizationParameter::eJOINT_LIMITS, "Joint Limits"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION, "PS Position"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY, "PS Velocity"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL, "PS Collision Normal"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS, "PS Bounds"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID, "PS Grid"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS, "PS Broadphase Bounds"); - //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE, "PS Max Motion Distance"); - addParam(PxVisualizationParameter::eCULL_BOX, "Cull Box"); - //addParam(PxVisualizationParameter::eCLOTH_VERTICAL, "Cloth Vertical"); - //addParam(PxVisualizationParameter::eCLOTH_HORIZONTAL, "Cloth Horizontal"); - //addParam(PxVisualizationParameter::eCLOTH_BENDING, "Cloth Bending"); - //addParam(PxVisualizationParameter::eCLOTH_SHEARING, "Cloth Shearing"); - //addParam(PxVisualizationParameter::eCLOTH_VIRTUAL_PARTICLES, "Cloth Virtual Particles"); - addParam(PxVisualizationParameter::eMBP_REGIONS, "MBP Regions"); - - ImGui::TreePop(); - } - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // PhysX - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("PhysX")) - { - // PhysX - getPhysXController().drawUI(); - - // GPU - getSampleController().drawPhysXGpuUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Renderer - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Renderer")) - { - getRenderer().drawUI(); - } - - - /////////////////////////////////////////////////////////////////////////////////////////// - // Hints - /////////////////////////////////////////////////////////////////////////////////////////// - if (ImGui::CollapsingHeader("Hints / Help")) - { - ImGui::BulletText("Rotate camera - RMB"); - ImGui::BulletText("Move camera - WASDQE(SHIFT)"); - ImGui::BulletText("Play/Pause - P"); - ImGui::BulletText("Reload shaders - F5"); - ImGui::BulletText("Wireframe - O"); - ImGui::BulletText("Blast Debug Render - I"); - ImGui::BulletText("Apply damage - LMB"); - ImGui::BulletText("Damage radius - +/-/wheel"); - ImGui::BulletText("Damage profile - 1-9"); - ImGui::BulletText("Explosive - X"); - ImGui::BulletText("Throw cube - F"); - ImGui::BulletText("Restart - R"); - } - - ImGui::PopItemWidth(); - } - ImGui::End(); - - /////////////////////////////////////////////////////////////////////////////////////////// - // Mode Text - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0)); - - const char* text = getDamageToolController().isDamageMode() ? "DAMAGE MODE (PRESS SPACE)" : "DRAG MODE (PRESS SPACE)"; - ImVec2 size = ImGui::CalcTextSize(text); - ImGui::SetNextWindowPos(ImVec2((getRenderer().getScreenWidth() - size.x) / 2, 0)); - ImGui::Begin("Mode Text", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::Text(text); - ImGui::End(); - - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // FPS - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4()); - ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); - - double averageTime = GetDeviceManager()->GetAverageFrameTime(); - float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0; - static char buf[32]; - std::sprintf(buf, "%.1f FPS", fps); - ImVec2 size = ImGui::CalcTextSize(buf); - - size.x += 20.0; - ImGui::SetNextWindowSize(size); - ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - size.x, 0)); - ImGui::Begin("FPS", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::Text(buf); - ImGui::End(); - - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Loading overlay - /////////////////////////////////////////////////////////////////////////////////////////// - if (!m_delayedCalls.empty()) - { - DelayedCall& call = m_delayedCalls.front(); - if (call.delay > 0) - { - const int height = 50; - const char* message = call.message; - const float alpha = PxClamp(lerp(0.0f, 1.0f, (call.delayTotal - call.delay) * 10.0f), 0.0f, 1.0f); - - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImColor(0, 0, 0, 200)); - ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha); - ImGui::SetNextWindowPosCenter(); - ImVec2 size = ImGui::CalcTextSize(message); - int width = std::max<float>(200, size.x) + 50; - ImGui::SetNextWindowSize(ImVec2(width, height)); - ImGui::Begin(call.title, 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar); - ImGui::SetCursorPos(ImVec2((width - size.x) * 0.5f, (height - size.y) * 0.5f)); - ImGui::Text(message); - ImGui::End(); - ImGui::PopStyleVar(); - ImGui::PopStyleColor(); - - call.delay -= PxClamp(m_dt, 0.0f, 0.1f); - } - else - { - call.func(); - m_delayedCalls.pop(); - } - } -} - - -void CommonUIController::drawCodeProfiler(bool* open) -{ - ImGuiWindowFlags window_flags = 0; - const float padding = 8.0f; - const float width = 550; - const float height = 580; - ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - width - padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/); - ImGui::SetNextWindowSize(ImVec2(width, height), ImGuiSetCond_Once); - if (!ImGui::Begin("Code Profiler", open, window_flags)) - { - // Early out if the window is collapsed, as an optimization. - ImGui::End(); - return; - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Control/Main Bar - /////////////////////////////////////////////////////////////////////////////////////////// - { - if (ImGui::Button("Reset")) - { - PROFILER_INIT(); - } - ImGui::SameLine(); - if (ImGui::Button("Dump To File (profile.txt)")) - { - SampleProfilerDumpToFile("profile.txt"); - } - ImGui::SameLine(); - ImGui::Text("Profiler overhead: %2.3f ms", SampleProfilerGetOverhead().count() * 0.001f); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Legend - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - ImGui::Text("Legend: name | calls | time | max time"); - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Stats Tree - /////////////////////////////////////////////////////////////////////////////////////////// - ImGui::SetNextTreeNodeOpen(true, ImGuiSetCond_Once); - float plotMS = 0.0f; - float plotMaxMS = 0.0f; - const char* plotName = nullptr; - if (ImGui::TreeNode("Root")) - { - auto treeIt = SampleProfilerCreateTreeIterator(); - if (treeIt) - { - uint32_t depth = 1; - uint32_t openeDepth = 1; - while (!treeIt->isDone()) - { - const auto data = treeIt->data(); - - while (data->depth < depth) - { - ImGui::TreePop(); - depth--; - } - - const uint32_t maxLen = 30; - auto hash = data->hash; - static uint64_t selectedNodeHash = 0; - if (selectedNodeHash == hash) - { - plotMS = data->time.count() * 0.001f; - plotMaxMS = data->maxTime.count() * 0.001f; - plotName = data->name; - } - if (ImGui::TreeNodeEx(data->name, data->hasChilds ? 0 : ImGuiTreeNodeFlags_Leaf, "%-*.*s | %d | %2.3f ms | %2.3f ms", - maxLen, maxLen, data->name, data->calls, data->time.count() * 0.001f, data->maxTime.count() * 0.001f)) - { - depth++; - treeIt->next(); - } - else - { - treeIt->next(); - while (!treeIt->isDone() && treeIt->data()->depth > depth) - treeIt->next(); - } - - if (ImGui::IsItemClicked()) - { - selectedNodeHash = hash; - } - } - - while (depth > 0) - { - ImGui::TreePop(); - depth--; - } - - treeIt->release(); - } - else - { - ImGui::Text("Profiler Is Broken. Begin/End Mismatch."); - } - } - - /////////////////////////////////////////////////////////////////////////////////////////// - // Selected Item Plot - /////////////////////////////////////////////////////////////////////////////////////////// - { - ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing(); - if (plotName) - { - static PlotLinesInstance<> selectedNodePlot; - selectedNodePlot.plot("", plotMS, plotName, 0.0f, plotMaxMS); - } - else - { - ImGui::Text("Select item to plot."); - } - } - - ImGui::End(); +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "CommonUIController.h"
+
+#include "Renderer.h"
+#include "BlastController.h"
+#include "DamageToolController.h"
+#include "SceneController.h"
+#include "SampleController.h"
+#include "PhysXController.h"
+#include "SampleProfiler.h"
+
+#include "PxVisualizationParameter.h"
+#include "PxScene.h"
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+#include "UIHelpers.h"
+
+#include <cstdio>
+#include <inttypes.h>
+
+
+inline float memorySizeOutput(const char*& prefix, float value)
+{
+ for (prefix = "\0\0k\0M\0G\0T\0P\0E"; value >= 1024 && *prefix != 'E'; value /= 1024, prefix += 2);
+ return value;
+}
+
+CommonUIController::CommonUIController()
+{
+}
+
+HRESULT CommonUIController::DeviceCreated(ID3D11Device* pDevice)
+{
+ DeviceManager* manager = GetDeviceManager();
+ ID3D11DeviceContext* pd3dDeviceContext;
+ pDevice->GetImmediateContext(&pd3dDeviceContext);
+ ImGui_ImplDX11_Init(manager->GetHWND(), pDevice, pd3dDeviceContext);
+
+ ImGuiStyle& style = ImGui::GetStyle();
+ style.WindowRounding = 8.0f;
+ style.ScrollbarRounding = 8.0f;
+ style.FrameRounding = 8.0f;
+ //style.IndentSpacing = 20;
+ int mainColor[3] = { 110, 110, 110 }; // previous green one { 50, 110, 30 }
+ style.Colors[ImGuiCol_TitleBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 62);
+ style.Colors[ImGuiCol_TitleBgCollapsed] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
+ style.Colors[ImGuiCol_TitleBgActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 87);
+ style.Colors[ImGuiCol_Header] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
+ style.Colors[ImGuiCol_HeaderHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92);
+ style.Colors[ImGuiCol_HeaderActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72);
+ style.Colors[ImGuiCol_ScrollbarBg] = ImColor(mainColor[0], mainColor[1], mainColor[2], 12);
+ style.Colors[ImGuiCol_ScrollbarGrab] = ImColor(mainColor[0], mainColor[1], mainColor[2], 52);
+ style.Colors[ImGuiCol_ScrollbarGrabHovered] = ImColor(mainColor[0], mainColor[1], mainColor[2], 92);
+ style.Colors[ImGuiCol_ScrollbarGrabActive] = ImColor(mainColor[0], mainColor[1], mainColor[2], 72);
+ style.Colors[ImGuiCol_Button] = ImColor(40, 100, 80, 30);
+ style.Colors[ImGuiCol_ButtonHovered] = ImColor(40, 100, 80, 100);
+ style.Colors[ImGuiCol_ButtonActive] = ImColor(40, 100, 80, 70);
+ style.Colors[ImGuiCol_PopupBg] = ImColor(10, 23, 18, 230);
+ style.Colors[ImGuiCol_TextSelectedBg] = ImColor(10, 23, 18, 180);
+ style.Colors[ImGuiCol_FrameBg] = ImColor(70, 70, 70, 30);
+ style.Colors[ImGuiCol_FrameBgHovered] = ImColor(70, 70, 70, 70);
+ style.Colors[ImGuiCol_FrameBgActive] = ImColor(70, 70, 70, 50);
+ style.Colors[ImGuiCol_ComboBg] = ImColor(20, 20, 20, 252);
+
+ return S_OK;
+}
+
+void CommonUIController::DeviceDestroyed()
+{
+ ImGui_ImplDX11_Shutdown();
+}
+
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+LRESULT CommonUIController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ PX_UNUSED(hWnd);
+ PX_UNUSED(wParam);
+ PX_UNUSED(lParam);
+
+ ImGui_ImplDX11_WndProcHandler(hWnd, uMsg, wParam, lParam);
+
+ if (uMsg == WM_KEYDOWN && !ImGui::GetIO().WantCaptureKeyboard)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+ switch (iKeyPressed)
+ {
+ case 'P':
+ {
+ getPhysXController().setPaused(!getPhysXController().isPaused());
+ break;
+ }
+ case 'O':
+ {
+ getRenderer().setWireframeMode(!getRenderer().getWireframeMode());
+ break;
+ }
+ case 'I':
+ {
+ getBlastController().debugRenderMode = (BlastFamily::DebugRenderMode)(((int)getBlastController().debugRenderMode + 1) % BlastFamily::DebugRenderMode::DEBUG_RENDER_MODES_COUNT);
+ break;
+ }
+ case VK_F5:
+ {
+ getRenderer().reloadShaders();
+ break;
+ }
+ default:
+ break;
+ }
+ }
+
+ if (ImGui::GetIO().WantCaptureMouse)
+ return 0;
+
+ return 1;
+}
+
+void CommonUIController::Animate(double fElapsedTimeSeconds)
+{
+ m_dt = (float)fElapsedTimeSeconds;
+}
+
+void CommonUIController::Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*)
+{
+ ImGui_ImplDX11_NewFrame();
+ drawUI();
+ ImGui::Render();
+}
+
+void CommonUIController::addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay)
+{
+ DelayedCall call = { func, title, message, delay, delay };
+ m_delayedCalls.emplace(call);
+}
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// IMGUI UI
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+void CommonUIController::drawUI()
+{
+ const float padding = 8.0f;
+ ImGui::SetNextWindowPos(ImVec2(padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
+ ImGui::SetNextWindowSize(ImVec2(420, getRenderer().getScreenHeight() - 2 * padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
+ ImGui::SetNextWindowCollapsed(false, ImGuiSetCond_Once);
+ ImGui::Begin("New Shiny UI", 0, ImGuiWindowFlags_NoTitleBar);
+ {
+ ImGui::PushItemWidth(ImGui::GetWindowSize().x * 0.5f);
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Scene
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Scene"))
+ {
+ getSceneController().drawUI();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Blast
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Blast"))
+ {
+ getBlastController().drawUI();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Damage Tool
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Damage Tool"))
+ {
+ getDamageToolController().drawUI();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Stats
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Stats"))
+ {
+ BlastController& blastController = getBlastController();
+
+ const char* prefix;
+ float sizeVal;
+
+ // FPS
+ double averageTime = GetDeviceManager()->GetAverageFrameTime();
+ float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0;
+ float frameMs = 1000.0f / fps;
+ ImGui::Text("Frame Time %.3f ms (%.1f FPS)", frameMs, fps);
+
+ static PlotLinesInstance<> fpsPlot;
+ fpsPlot.plot("FPS", frameMs, "ms/frame", 0.0f, 100.0f);
+
+ // Render stats
+ ImGui::PushStyleColor(ImGuiCol_Text, ImColor(0xFF, 0x3B, 0xD8, 0xFF));
+ ImGui::Text("Draw Calls (Opaque/Transparent): %d/%d", getRenderer().getVisibleOpaqueRenderablesCount(), getRenderer().getVisibleTransparentRenderablesCount());
+ ImGui::PopStyleColor();
+
+ // Blast stats
+ const BlastTimers& timers = blastController.getLastBlastTimers();
+
+ ImGui::Text("Simulation Time: %.2f ms ", getPhysXController().getLastSimulationTime() * 1000);
+ ImGui::Text("Actor Count: %d", blastController.getActorCount());
+ ImGui::Text("Visible Chunk Count: %d", blastController.getTotalVisibleChunkCount());
+
+ getManager()->getSceneController().drawStatsUI();
+
+ sizeVal = memorySizeOutput(prefix, (float)blastController.getFamilySize());
+ ImGui::Text("Family Size: %.3g %sB", sizeVal, prefix);
+ sizeVal = memorySizeOutput(prefix, (float)blastController.getBlastAssetsSize());
+ ImGui::Text("Blast asset Data size: %.3g %sB", sizeVal, prefix);
+
+ //ImGui::Text(" Last Blast Extern Time: %8.3f ms", timers.mLastExternalTime * 1000);
+// ImGui::Text(" Last Damage Time: %8.3f ms", timers.blastDamage * 1000);
+#if NV_PROFILE
+ ImGui::Text("Last Material Time: %8.3f ms", timers.blastDamageMaterial * 1000);
+ ImGui::Text("Last Fracture Time: %8.3f ms", timers.blastDamageFracture * 1000);
+#endif
+// ImGui::Text("Last Physics Split Time: %.3f ms", timers.physicsSplit * 1000);
+#if NV_PROFILE
+ ImGui::Text("Last Island Time: %8.3f ms", timers.blastSplitIsland * 1000);
+ ImGui::Text("Last Partition Time: %8.3f ms", timers.blastSplitPartition * 1000);
+ ImGui::Text("Last Visibility Time: %8.3f ms", timers.blastSplitVisibility * 1000);
+#endif
+
+#if NV_PROFILE
+ // Sample Profiler
+ static bool s_showProfilerWindow = false;
+ if (ImGui::Button("Code Profiler"))
+ {
+ s_showProfilerWindow = !s_showProfilerWindow;
+ }
+ if (s_showProfilerWindow)
+ {
+ drawCodeProfiler(&s_showProfilerWindow);
+ }
+#endif
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Application
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Application"))
+ {
+ // Paused
+ bool isPaused = getPhysXController().isPaused();
+ if (ImGui::Checkbox("Pause (P)", &isPaused))
+ {
+ getPhysXController().setPaused(isPaused);
+ }
+
+ // Reload Shaders
+ if (ImGui::Button("Reload Shaders (F5)"))
+ {
+ getRenderer().reloadShaders();
+ }
+
+ // ImGui Test Window (just in case)
+ static bool s_showTestWindow = false;
+ if (ImGui::Button("ImGui Test Window"))
+ {
+ s_showTestWindow = !s_showTestWindow;
+ }
+ if (s_showTestWindow)
+ {
+ ImGui::ShowTestWindow();
+ }
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Debug Render
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Debug Render"))
+ {
+ // WireFrame
+ bool wireFrameEnabled = getRenderer().getWireframeMode();
+ if (ImGui::Checkbox("WireFrame (O)", &wireFrameEnabled))
+ {
+ getRenderer().setWireframeMode(wireFrameEnabled);
+ }
+
+ // - - - - - - - -
+ ImGui::Spacing();
+
+ // Blast Debug Render Mode
+ const char* debugRenderItems[] =
+ {
+ "Disabled", // DEBUG_RENDER_DISABLED
+ "Health Graph", // DEBUG_RENDER_HEALTH_GRAPH
+ "Centroids", // DEBUG_RENDER_CENTROIDS
+ "Health Graph + Centroids", // DEBUG_RENDER_HEALTH_GRAPH_CENTROIDS
+ "Joints", // DEBUG_RENDER_JOINTS
+ "Stress Graph", // DEBUG_RENDER_STRESS_GRAPH
+ "Stress Graph + Nodes Impulses", // DEBUG_RENDER_STRESS_GRAPH_NODES_IMPULSES
+ "Stress Graph + Bonds Impulses" // DEBUG_RENDER_STRESS_GRAPH_BONDS_IMPULSES
+ };
+ ImGui::Combo("Blast Debug Render Mode (I)", (int*)&getBlastController().debugRenderMode, debugRenderItems, IM_ARRAYSIZE(debugRenderItems), -1);
+
+ // Blast Debug Render Scale
+ ImGui::DragFloat("Blast Debug Render Scale", &getBlastController().debugRenderScale, 0.01f, 0.0f, 10.0f, "%.3f", 4.0f);
+
+ // - - - - - - - -
+ ImGui::Spacing();
+
+ // PhysX Debug Render
+ if (ImGui::TreeNode("PhysX Debug Render"))
+ {
+ auto addParam = [&](physx::PxVisualizationParameter::Enum param, const char* uiName)
+ {
+ bool enabled = getPhysXController().getPhysXScene().getVisualizationParameter(param) != 0;
+ if (ImGui::Checkbox(uiName, &enabled))
+ {
+ getPhysXController().getPhysXScene().setVisualizationParameter(param, enabled ? 1.0f : 0.0f);
+ }
+ };
+
+ addParam(PxVisualizationParameter::eSCALE, "Scale");
+ addParam(PxVisualizationParameter::eBODY_AXES, "Body Axes");
+ addParam(PxVisualizationParameter::eWORLD_AXES, "World Axes");
+ addParam(PxVisualizationParameter::eBODY_MASS_AXES, "Body Mass Axes");
+ addParam(PxVisualizationParameter::eBODY_LIN_VELOCITY, "Body Lin Velocity");
+ addParam(PxVisualizationParameter::eBODY_ANG_VELOCITY, "Body Ang Velocity");
+ //addParam(PxVisualizationParameter::eBODY_JOINT_GROUPS, "Body Joint");
+ addParam(PxVisualizationParameter::eCONTACT_POINT, "Contact Point");
+ addParam(PxVisualizationParameter::eCONTACT_NORMAL, "Contact Normal");
+ addParam(PxVisualizationParameter::eCONTACT_ERROR, "Contact Error");
+ addParam(PxVisualizationParameter::eCONTACT_FORCE, "Contact Force");
+ addParam(PxVisualizationParameter::eACTOR_AXES, "Actor Axes");
+ addParam(PxVisualizationParameter::eCOLLISION_AABBS, "Collision AABBs");
+ addParam(PxVisualizationParameter::eCOLLISION_SHAPES, "Collision Shapes");
+ addParam(PxVisualizationParameter::eCOLLISION_AXES, "Collision Axes");
+ addParam(PxVisualizationParameter::eCOLLISION_COMPOUNDS, "Collision Compounds");
+ addParam(PxVisualizationParameter::eCOLLISION_FNORMALS, "Collision FNormals");
+ addParam(PxVisualizationParameter::eCOLLISION_EDGES, "Collision Edges");
+ addParam(PxVisualizationParameter::eCOLLISION_STATIC, "Collision Static");
+ addParam(PxVisualizationParameter::eCOLLISION_DYNAMIC, "Collision Dynamic");
+ //addParam(PxVisualizationParameter::eDEPRECATED_COLLISION_PAIRS, "Collision Pairs");
+ addParam(PxVisualizationParameter::eJOINT_LOCAL_FRAMES, "Joint Local Frames");
+ addParam(PxVisualizationParameter::eJOINT_LIMITS, "Joint Limits");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_POSITION, "PS Position");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_VELOCITY, "PS Velocity");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_COLLISION_NORMAL, "PS Collision Normal");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BOUNDS, "PS Bounds");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_GRID, "PS Grid");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_BROADPHASE_BOUNDS, "PS Broadphase Bounds");
+ //addParam(PxVisualizationParameter::ePARTICLE_SYSTEM_MAX_MOTION_DISTANCE, "PS Max Motion Distance");
+ addParam(PxVisualizationParameter::eCULL_BOX, "Cull Box");
+ //addParam(PxVisualizationParameter::eCLOTH_VERTICAL, "Cloth Vertical");
+ //addParam(PxVisualizationParameter::eCLOTH_HORIZONTAL, "Cloth Horizontal");
+ //addParam(PxVisualizationParameter::eCLOTH_BENDING, "Cloth Bending");
+ //addParam(PxVisualizationParameter::eCLOTH_SHEARING, "Cloth Shearing");
+ //addParam(PxVisualizationParameter::eCLOTH_VIRTUAL_PARTICLES, "Cloth Virtual Particles");
+ addParam(PxVisualizationParameter::eMBP_REGIONS, "MBP Regions");
+
+ ImGui::TreePop();
+ }
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // PhysX
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("PhysX"))
+ {
+ // PhysX
+ getPhysXController().drawUI();
+
+ // GPU
+ getSampleController().drawPhysXGpuUI();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Renderer
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Renderer"))
+ {
+ getRenderer().drawUI();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Hints
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Hints / Help"))
+ {
+ ImGui::BulletText("Rotate camera - RMB");
+ ImGui::BulletText("Move camera - WASDQE(SHIFT)");
+ ImGui::BulletText("Play/Pause - P");
+ ImGui::BulletText("Reload shaders - F5");
+ ImGui::BulletText("Wireframe - O");
+ ImGui::BulletText("Blast Debug Render - I");
+ ImGui::BulletText("Apply damage - LMB");
+ ImGui::BulletText("Damage radius - +/-/wheel");
+ ImGui::BulletText("Damage profile - 1-9");
+ ImGui::BulletText("Explosive - X");
+ ImGui::BulletText("Throw cube - F");
+ ImGui::BulletText("Restart - R");
+ }
+
+ ImGui::PopItemWidth();
+ }
+ ImGui::End();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Mode Text
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4());
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0));
+
+ const char* text = getDamageToolController().isDamageMode() ? "DAMAGE MODE (PRESS SPACE)" : "DRAG MODE (PRESS SPACE)";
+ ImVec2 size = ImGui::CalcTextSize(text);
+ ImGui::SetNextWindowPos(ImVec2((getRenderer().getScreenWidth() - size.x) / 2, 0));
+ ImGui::Begin("Mode Text", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
+ ImGui::Text(text);
+ ImGui::End();
+
+ ImGui::PopStyleVar();
+ ImGui::PopStyleColor();
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // FPS
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4());
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
+
+ double averageTime = GetDeviceManager()->GetAverageFrameTime();
+ float fps = (averageTime > 0) ? 1.0 / averageTime : 0.0;
+ static char buf[32];
+ std::sprintf(buf, "%.1f FPS", fps);
+ ImVec2 size = ImGui::CalcTextSize(buf);
+
+ size.x += 20.0;
+ ImGui::SetNextWindowSize(size);
+ ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - size.x, 0));
+ ImGui::Begin("FPS", 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
+ ImGui::Text(buf);
+ ImGui::End();
+
+ ImGui::PopStyleVar();
+ ImGui::PopStyleColor();
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Loading overlay
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (!m_delayedCalls.empty())
+ {
+ DelayedCall& call = m_delayedCalls.front();
+ if (call.delay > 0)
+ {
+ const int height = 50;
+ const char* message = call.message;
+ const float alpha = PxClamp(lerp(0.0f, 1.0f, (call.delayTotal - call.delay) * 10.0f), 0.0f, 1.0f);
+
+ ImGui::PushStyleColor(ImGuiCol_WindowBg, ImColor(0, 0, 0, 200));
+ ImGui::PushStyleVar(ImGuiStyleVar_Alpha, alpha);
+ ImGui::SetNextWindowPosCenter();
+ ImVec2 size = ImGui::CalcTextSize(message);
+ int width = std::max<float>(200, size.x) + 50;
+ ImGui::SetNextWindowSize(ImVec2(width, height));
+ ImGui::Begin(call.title, 0, ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar);
+ ImGui::SetCursorPos(ImVec2((width - size.x) * 0.5f, (height - size.y) * 0.5f));
+ ImGui::Text(message);
+ ImGui::End();
+ ImGui::PopStyleVar();
+ ImGui::PopStyleColor();
+
+ call.delay -= PxClamp(m_dt, 0.0f, 0.1f);
+ }
+ else
+ {
+ call.func();
+ m_delayedCalls.pop();
+ }
+ }
+}
+
+
+void CommonUIController::drawCodeProfiler(bool* open)
+{
+ ImGuiWindowFlags window_flags = 0;
+ const float padding = 8.0f;
+ const float width = 550;
+ const float height = 580;
+ ImGui::SetNextWindowPos(ImVec2(getRenderer().getScreenWidth() - width - padding, padding), ImGuiSetCond_Once/*ImGuiSetCond_FirstUseEver*/);
+ ImGui::SetNextWindowSize(ImVec2(width, height), ImGuiSetCond_Once);
+ if (!ImGui::Begin("Code Profiler", open, window_flags))
+ {
+ // Early out if the window is collapsed, as an optimization.
+ ImGui::End();
+ return;
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Control/Main Bar
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ if (ImGui::Button("Reset"))
+ {
+ PROFILER_INIT();
+ }
+ ImGui::SameLine();
+ if (ImGui::Button("Dump To File (profile.txt)"))
+ {
+ SampleProfilerDumpToFile("profile.txt");
+ }
+ ImGui::SameLine();
+ ImGui::Text("Profiler overhead: %2.3f ms", SampleProfilerGetOverhead().count() * 0.001f);
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Legend
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
+ ImGui::Text("Legend: name | calls | time | max time");
+ ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Stats Tree
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ ImGui::SetNextTreeNodeOpen(true, ImGuiSetCond_Once);
+ float plotMS = 0.0f;
+ float plotMaxMS = 0.0f;
+ const char* plotName = nullptr;
+ if (ImGui::TreeNode("Root"))
+ {
+ auto treeIt = SampleProfilerCreateTreeIterator();
+ if (treeIt)
+ {
+ uint32_t depth = 1;
+ uint32_t openeDepth = 1;
+ while (!treeIt->isDone())
+ {
+ const auto data = treeIt->data();
+
+ while (data->depth < depth)
+ {
+ ImGui::TreePop();
+ depth--;
+ }
+
+ const uint32_t maxLen = 30;
+ auto hash = data->hash;
+ static uint64_t selectedNodeHash = 0;
+ if (selectedNodeHash == hash)
+ {
+ plotMS = data->time.count() * 0.001f;
+ plotMaxMS = data->maxTime.count() * 0.001f;
+ plotName = data->name;
+ }
+ if (ImGui::TreeNodeEx(data->name, data->hasChilds ? 0 : ImGuiTreeNodeFlags_Leaf, "%-*.*s | %d | %2.3f ms | %2.3f ms",
+ maxLen, maxLen, data->name, data->calls, data->time.count() * 0.001f, data->maxTime.count() * 0.001f))
+ {
+ depth++;
+ treeIt->next();
+ }
+ else
+ {
+ treeIt->next();
+ while (!treeIt->isDone() && treeIt->data()->depth > depth)
+ treeIt->next();
+ }
+
+ if (ImGui::IsItemClicked())
+ {
+ selectedNodeHash = hash;
+ }
+ }
+
+ while (depth > 0)
+ {
+ ImGui::TreePop();
+ depth--;
+ }
+
+ treeIt->release();
+ }
+ else
+ {
+ ImGui::Text("Profiler Is Broken. Begin/End Mismatch.");
+ }
+ }
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Selected Item Plot
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ {
+ ImGui::Spacing(); ImGui::Separator(); ImGui::Spacing();
+ if (plotName)
+ {
+ static PlotLinesInstance<> selectedNodePlot;
+ selectedNodePlot.plot("", plotMS, plotName, 0.0f, plotMaxMS);
+ }
+ else
+ {
+ ImGui::Text("Select item to plot.");
+ }
+ }
+
+ ImGui::End();
}
\ No newline at end of file diff --git a/samples/SampleBase/ui/CommonUIController.h b/samples/SampleBase/ui/CommonUIController.h index bfee4e9..1720d68 100644..100755 --- a/samples/SampleBase/ui/CommonUIController.h +++ b/samples/SampleBase/ui/CommonUIController.h @@ -1,124 +1,124 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef COMMON_UI_CONTROLLER_H -#define COMMON_UI_CONTROLLER_H - -#include "SampleManager.h" -#include <DirectXMath.h> -#include <string> -#include <list> -#include <queue> -#include <functional> - - -class Renderer; -class PhysXController; -class BlastController; - - -class CommonUIController : public ISampleController -{ - public: - CommonUIController(); - virtual ~CommonUIController() {}; - - virtual HRESULT DeviceCreated(ID3D11Device* pDevice); - virtual void DeviceDestroyed(); - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double fElapsedTimeSeconds); - virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*); - - void addDelayedCall(std::function<void()> func, const char* message) - { - addDelayedCall("PLEASE WAIT...", message, func); - } - - void addPopupMessage(const char* title, const char* message, float duration = 2.f) - { - addDelayedCall(title, message, [] {}, duration); - } - - private: - void addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay = 0.1f); - - void drawUI(); - void drawCodeProfiler(bool*); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController&getBlastController() const - { - return getManager()->getBlastController(); - } - - DamageToolController& getDamageToolController() const - { - return getManager()->getDamageToolController(); - } - - SceneController& getSceneController() const - { - return getManager()->getSceneController(); - } - - SampleController& getSampleController() const - { - return getManager()->getSampleController(); - } - - - //////// internal data //////// - - struct DelayedCall - { - std::function<void()> func; - const char* title; - const char* message; - float delay; - float delayTotal; - }; - - std::queue<DelayedCall> m_delayedCalls; - - float m_dt; - -}; - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef COMMON_UI_CONTROLLER_H
+#define COMMON_UI_CONTROLLER_H
+
+#include "SampleManager.h"
+#include <DirectXMath.h>
+#include <string>
+#include <list>
+#include <queue>
+#include <functional>
+
+
+class Renderer;
+class PhysXController;
+class BlastController;
+
+
+class CommonUIController : public ISampleController
+{
+ public:
+ CommonUIController();
+ virtual ~CommonUIController() {};
+
+ virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
+ virtual void DeviceDestroyed();
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ virtual void Animate(double fElapsedTimeSeconds);
+ virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*);
+
+ void addDelayedCall(std::function<void()> func, const char* message)
+ {
+ addDelayedCall("PLEASE WAIT...", message, func);
+ }
+
+ void addPopupMessage(const char* title, const char* message, float duration = 2.f)
+ {
+ addDelayedCall(title, message, [] {}, duration);
+ }
+
+ private:
+ void addDelayedCall(const char* title, const char* message, std::function<void()> func, float delay = 0.1f);
+
+ void drawUI();
+ void drawCodeProfiler(bool*);
+
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return getManager()->getRenderer();
+ }
+
+ PhysXController& getPhysXController() const
+ {
+ return getManager()->getPhysXController();
+ }
+
+ BlastController&getBlastController() const
+ {
+ return getManager()->getBlastController();
+ }
+
+ DamageToolController& getDamageToolController() const
+ {
+ return getManager()->getDamageToolController();
+ }
+
+ SceneController& getSceneController() const
+ {
+ return getManager()->getSceneController();
+ }
+
+ SampleController& getSampleController() const
+ {
+ return getManager()->getSampleController();
+ }
+
+
+ //////// internal data ////////
+
+ struct DelayedCall
+ {
+ std::function<void()> func;
+ const char* title;
+ const char* message;
+ float delay;
+ float delayTotal;
+ };
+
+ std::queue<DelayedCall> m_delayedCalls;
+
+ float m_dt;
+
+};
+
#endif
\ No newline at end of file diff --git a/samples/SampleBase/ui/DamageToolController.cpp b/samples/SampleBase/ui/DamageToolController.cpp index 1fc0817..b634c7d 100644..100755 --- a/samples/SampleBase/ui/DamageToolController.cpp +++ b/samples/SampleBase/ui/DamageToolController.cpp @@ -1,484 +1,484 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "DamageToolController.h" -#include "RenderUtils.h" -#include "BlastController.h" -#include "Renderer.h" -#include "PhysXController.h" -#include "SampleProfiler.h" - -#include <imgui.h> - -#include "NvBlastTkActor.h" -#include "NvBlastTkFamily.h" -#include "NvBlastExtDamageShaders.h" -#include "NvBlastExtPxActor.h" -#include "NvBlastExtPxFamily.h" - -#include "PxRigidDynamic.h" -#include "PxScene.h" - - -using namespace Nv::Blast; -using namespace physx; - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Setup -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f); -static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23); -static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -DamageToolController::DamageToolController() - : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f), - m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr), - m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0) -{ - // damage amount calc using NvBlastExtMaterial - auto getDamageAmountFn = [](const float damage, ExtPxActor* actor) - { - const NvBlastExtMaterial* material = actor->getFamily().getMaterial(); - return material ? material->getNormalizedDamage(damage) : 0.f; - }; - - // Damage functions - auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - NvBlastExtRadialDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f; - PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f; - - NvBlastExtTriangleIntersectionDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - { farEndPrev.x, farEndPrev.y, farEndPrev.z }, - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 dir = (data.hitPosition - data.origin).getNormalized(); - PxVec3 farEnd = data.origin + dir * 10000.0f; - - NvBlastExtCapsuleRadialDamageDesc desc = - { - damage, - { data.origin.x, data.origin.y, data.origin.z }, - { farEnd.x, farEnd.y, farEnd.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = m_damage; - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtImpactSpreadDamageDesc desc = - { - damage, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().immediateDamage(actor, family, damager->program, &desc); - } - }; - auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - const float damage = getDamageAmountFn(m_damage, actor); - if (damage > 0.f) - { - PxVec3 impactNormal = -data.hitNormal; - - NvBlastExtShearDamageDesc desc = - { - damage, - { impactNormal.x, impactNormal.y, impactNormal.z }, - { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z }, - damager->radius, - damager->radius * 1.6f - }; - - getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc)); - } - }; - auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data) - { - PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass(); - - getBlastController().stressDamage(actor, data.hitPosition, force); - }; - - // Damage Tools: - { - Damager dam; - dam.uiName = "Radial Damage (Falloff)"; - dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - { - Damager dam; - dam.uiName = "Radial Damage (Cutter)"; - dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = radialDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Slice Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = sliceDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = .2f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Capsule Damage (Falloff)"; - dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader }; - dam.pointerType = Damager::PointerType::Line; - dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f); - dam.executeFunction = capsuleDamageExecute; - dam.damageWhilePressed = true; - dam.radius = .2f; - dam.radiusLimit = 20.0f; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Impact Spread Damage"; - dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = impulseSpreadDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Shear Damage"; - dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f); - dam.executeFunction = shearDamageExecute; - m_damagers.push_back(dam); - } - - { - Damager dam; - dam.uiName = "Stress Damage"; - dam.program = { nullptr, nullptr }; - dam.pointerType = Damager::PointerType::Sphere; - dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f); - dam.executeFunction = stressDamageExecute; - m_damagers.push_back(dam); - } - - for (const Damager& d : m_damagers) - { - m_damagerNames.push_back(d.uiName); - } -} - -DamageToolController::~DamageToolController() -{ -} - -void DamageToolController::onSampleStart() -{ - // damage tool pointer - m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING); - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere); - m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - { - IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box); - m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial); - } - - // default tool - m_damagerIndex = 0; - - // start with damage mode by default - setDamageMode(true); -} - -void DamageToolController::onInitialize() -{ -} - - -void DamageToolController::onSampleStop() -{ - getRenderer().removeRenderable(m_sphereToolRenderable); - getRenderer().removeRenderable(m_lineToolRenderable); - SAFE_DELETE(m_toolRenderMaterial); -} - - -void DamageToolController::Animate(double dt) -{ - PROFILER_SCOPED_FUNCTION(); - - m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f); - - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - - // damage mode - if (m_damageMode) - { - const Damager& damager = m_damagers[m_damagerIndex]; - - // ray cast according to camera + mouse ray - PxVec3 eyePos, pickDir; - getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir); - pickDir = pickDir.getNormalized(); - - PxRaycastHit hit; hit.shape = NULL; - PxRaycastBuffer hit1; - getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL); - hit = hit1.block; - - if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line)) - { - PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT(); - PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW); - PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized(); - - // damage function - auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family) - { - auto t0 = actor->getPhysXActor().getGlobalPose(); - PxTransform t(t0.getInverse()); - Damager::DamageData data; - data.hitNormal = t.rotate(hit.normal); - data.hitPosition = t.transform(hit.position); - data.origin = t.transform(weaponOrigin); - data.weaponDir = t.rotate(weaponDir); - data.previousWeaponDir = t.rotate(m_previousPickDir); - damager.executeFunction(&damager, actor, family, data); - }; - - // should damage? - bool shouldDamage = false; - if (m_isMousePressed) - { - shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0; - m_damageCountWhilePressed++; - } - else - { - m_damageCountWhilePressed = 0; - } - - // Update tool pointer and do damage with specific overlap - if (damager.pointerType == Damager::Sphere) - { - m_sphereToolRenderable->setHidden(false); - m_sphereToolRenderable->setColor(m_toolColor); - m_sphereToolRenderable->setScale(PxVec3(damager.radius)); - m_sphereToolRenderable->setTransform(PxTransform(hit.position)); - - if (shouldDamage) - { - if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse); - } - } - else if (damager.pointerType == Damager::Line) - { - m_lineToolRenderable->setHidden(false); - m_lineToolRenderable->setColor(m_toolColor); - - PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE); - PxVec3 direction = (hit.position - weaponOrigin).getNormalized(); - PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE; - - m_lineToolRenderable->setScale(scale); - PxTransform t(position, quatLookAt(direction)); - m_lineToolRenderable->setTransform(t); - - if (shouldDamage) - { - if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction)) - { - m_toolColor = PICK_POINTER_ACTIVE_COLOR; - } - } - } - else - { - PX_ASSERT(false); - } - - m_previousPickDir = weaponDir; - m_prevWasHit = true; - } - else - { - m_prevWasHit = false; - } - } -} - - -LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PROFILER_SCOPED_FUNCTION(); - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP) - { - m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth(); - m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight(); - } - - if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP) - { - m_isMousePressed = (uMsg == WM_LBUTTONDOWN); - } - - if (uMsg == WM_MOUSEWHEEL) - { - int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA; - changeDamageRadius(delta * 0.3f); - } - - if (uMsg == WM_KEYDOWN) - { - int iKeyPressed = static_cast<int>(wParam); - if (iKeyPressed == VK_OEM_PLUS) - { - changeDamageRadius(0.2f); - } - else if (iKeyPressed == VK_OEM_MINUS) - { - changeDamageRadius(-0.2f); - } - else if (iKeyPressed >= '1' && iKeyPressed <= '9') - { - m_damagerIndex = PxClamp<uint32_t>(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1); - } - else if (iKeyPressed == VK_SPACE) - { - setDamageMode(!isDamageMode()); - } - } - - return 1; -} - -void DamageToolController::drawUI() -{ - ImGui::DragFloat("Damage Amount", &m_damage, 1.0f); - ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse); - ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor); - - // - - - - - - - - - ImGui::Spacing(); - - // Armory - ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1); - Damager& damager = m_damagers[m_damagerIndex]; - ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius); - ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed); -} - -void DamageToolController::setDamageMode(bool enabled) -{ - m_damageMode = enabled; - - getPhysXController().setDraggingEnabled(!m_damageMode); - - if (!m_damageMode) - { - m_sphereToolRenderable->setHidden(true); - m_lineToolRenderable->setHidden(true); - } -} - -void DamageToolController::changeDamageRadius(float dr) -{ - Damager& damager = m_damagers[m_damagerIndex]; - damager.radius += dr; - damager.radius = PxClamp<float>(damager.radius, 0.05f, damager.radiusLimit); -} +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "DamageToolController.h"
+#include "RenderUtils.h"
+#include "BlastController.h"
+#include "Renderer.h"
+#include "PhysXController.h"
+#include "SampleProfiler.h"
+
+#include <imgui.h>
+
+#include "NvBlastTkActor.h"
+#include "NvBlastTkFamily.h"
+#include "NvBlastExtDamageShaders.h"
+#include "NvBlastExtPxActor.h"
+#include "NvBlastExtPxFamily.h"
+
+#include "PxRigidDynamic.h"
+#include "PxScene.h"
+
+
+using namespace Nv::Blast;
+using namespace physx;
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Setup
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+const DirectX::XMFLOAT4 PICK_POINTER_ACTIVE_COLOR(1.0f, 0.f, 0.f, 0.6f);
+static const PxVec3 WEAPON_POSITION_IN_VIEW(0, -7, 23);
+static const float SEGMENT_DAMAGE_MAX_DISTANCE = 100.0f;
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+DamageToolController::DamageToolController()
+ : m_damage(100.0f), m_toolColor(1.0f, 1.0f, 1.0f, 0.4f),
+ m_toolRenderMaterial(nullptr), m_sphereToolRenderable(nullptr), m_lineToolRenderable(nullptr),
+ m_explosiveImpulse(100), m_damagerIndex(0), m_stressForceFactor(1.0f), m_isMousePressed(false), m_damageCountWhilePressed(0)
+{
+ // damage amount calc using NvBlastExtMaterial
+ auto getDamageAmountFn = [](const float damage, ExtPxActor* actor)
+ {
+ const NvBlastExtMaterial* material = actor->getFamily().getMaterial();
+ return material ? material->getNormalizedDamage(damage) : 0.f;
+ };
+
+ // Damage functions
+ auto radialDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ NvBlastExtRadialDamageDesc desc =
+ {
+ damage,
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto sliceDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 farEnd = data.origin + data.weaponDir * 1000.0f;
+ PxVec3 farEndPrev = data.origin + data.previousWeaponDir * 1000.0f;
+
+ NvBlastExtTriangleIntersectionDamageDesc desc =
+ {
+ damage,
+ { data.origin.x, data.origin.y, data.origin.z },
+ { farEnd.x, farEnd.y, farEnd.z },
+ { farEndPrev.x, farEndPrev.y, farEndPrev.z },
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto capsuleDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 dir = (data.hitPosition - data.origin).getNormalized();
+ PxVec3 farEnd = data.origin + dir * 10000.0f;
+
+ NvBlastExtCapsuleRadialDamageDesc desc =
+ {
+ damage,
+ { data.origin.x, data.origin.y, data.origin.z },
+ { farEnd.x, farEnd.y, farEnd.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto impulseSpreadDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = m_damage;
+ if (damage > 0.f)
+ {
+ PxVec3 impactNormal = -data.hitNormal;
+
+ NvBlastExtImpactSpreadDamageDesc desc =
+ {
+ damage,
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().immediateDamage(actor, family, damager->program, &desc);
+ }
+ };
+ auto shearDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ const float damage = getDamageAmountFn(m_damage, actor);
+ if (damage > 0.f)
+ {
+ PxVec3 impactNormal = -data.hitNormal;
+
+ NvBlastExtShearDamageDesc desc =
+ {
+ damage,
+ { impactNormal.x, impactNormal.y, impactNormal.z },
+ { data.hitPosition.x, data.hitPosition.y, data.hitPosition.z },
+ damager->radius,
+ damager->radius * 1.6f
+ };
+
+ getBlastController().deferDamage(actor, family, damager->program, &desc, sizeof(desc));
+ }
+ };
+ auto stressDamageExecute = [&](const Damager* damager, ExtPxActor* actor, BlastFamily& family, const Damager::DamageData& data)
+ {
+ PxVec3 force = -m_stressForceFactor * data.hitNormal * actor->getPhysXActor().getMass();
+
+ getBlastController().stressDamage(actor, data.hitPosition, force);
+ };
+
+ // Damage Tools:
+ {
+ Damager dam;
+ dam.uiName = "Radial Damage (Falloff)";
+ dam.program = NvBlastDamageProgram { NvBlastExtFalloffGraphShader, NvBlastExtFalloffSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 0.4f);
+ dam.executeFunction = radialDamageExecute;
+ m_damagers.push_back(dam);
+ }
+ {
+ Damager dam;
+ dam.uiName = "Radial Damage (Cutter)";
+ dam.program = NvBlastDamageProgram { NvBlastExtCutterGraphShader, NvBlastExtCutterSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
+ dam.executeFunction = radialDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Slice Damage";
+ dam.program = NvBlastDamageProgram{ NvBlastExtTriangleIntersectionGraphShader, NvBlastExtTriangleIntersectionSubgraphShader };
+ dam.pointerType = Damager::PointerType::Line;
+ dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
+ dam.executeFunction = sliceDamageExecute;
+ dam.damageWhilePressed = true;
+ dam.radius = .2f;
+ dam.radiusLimit = .2f;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Capsule Damage (Falloff)";
+ dam.program = NvBlastDamageProgram{ NvBlastExtCapsuleFalloffGraphShader, NvBlastExtCapsuleFalloffSubgraphShader };
+ dam.pointerType = Damager::PointerType::Line;
+ dam.pointerColor = DirectX::XMFLOAT4(0.1f, 1.0f, 0.1f, 0.4f);
+ dam.executeFunction = capsuleDamageExecute;
+ dam.damageWhilePressed = true;
+ dam.radius = .2f;
+ dam.radiusLimit = 20.0f;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Impact Spread Damage";
+ dam.program = NvBlastDamageProgram { NvBlastExtImpactSpreadGraphShader, NvBlastExtImpactSpreadSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
+ dam.executeFunction = impulseSpreadDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Shear Damage";
+ dam.program = NvBlastDamageProgram{ NvBlastExtShearGraphShader, NvBlastExtShearSubgraphShader };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 1.0f, 0.5f, 0.4f);
+ dam.executeFunction = shearDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ {
+ Damager dam;
+ dam.uiName = "Stress Damage";
+ dam.program = { nullptr, nullptr };
+ dam.pointerType = Damager::PointerType::Sphere;
+ dam.pointerColor = DirectX::XMFLOAT4(0.5f, 0.5f, 1.0f, 0.4f);
+ dam.executeFunction = stressDamageExecute;
+ m_damagers.push_back(dam);
+ }
+
+ for (const Damager& d : m_damagers)
+ {
+ m_damagerNames.push_back(d.uiName);
+ }
+}
+
+DamageToolController::~DamageToolController()
+{
+}
+
+void DamageToolController::onSampleStart()
+{
+ // damage tool pointer
+ m_toolRenderMaterial = new RenderMaterial(getRenderer().getResourceManager(), "physx_primitive_transparent", "", RenderMaterial::BLEND_ALPHA_BLENDING);
+ {
+ IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Sphere);
+ m_sphereToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
+ }
+ {
+ IRenderMesh* mesh = getRenderer().getPrimitiveRenderMesh(PrimitiveRenderMeshType::Box);
+ m_lineToolRenderable = getRenderer().createRenderable(*mesh, *m_toolRenderMaterial);
+ }
+
+ // default tool
+ m_damagerIndex = 0;
+
+ // start with damage mode by default
+ setDamageMode(true);
+}
+
+void DamageToolController::onInitialize()
+{
+}
+
+
+void DamageToolController::onSampleStop()
+{
+ getRenderer().removeRenderable(m_sphereToolRenderable);
+ getRenderer().removeRenderable(m_lineToolRenderable);
+ SAFE_DELETE(m_toolRenderMaterial);
+}
+
+
+void DamageToolController::Animate(double dt)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ m_toolColor = XMFLOAT4Lerp(m_toolColor, m_damagers[m_damagerIndex].pointerColor, dt * 5.0f);
+
+ m_sphereToolRenderable->setHidden(true);
+ m_lineToolRenderable->setHidden(true);
+
+ // damage mode
+ if (m_damageMode)
+ {
+ const Damager& damager = m_damagers[m_damagerIndex];
+
+ // ray cast according to camera + mouse ray
+ PxVec3 eyePos, pickDir;
+ getPhysXController().getEyePoseAndPickDir(m_lastMousePos.x, m_lastMousePos.y, eyePos, pickDir);
+ pickDir = pickDir.getNormalized();
+
+ PxRaycastHit hit; hit.shape = NULL;
+ PxRaycastBuffer hit1;
+ getPhysXController().getPhysXScene().raycast(eyePos, pickDir, PX_MAX_F32, hit1, PxHitFlag::ePOSITION | PxHitFlag::eNORMAL);
+ hit = hit1.block;
+
+ if (hit.shape || (m_prevWasHit && damager.pointerType == Damager::Line))
+ {
+ PxMat44 cameraViewInv = XMMATRIXToPxMat44(getRenderer().getCamera().GetViewMatrix()).inverseRT();
+ PxVec3 weaponOrigin = eyePos + cameraViewInv.rotate(WEAPON_POSITION_IN_VIEW);
+ PxVec3 weaponDir = (hit.position - weaponOrigin).getNormalized();
+
+ // damage function
+ auto damageFunction = [&](ExtPxActor* actor, BlastFamily& family)
+ {
+ auto t0 = actor->getPhysXActor().getGlobalPose();
+ PxTransform t(t0.getInverse());
+ Damager::DamageData data;
+ data.hitNormal = t.rotate(hit.normal);
+ data.hitPosition = t.transform(hit.position);
+ data.origin = t.transform(weaponOrigin);
+ data.weaponDir = t.rotate(weaponDir);
+ data.previousWeaponDir = t.rotate(m_previousPickDir);
+ damager.executeFunction(&damager, actor, family, data);
+ };
+
+ // should damage?
+ bool shouldDamage = false;
+ if (m_isMousePressed)
+ {
+ shouldDamage = damager.damageWhilePressed || m_damageCountWhilePressed == 0;
+ m_damageCountWhilePressed++;
+ }
+ else
+ {
+ m_damageCountWhilePressed = 0;
+ }
+
+ // Update tool pointer and do damage with specific overlap
+ if (damager.pointerType == Damager::Sphere)
+ {
+ m_sphereToolRenderable->setHidden(false);
+ m_sphereToolRenderable->setColor(m_toolColor);
+ m_sphereToolRenderable->setScale(PxVec3(damager.radius));
+ m_sphereToolRenderable->setTransform(PxTransform(hit.position));
+
+ if (shouldDamage)
+ {
+ if (getBlastController().overlap(PxSphereGeometry(damager.radius), PxTransform(hit.position), damageFunction))
+ {
+ m_toolColor = PICK_POINTER_ACTIVE_COLOR;
+ }
+ getPhysXController().explodeDelayed(hit.position, damager.radius, m_explosiveImpulse);
+ }
+ }
+ else if (damager.pointerType == Damager::Line)
+ {
+ m_lineToolRenderable->setHidden(false);
+ m_lineToolRenderable->setColor(m_toolColor);
+
+ PxVec3 scale(damager.radius, damager.radius, SEGMENT_DAMAGE_MAX_DISTANCE);
+ PxVec3 direction = (hit.position - weaponOrigin).getNormalized();
+ PxVec3 position = weaponOrigin + direction * SEGMENT_DAMAGE_MAX_DISTANCE;
+
+ m_lineToolRenderable->setScale(scale);
+ PxTransform t(position, quatLookAt(direction));
+ m_lineToolRenderable->setTransform(t);
+
+ if (shouldDamage)
+ {
+ if (this->getBlastController().overlap(PxBoxGeometry(scale), t, damageFunction))
+ {
+ m_toolColor = PICK_POINTER_ACTIVE_COLOR;
+ }
+ }
+ }
+ else
+ {
+ PX_ASSERT(false);
+ }
+
+ m_previousPickDir = weaponDir;
+ m_prevWasHit = true;
+ }
+ else
+ {
+ m_prevWasHit = false;
+ }
+ }
+}
+
+
+LRESULT DamageToolController::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ if (uMsg == WM_LBUTTONDOWN || uMsg == WM_MOUSEMOVE || uMsg == WM_LBUTTONUP)
+ {
+ m_lastMousePos.x = (short)LOWORD(lParam) / getRenderer().getScreenWidth();
+ m_lastMousePos.y = (short)HIWORD(lParam) / getRenderer().getScreenHeight();
+ }
+
+ if (uMsg == WM_LBUTTONDOWN || uMsg == WM_LBUTTONUP)
+ {
+ m_isMousePressed = (uMsg == WM_LBUTTONDOWN);
+ }
+
+ if (uMsg == WM_MOUSEWHEEL)
+ {
+ int delta = int((short)HIWORD(wParam)) / WHEEL_DELTA;
+ changeDamageRadius(delta * 0.3f);
+ }
+
+ if (uMsg == WM_KEYDOWN)
+ {
+ int iKeyPressed = static_cast<int>(wParam);
+ if (iKeyPressed == VK_OEM_PLUS)
+ {
+ changeDamageRadius(0.2f);
+ }
+ else if (iKeyPressed == VK_OEM_MINUS)
+ {
+ changeDamageRadius(-0.2f);
+ }
+ else if (iKeyPressed >= '1' && iKeyPressed <= '9')
+ {
+ m_damagerIndex = PxClamp<uint32_t>(iKeyPressed - '1', 0, (uint32_t)m_damagers.size() - 1);
+ }
+ else if (iKeyPressed == VK_SPACE)
+ {
+ setDamageMode(!isDamageMode());
+ }
+ }
+
+ return 1;
+}
+
+void DamageToolController::drawUI()
+{
+ ImGui::DragFloat("Damage Amount", &m_damage, 1.0f);
+ ImGui::DragFloat("Explosive Impulse", &m_explosiveImpulse);
+ ImGui::DragFloat("Stress Damage Force", &m_stressForceFactor);
+
+ // - - - - - - - -
+ ImGui::Spacing();
+
+ // Armory
+ ImGui::Combo("Damage Profile", (int*)&m_damagerIndex, m_damagerNames.data(), (int)m_damagerNames.size(), -1);
+ Damager& damager = m_damagers[m_damagerIndex];
+ ImGui::DragFloat("Damage Radius (Mouse WH)", &damager.radius);
+ ImGui::Checkbox("Damage Continuously", &damager.damageWhilePressed);
+}
+
+void DamageToolController::setDamageMode(bool enabled)
+{
+ m_damageMode = enabled;
+
+ getPhysXController().setDraggingEnabled(!m_damageMode);
+
+ if (!m_damageMode)
+ {
+ m_sphereToolRenderable->setHidden(true);
+ m_lineToolRenderable->setHidden(true);
+ }
+}
+
+void DamageToolController::changeDamageRadius(float dr)
+{
+ Damager& damager = m_damagers[m_damagerIndex];
+ damager.radius += dr;
+ damager.radius = PxClamp<float>(damager.radius, 0.05f, damager.radiusLimit);
+}
diff --git a/samples/SampleBase/ui/DamageToolController.h b/samples/SampleBase/ui/DamageToolController.h index 970bc21..3450734 100644..100755 --- a/samples/SampleBase/ui/DamageToolController.h +++ b/samples/SampleBase/ui/DamageToolController.h @@ -1,160 +1,160 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#ifndef DAMAGE_TOOL_CONTROLLER_H -#define DAMAGE_TOOL_CONTROLLER_H - -#include "SampleManager.h" -#include "NvBlastTypes.h" -#include <DirectXMath.h> -#include <functional> -#include "PxVec2.h" -#include "PxVec3.h" - - -class Renderable; -class RenderMaterial; -class BlastFamily; - -namespace Nv -{ -namespace Blast -{ -class ExtPxActor; -} -} - - - -class DamageToolController : public ISampleController -{ -public: - DamageToolController(); - virtual ~DamageToolController(); - - virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); - virtual void Animate(double dt); - void drawUI(); - - - virtual void onInitialize(); - virtual void onSampleStart(); - virtual void onSampleStop(); - - bool isDamageMode() const - { - return m_damageMode; - } - -private: - DamageToolController& operator= (DamageToolController&); - - - //////// private methods //////// - - void changeDamageRadius(float dr); - - void setDamageMode(bool enabled); - - - //////// used controllers //////// - - Renderer& getRenderer() const - { - return getManager()->getRenderer(); - } - - PhysXController& getPhysXController() const - { - return getManager()->getPhysXController(); - } - - BlastController& getBlastController() const - { - return getManager()->getBlastController(); - } - - - //////// internal data //////// - - RenderMaterial* m_toolRenderMaterial; - Renderable* m_sphereToolRenderable; - DirectX::XMFLOAT4 m_toolColor; - Renderable* m_lineToolRenderable; - - float m_damage; - float m_explosiveImpulse; - float m_stressForceFactor; - - struct Damager - { - Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f) - { - } - - enum PointerType - { - Sphere, - Line - }; - - struct DamageData - { - physx::PxVec3 origin; - physx::PxVec3 hitPosition; - physx::PxVec3 hitNormal; - physx::PxVec3 weaponDir; - physx::PxVec3 previousWeaponDir; - }; - - typedef std::function<void(const Damager* damager, Nv::Blast::ExtPxActor* actor, BlastFamily& family, const DamageData& damageData)> ExecuteFn; - - const char* uiName; - NvBlastDamageProgram program; - PointerType pointerType; - DirectX::XMFLOAT4 pointerColor; - float radius; - float radiusLimit; - bool damageWhilePressed; - ExecuteFn executeFunction; - }; - - std::vector<Damager> m_damagers; - std::vector<const char*> m_damagerNames; - uint32_t m_damagerIndex; - - bool m_damageMode; - - physx::PxVec2 m_lastMousePos; - bool m_isMousePressed; - uint32_t m_damageCountWhilePressed; - physx::PxVec3 m_previousPickDir; - bool m_prevWasHit; -}; - +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef DAMAGE_TOOL_CONTROLLER_H
+#define DAMAGE_TOOL_CONTROLLER_H
+
+#include "SampleManager.h"
+#include "NvBlastTypes.h"
+#include <DirectXMath.h>
+#include <functional>
+#include "PxVec2.h"
+#include "PxVec3.h"
+
+
+class Renderable;
+class RenderMaterial;
+class BlastFamily;
+
+namespace Nv
+{
+namespace Blast
+{
+class ExtPxActor;
+}
+}
+
+
+
+class DamageToolController : public ISampleController
+{
+public:
+ DamageToolController();
+ virtual ~DamageToolController();
+
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ virtual void Animate(double dt);
+ void drawUI();
+
+
+ virtual void onInitialize();
+ virtual void onSampleStart();
+ virtual void onSampleStop();
+
+ bool isDamageMode() const
+ {
+ return m_damageMode;
+ }
+
+private:
+ DamageToolController& operator= (DamageToolController&);
+
+
+ //////// private methods ////////
+
+ void changeDamageRadius(float dr);
+
+ void setDamageMode(bool enabled);
+
+
+ //////// used controllers ////////
+
+ Renderer& getRenderer() const
+ {
+ return getManager()->getRenderer();
+ }
+
+ PhysXController& getPhysXController() const
+ {
+ return getManager()->getPhysXController();
+ }
+
+ BlastController& getBlastController() const
+ {
+ return getManager()->getBlastController();
+ }
+
+
+ //////// internal data ////////
+
+ RenderMaterial* m_toolRenderMaterial;
+ Renderable* m_sphereToolRenderable;
+ DirectX::XMFLOAT4 m_toolColor;
+ Renderable* m_lineToolRenderable;
+
+ float m_damage;
+ float m_explosiveImpulse;
+ float m_stressForceFactor;
+
+ struct Damager
+ {
+ Damager() : damageWhilePressed(false), radius(5.0f), radiusLimit(1000.0f)
+ {
+ }
+
+ enum PointerType
+ {
+ Sphere,
+ Line
+ };
+
+ struct DamageData
+ {
+ physx::PxVec3 origin;
+ physx::PxVec3 hitPosition;
+ physx::PxVec3 hitNormal;
+ physx::PxVec3 weaponDir;
+ physx::PxVec3 previousWeaponDir;
+ };
+
+ typedef std::function<void(const Damager* damager, Nv::Blast::ExtPxActor* actor, BlastFamily& family, const DamageData& damageData)> ExecuteFn;
+
+ const char* uiName;
+ NvBlastDamageProgram program;
+ PointerType pointerType;
+ DirectX::XMFLOAT4 pointerColor;
+ float radius;
+ float radiusLimit;
+ bool damageWhilePressed;
+ ExecuteFn executeFunction;
+ };
+
+ std::vector<Damager> m_damagers;
+ std::vector<const char*> m_damagerNames;
+ uint32_t m_damagerIndex;
+
+ bool m_damageMode;
+
+ physx::PxVec2 m_lastMousePos;
+ bool m_isMousePressed;
+ uint32_t m_damageCountWhilePressed;
+ physx::PxVec3 m_previousPickDir;
+ bool m_prevWasHit;
+};
+
#endif
\ No newline at end of file diff --git a/samples/SampleBase/ui/imgui_impl_dx11.cpp b/samples/SampleBase/ui/imgui_impl_dx11.cpp index 11f66f0..42d0892 100644..100755 --- a/samples/SampleBase/ui/imgui_impl_dx11.cpp +++ b/samples/SampleBase/ui/imgui_impl_dx11.cpp @@ -1,583 +1,583 @@ -// ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -#include <imgui.h> -#include "imgui_impl_dx11.h" - -// DirectX -#include <d3d11.h> -#include <d3dcompiler.h> -#define DIRECTINPUT_VERSION 0x0800 -#include <dinput.h> - -// Data -static INT64 g_Time = 0; -static INT64 g_TicksPerSecond = 0; - -static HWND g_hWnd = 0; -static ID3D11Device* g_pd3dDevice = NULL; -static ID3D11DeviceContext* g_pd3dDeviceContext = NULL; -static ID3D11Buffer* g_pVB = NULL; -static ID3D11Buffer* g_pIB = NULL; -static ID3D10Blob * g_pVertexShaderBlob = NULL; -static ID3D11VertexShader* g_pVertexShader = NULL; -static ID3D11InputLayout* g_pInputLayout = NULL; -static ID3D11Buffer* g_pVertexConstantBuffer = NULL; -static ID3D10Blob * g_pPixelShaderBlob = NULL; -static ID3D11PixelShader* g_pPixelShader = NULL; -static ID3D11SamplerState* g_pFontSampler = NULL; -static ID3D11ShaderResourceView*g_pFontTextureView = NULL; -static ID3D11RasterizerState* g_pRasterizerState = NULL; -static ID3D11BlendState* g_pBlendState = NULL; -static ID3D11DepthStencilState* g_pDepthStencilState = NULL; -static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; - -struct VERTEX_CONSTANT_BUFFER -{ - float mvp[4][4]; -}; - -// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) -// If text or lines are blurry when integrating ImGui in your engine: -// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) -void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data) -{ - ID3D11DeviceContext* ctx = g_pd3dDeviceContext; - - // Create and grow vertex/index buffers if needed - if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) - { - if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } - g_VertexBufferSize = draw_data->TotalVtxCount + 5000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); - desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0) - return; - } - if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) - { - if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } - g_IndexBufferSize = draw_data->TotalIdxCount + 10000; - D3D11_BUFFER_DESC desc; - memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); - desc.BindFlags = D3D11_BIND_INDEX_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) - return; - } - - // Copy and convert all vertices into a single contiguous buffer - D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; - if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) - return; - if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) - return; - ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; - ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); - memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); - vtx_dst += cmd_list->VtxBuffer.size(); - idx_dst += cmd_list->IdxBuffer.size(); - } - ctx->Unmap(g_pVB, 0); - ctx->Unmap(g_pIB, 0); - - // Setup orthographic projection matrix into our constant buffer - { - D3D11_MAPPED_SUBRESOURCE mapped_resource; - if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) - return; - VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; - float L = 0.0f; - float R = ImGui::GetIO().DisplaySize.x; - float B = ImGui::GetIO().DisplaySize.y; - float T = 0.0f; - float mvp[4][4] = - { - { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, - { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, - { 0.0f, 0.0f, 0.5f, 0.0f }, - { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, - }; - memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); - ctx->Unmap(g_pVertexConstantBuffer, 0); - } - - // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) - struct BACKUP_DX11_STATE - { - UINT ScissorRectsCount, ViewportsCount; - D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; - ID3D11RasterizerState* RS; - ID3D11BlendState* BlendState; - FLOAT BlendFactor[4]; - UINT SampleMask; - UINT StencilRef; - ID3D11DepthStencilState* DepthStencilState; - ID3D11ShaderResourceView* PSShaderResource; - ID3D11SamplerState* PSSampler; - ID3D11PixelShader* PS; - ID3D11VertexShader* VS; - UINT PSInstancesCount, VSInstancesCount; - ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation - D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; - ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; - UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; - DXGI_FORMAT IndexBufferFormat; - ID3D11InputLayout* InputLayout; - }; - BACKUP_DX11_STATE old; - old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; - ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); - ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); - ctx->RSGetState(&old.RS); - ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); - ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); - ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); - ctx->PSGetSamplers(0, 1, &old.PSSampler); - old.PSInstancesCount = old.VSInstancesCount = 256; - ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); - ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); - ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); - ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); - ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); - ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); - ctx->IAGetInputLayout(&old.InputLayout); - - // Setup viewport - D3D11_VIEWPORT vp; - memset(&vp, 0, sizeof(D3D11_VIEWPORT)); - vp.Width = ImGui::GetIO().DisplaySize.x; - vp.Height = ImGui::GetIO().DisplaySize.y; - vp.MinDepth = 0.0f; - vp.MaxDepth = 1.0f; - vp.TopLeftX = vp.TopLeftY = 0.0f; - ctx->RSSetViewports(1, &vp); - - // Bind shader and vertex buffers - unsigned int stride = sizeof(ImDrawVert); - unsigned int offset = 0; - ctx->IASetInputLayout(g_pInputLayout); - ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); - ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); - ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - ctx->VSSetShader(g_pVertexShader, NULL, 0); - ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); - ctx->PSSetShader(g_pPixelShader, NULL, 0); - ctx->PSSetSamplers(0, 1, &g_pFontSampler); - - // Setup render state - const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; - ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); - ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); - ctx->RSSetState(g_pRasterizerState); - - // Render command lists - int vtx_offset = 0; - int idx_offset = 0; - for (int n = 0; n < draw_data->CmdListsCount; n++) - { - const ImDrawList* cmd_list = draw_data->CmdLists[n]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) - { - const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback) - { - pcmd->UserCallback(cmd_list, pcmd); - } - else - { - const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; - ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId); - ctx->RSSetScissorRects(1, &r); - ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); - } - idx_offset += pcmd->ElemCount; - } - vtx_offset += cmd_list->VtxBuffer.size(); - } - - // Restore modified DX state - ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); - ctx->RSSetViewports(old.ViewportsCount, old.Viewports); - ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); - ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); - ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); - ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); - ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); - ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); - for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); - ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); - ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); - for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); - ctx->IASetPrimitiveTopology(old.PrimitiveTopology); - ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); - ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); - ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); -} - -IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) -{ - ImGuiIO& io = ImGui::GetIO(); - switch (msg) - { - case WM_LBUTTONDOWN: - io.MouseDown[0] = true; - return true; - case WM_LBUTTONUP: - io.MouseDown[0] = false; - return true; - case WM_RBUTTONDOWN: - io.MouseDown[1] = true; - return true; - case WM_RBUTTONUP: - io.MouseDown[1] = false; - return true; - case WM_MBUTTONDOWN: - io.MouseDown[2] = true; - return true; - case WM_MBUTTONUP: - io.MouseDown[2] = false; - return true; - case WM_MOUSEWHEEL: - io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f; - return true; - case WM_MOUSEMOVE: - io.MousePos.x = (signed short)(lParam); - io.MousePos.y = (signed short)(lParam >> 16); - return true; - case WM_KEYDOWN: - if (wParam < 256) - io.KeysDown[wParam] = 1; - return true; - case WM_KEYUP: - if (wParam < 256) - io.KeysDown[wParam] = 0; - return true; - case WM_CHAR: - // You can also use ToAscii()+GetKeyboardState() to retrieve characters. - if (wParam > 0 && wParam < 0x10000) - io.AddInputCharacter((unsigned short)wParam); - return true; - } - return 0; -} - -static void ImGui_ImplDX11_CreateFontsTexture() -{ - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Upload texture to graphics system - { - D3D11_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 1; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - - ID3D11Texture2D *pTexture = NULL; - D3D11_SUBRESOURCE_DATA subResource; - subResource.pSysMem = pixels; - subResource.SysMemPitch = desc.Width * 4; - subResource.SysMemSlicePitch = 0; - g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - - // Create texture view - D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; - ZeroMemory(&srvDesc, sizeof(srvDesc)); - srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = desc.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); - pTexture->Release(); - } - - // Store our identifier - io.Fonts->TexID = (void *)g_pFontTextureView; - - // Create texture sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; - desc.MipLODBias = 0.f; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0.f; - desc.MaxLOD = 0.f; - g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); - } -} - -bool ImGui_ImplDX11_CreateDeviceObjects() -{ - if (!g_pd3dDevice) - return false; - if (g_pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); - - // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) - // If you would like to use this DX11 sample code but remove this dependency you can: - // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution] - // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. - // See https://github.com/ocornut/imgui/pull/638 for sources and details. - - // Create the vertex shader - { - static const char* vertexShader = - "cbuffer vertexBuffer : register(b0) \ - {\ - float4x4 ProjectionMatrix; \ - };\ - struct VS_INPUT\ - {\ - float2 pos : POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - \ - PS_INPUT main(VS_INPUT input)\ - {\ - PS_INPUT output;\ - output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ - output.col = input.col;\ - output.uv = input.uv;\ - return output;\ - }"; - - D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); - if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) - return false; - - // Create the input layout - D3D11_INPUT_ELEMENT_DESC local_layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; - if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) - return false; - - // Create the constant buffer - { - D3D11_BUFFER_DESC desc; - desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); - desc.Usage = D3D11_USAGE_DYNAMIC; - desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - desc.MiscFlags = 0; - g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer); - } - } - - // Create the pixel shader - { - static const char* pixelShader = - "struct PS_INPUT\ - {\ - float4 pos : SV_POSITION;\ - float4 col : COLOR0;\ - float2 uv : TEXCOORD0;\ - };\ - sampler sampler0;\ - Texture2D texture0;\ - \ - float4 main(PS_INPUT input) : SV_Target\ - {\ - float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ - return out_col; \ - }"; - - D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); - if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! - return false; - if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) - return false; - } - - // Create the blending setup - { - D3D11_BLEND_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.AlphaToCoverageEnable = false; - desc.RenderTarget[0].BlendEnable = true; - desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; - desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; - desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; - desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; - desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; - g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState); - } - - // Create the rasterizer state - { - D3D11_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.FillMode = D3D11_FILL_SOLID; - desc.CullMode = D3D11_CULL_NONE; - desc.ScissorEnable = true; - desc.DepthClipEnable = true; - g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState); - } - - // Create depth-stencil State - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.DepthEnable = false; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - desc.DepthFunc = D3D11_COMPARISON_ALWAYS; - desc.StencilEnable = false; - desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; - desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; - desc.BackFace = desc.FrontFace; - g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); - } - - ImGui_ImplDX11_CreateFontsTexture(); - - return true; -} - -void ImGui_ImplDX11_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_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } - if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } - if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } - if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } - if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } - if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } - if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } - if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } -} - -bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context) -{ - g_hWnd = (HWND)hwnd; - g_pd3dDevice = device; - g_pd3dDeviceContext = device_context; - - 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_ImplDX11_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_ImplDX11_Shutdown() -{ - ImGui_ImplDX11_InvalidateDeviceObjects(); - ImGui::Shutdown(); - g_pd3dDevice = NULL; - g_pd3dDeviceContext = NULL; - g_hWnd = (HWND)0; -} - -void ImGui_ImplDX11_NewFrame() -{ - if (!g_pFontSampler) - ImGui_ImplDX11_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - - // Setup display size (every frame to accommodate for window resizing) - RECT rect; - GetClientRect(g_hWnd, &rect); - io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); - - // Setup time step - INT64 current_time; - QueryPerformanceCounter((LARGE_INTEGER *)¤t_time); - io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond; - g_Time = current_time; - - // Read keyboard modifiers inputs - io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0; - io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0; - io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0; - io.KeySuper = false; - // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events - // io.MousePos : filled by WM_MOUSEMOVE events - // io.MouseDown : filled by WM_*BUTTON* events - // io.MouseWheel : filled by WM_MOUSEWHEEL events - - // Hide OS mouse cursor if ImGui is drawing it - SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); - - // Start the frame - ImGui::NewFrame(); -} +// ImGui Win32 + DirectX11 binding
+// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+
+static HWND g_hWnd = 0;
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D11Buffer* g_pIB = NULL;
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11RasterizerState* g_pRasterizerState = NULL;
+static ID3D11BlendState* g_pBlendState = NULL;
+static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
+static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+ float mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
+{
+ ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
+
+ // Create and grow vertex/index buffers if needed
+ if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+ {
+ if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+ g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+ desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+ return;
+ }
+ if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+ {
+ if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+ g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+ D3D11_BUFFER_DESC desc;
+ memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+ desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
+ return;
+ }
+
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+ if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+ return;
+ if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
+ return;
+ ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
+ ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+ memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+ vtx_dst += cmd_list->VtxBuffer.size();
+ idx_dst += cmd_list->IdxBuffer.size();
+ }
+ ctx->Unmap(g_pVB, 0);
+ ctx->Unmap(g_pIB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mapped_resource;
+ if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
+ return;
+ VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
+ float L = 0.0f;
+ float R = ImGui::GetIO().DisplaySize.x;
+ float B = ImGui::GetIO().DisplaySize.y;
+ float T = 0.0f;
+ float mvp[4][4] =
+ {
+ { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
+ { 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.5f, 0.0f },
+ { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
+ };
+ memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
+ ctx->Unmap(g_pVertexConstantBuffer, 0);
+ }
+
+ // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
+ struct BACKUP_DX11_STATE
+ {
+ UINT ScissorRectsCount, ViewportsCount;
+ D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
+ ID3D11RasterizerState* RS;
+ ID3D11BlendState* BlendState;
+ FLOAT BlendFactor[4];
+ UINT SampleMask;
+ UINT StencilRef;
+ ID3D11DepthStencilState* DepthStencilState;
+ ID3D11ShaderResourceView* PSShaderResource;
+ ID3D11SamplerState* PSSampler;
+ ID3D11PixelShader* PS;
+ ID3D11VertexShader* VS;
+ UINT PSInstancesCount, VSInstancesCount;
+ ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
+ D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
+ ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
+ UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
+ DXGI_FORMAT IndexBufferFormat;
+ ID3D11InputLayout* InputLayout;
+ };
+ BACKUP_DX11_STATE old;
+ old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
+ ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
+ ctx->RSGetState(&old.RS);
+ ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
+ ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
+ ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
+ ctx->PSGetSamplers(0, 1, &old.PSSampler);
+ old.PSInstancesCount = old.VSInstancesCount = 256;
+ ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
+ ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
+ ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
+ ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
+ ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
+ ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
+ ctx->IAGetInputLayout(&old.InputLayout);
+
+ // Setup viewport
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+ vp.Width = ImGui::GetIO().DisplaySize.x;
+ vp.Height = ImGui::GetIO().DisplaySize.y;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = vp.TopLeftY = 0.0f;
+ ctx->RSSetViewports(1, &vp);
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(ImDrawVert);
+ unsigned int offset = 0;
+ ctx->IASetInputLayout(g_pInputLayout);
+ ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ ctx->VSSetShader(g_pVertexShader, NULL, 0);
+ ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+ ctx->PSSetShader(g_pPixelShader, NULL, 0);
+ ctx->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
+ ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
+ ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
+ ctx->RSSetState(g_pRasterizerState);
+
+ // Render command lists
+ int vtx_offset = 0;
+ int idx_offset = 0;
+ for (int n = 0; n < draw_data->CmdListsCount; n++)
+ {
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
+ for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
+ {
+ const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
+ if (pcmd->UserCallback)
+ {
+ pcmd->UserCallback(cmd_list, pcmd);
+ }
+ else
+ {
+ const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+ ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
+ ctx->RSSetScissorRects(1, &r);
+ ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+ }
+ idx_offset += pcmd->ElemCount;
+ }
+ vtx_offset += cmd_list->VtxBuffer.size();
+ }
+
+ // Restore modified DX state
+ ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
+ ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
+ ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
+ ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
+ ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
+ ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
+ ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
+ ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
+ for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
+ ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
+ ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
+ for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
+ ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
+ ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
+ ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
+ ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
+}
+
+IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ ImGuiIO& io = ImGui::GetIO();
+ switch (msg)
+ {
+ case WM_LBUTTONDOWN:
+ io.MouseDown[0] = true;
+ return true;
+ case WM_LBUTTONUP:
+ io.MouseDown[0] = false;
+ return true;
+ case WM_RBUTTONDOWN:
+ io.MouseDown[1] = true;
+ return true;
+ case WM_RBUTTONUP:
+ io.MouseDown[1] = false;
+ return true;
+ case WM_MBUTTONDOWN:
+ io.MouseDown[2] = true;
+ return true;
+ case WM_MBUTTONUP:
+ io.MouseDown[2] = false;
+ return true;
+ case WM_MOUSEWHEEL:
+ io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+ return true;
+ case WM_MOUSEMOVE:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam < 256)
+ io.KeysDown[wParam] = 0;
+ return true;
+ case WM_CHAR:
+ // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+ if (wParam > 0 && wParam < 0x10000)
+ io.AddInputCharacter((unsigned short)wParam);
+ return true;
+ }
+ return 0;
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+ // Build texture atlas
+ ImGuiIO& io = ImGui::GetIO();
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Upload texture to graphics system
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = width;
+ desc.Height = height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.SampleDesc.Count = 1;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = desc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
+
+ // Create texture view
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ ZeroMemory(&srvDesc, sizeof(srvDesc));
+ srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ srvDesc.Texture2D.MipLevels = desc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+ pTexture->Release();
+ }
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)g_pFontTextureView;
+
+ // Create texture sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.MipLODBias = 0.f;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0.f;
+ desc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+ }
+}
+
+bool ImGui_ImplDX11_CreateDeviceObjects()
+{
+ if (!g_pd3dDevice)
+ return false;
+ if (g_pFontSampler)
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+
+ // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
+ // If you would like to use this DX11 sample code but remove this dependency you can:
+ // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
+ // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
+ // See https://github.com/ocornut/imgui/pull/638 for sources and details.
+
+ // Create the vertex shader
+ {
+ static const char* vertexShader =
+ "cbuffer vertexBuffer : register(b0) \
+ {\
+ float4x4 ProjectionMatrix; \
+ };\
+ struct VS_INPUT\
+ {\
+ float2 pos : POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ \
+ PS_INPUT main(VS_INPUT input)\
+ {\
+ PS_INPUT output;\
+ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
+ output.col = input.col;\
+ output.uv = input.uv;\
+ return output;\
+ }";
+
+ D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+ if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return false;
+
+ // Create the input layout
+ D3D11_INPUT_ELEMENT_DESC local_layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+ return false;
+
+ // Create the constant buffer
+ {
+ D3D11_BUFFER_DESC desc;
+ desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ desc.MiscFlags = 0;
+ g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
+ }
+ }
+
+ // Create the pixel shader
+ {
+ static const char* pixelShader =
+ "struct PS_INPUT\
+ {\
+ float4 pos : SV_POSITION;\
+ float4 col : COLOR0;\
+ float2 uv : TEXCOORD0;\
+ };\
+ sampler sampler0;\
+ Texture2D texture0;\
+ \
+ float4 main(PS_INPUT input) : SV_Target\
+ {\
+ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return false;
+ }
+
+ // Create the blending setup
+ {
+ D3D11_BLEND_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.AlphaToCoverageEnable = false;
+ desc.RenderTarget[0].BlendEnable = true;
+ desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+ desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+ g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
+ }
+
+ // Create the rasterizer state
+ {
+ D3D11_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ desc.ScissorEnable = true;
+ desc.DepthClipEnable = true;
+ g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+ }
+
+ // Create depth-stencil State
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.DepthEnable = false;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ desc.StencilEnable = false;
+ desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+ desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+ desc.BackFace = desc.FrontFace;
+ g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
+ }
+
+ ImGui_ImplDX11_CreateFontsTexture();
+
+ return true;
+}
+
+void ImGui_ImplDX11_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_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
+ if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+ if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+ if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+ if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+ if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+ if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+ if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+ g_hWnd = (HWND)hwnd;
+ g_pd3dDevice = device;
+ g_pd3dDeviceContext = device_context;
+
+ 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_ImplDX11_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_ImplDX11_Shutdown()
+{
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ ImGui::Shutdown();
+ g_pd3dDevice = NULL;
+ g_pd3dDeviceContext = NULL;
+ g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+ if (!g_pFontSampler)
+ ImGui_ImplDX11_CreateDeviceObjects();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Setup display size (every frame to accommodate for window resizing)
+ RECT rect;
+ GetClientRect(g_hWnd, &rect);
+ io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+ // Setup time step
+ INT64 current_time;
+ QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
+ io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+ g_Time = current_time;
+
+ // Read keyboard modifiers inputs
+ io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+ io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+ io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+ io.KeySuper = false;
+ // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+ // io.MousePos : filled by WM_MOUSEMOVE events
+ // io.MouseDown : filled by WM_*BUTTON* events
+ // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+ // Hide OS mouse cursor if ImGui is drawing it
+ SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/samples/SampleBase/ui/imgui_impl_dx11.h b/samples/SampleBase/ui/imgui_impl_dx11.h index 7d6f710..771f5a5 100644..100755 --- a/samples/SampleBase/ui/imgui_impl_dx11.h +++ b/samples/SampleBase/ui/imgui_impl_dx11.h @@ -1,25 +1,25 @@ -// ImGui Win32 + DirectX11 binding -// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. - -// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. -// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). -// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. -// https://github.com/ocornut/imgui - -struct ID3D11Device; -struct ID3D11DeviceContext; - -IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context); -IMGUI_API void ImGui_ImplDX11_Shutdown(); -IMGUI_API void ImGui_ImplDX11_NewFrame(); - -// Use if you want to reset your rendering device without losing ImGui state. -IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects(); -IMGUI_API bool ImGui_ImplDX11_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_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); -*/ +// ImGui Win32 + DirectX11 binding
+// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
+
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_API void ImGui_ImplDX11_Shutdown();
+IMGUI_API void ImGui_ImplDX11_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_API bool ImGui_ImplDX11_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_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
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