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Diffstat (limited to 'samples/D3D12/external/imgui/examples/directx12_example/main.cpp')
-rw-r--r--samples/D3D12/external/imgui/examples/directx12_example/main.cpp225
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diff --git a/samples/D3D12/external/imgui/examples/directx12_example/main.cpp b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
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+++ b/samples/D3D12/external/imgui/examples/directx12_example/main.cpp
@@ -0,0 +1,225 @@
+// ImGui - standalone example application for DirectX 11
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static IDXGISwapChain* g_pSwapChain = NULL;
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+ DXGI_SWAP_CHAIN_DESC sd;
+ g_pSwapChain->GetDesc(&sd);
+
+ // Create the render target
+ ID3D11Texture2D* pBackBuffer;
+ D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+ ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+ render_target_view_desc.Format = sd.BufferDesc.Format;
+ render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
+ g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+ g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+ pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+ if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+ // Setup swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ {
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 2;
+ sd.BufferDesc.Width = 0;
+ sd.BufferDesc.Height = 0;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+ }
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+ D3D_FEATURE_LEVEL featureLevel;
+ const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
+ return E_FAIL;
+
+ // Setup rasterizer
+ {
+ D3D11_RASTERIZER_DESC RSDesc;
+ memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+ RSDesc.FillMode = D3D11_FILL_SOLID;
+ RSDesc.CullMode = D3D11_CULL_NONE;
+ RSDesc.FrontCounterClockwise = FALSE;
+ RSDesc.DepthBias = 0;
+ RSDesc.SlopeScaledDepthBias = 0.0f;
+ RSDesc.DepthBiasClamp = 0;
+ RSDesc.DepthClipEnable = TRUE;
+ RSDesc.ScissorEnable = TRUE;
+ RSDesc.AntialiasedLineEnable = FALSE;
+ RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+ ID3D11RasterizerState* pRState = NULL;
+ g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+ g_pd3dDeviceContext->RSSetState(pRState);
+ pRState->Release();
+ }
+
+ CreateRenderTarget();
+
+ return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+ CleanupRenderTarget();
+ if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+ if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
+ if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+ {
+ ImGui_ImplDX11_InvalidateDeviceObjects();
+ CleanupRenderTarget();
+ g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+ CreateRenderTarget();
+ ImGui_ImplDX11_CreateDeviceObjects();
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ return 0;
+ }
+ return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
+ RegisterClassEx(&wc);
+ HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (CreateDeviceD3D(hwnd) < 0)
+ {
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+ return 1;
+ }
+
+ // Show the window
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
+
+ // Setup ImGui binding
+ ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+
+ // Load Fonts
+ // (see extra_fonts/README.txt for more details)
+ //ImGuiIO& io = ImGui::GetIO();
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+ //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+ // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
+ //ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
+ //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
+
+ bool show_test_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_col = ImColor(114, 144, 154);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ continue;
+ }
+ ImGui_ImplDX11_NewFrame();
+
+ // 1. Show a simple window
+ // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+ {
+ static float f = 0.0f;
+ ImGui::Text("Hello, world!");
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+ ImGui::ColorEdit3("clear color", (float*)&clear_col);
+ if (ImGui::Button("Test Window")) show_test_window ^= 1;
+ if (ImGui::Button("Another Window")) show_another_window ^= 1;
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ }
+
+ // 2. Show another simple window, this time using an explicit Begin/End pair
+ if (show_another_window)
+ {
+ ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+ ImGui::Begin("Another Window", &show_another_window);
+ ImGui::Text("Hello");
+ ImGui::End();
+ }
+
+ // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+ if (show_test_window)
+ {
+ ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+ ImGui::ShowTestWindow(&show_test_window);
+ }
+
+ // Rendering
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+ ImGui::Render();
+ g_pSwapChain->Present(0, 0);
+ }
+
+ ImGui_ImplDX11_Shutdown();
+ CleanupDeviceD3D();
+ UnregisterClass(L"ImGui Example", wc.hInstance);
+
+ return 0;
+}