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path: root/samples/SampleBase/ui/imgui_impl_dx11.cpp
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Diffstat (limited to 'samples/SampleBase/ui/imgui_impl_dx11.cpp')
-rwxr-xr-x[-rw-r--r--]samples/SampleBase/ui/imgui_impl_dx11.cpp1166
1 files changed, 583 insertions, 583 deletions
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 *)&current_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 *)&current_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();
+}