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authormtamis <[email protected]>2017-02-28 18:24:59 +0100
committermtamis <[email protected]>2017-02-28 18:24:59 +0100
commit5581909a4d19db97304449f66404ff99a0429d3f (patch)
treea90f7eb85c095a8aba45cf5e909c82c1cdbed77d /NvCloth/samples/SampleBase/ui
parentFix cmake visual studio project generation (locate_gw_root.bat) (diff)
downloadnvcloth-5581909a4d19db97304449f66404ff99a0429d3f.tar.xz
nvcloth-5581909a4d19db97304449f66404ff99a0429d3f.zip
Add visual samples.
Diffstat (limited to 'NvCloth/samples/SampleBase/ui')
-rw-r--r--NvCloth/samples/SampleBase/ui/CommonUIController.cpp467
-rw-r--r--NvCloth/samples/SampleBase/ui/CommonUIController.h91
-rw-r--r--NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp583
-rw-r--r--NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h25
4 files changed, 1166 insertions, 0 deletions
diff --git a/NvCloth/samples/SampleBase/ui/CommonUIController.cpp b/NvCloth/samples/SampleBase/ui/CommonUIController.cpp
new file mode 100644
index 0000000..0c0cac8
--- /dev/null
+++ b/NvCloth/samples/SampleBase/ui/CommonUIController.cpp
@@ -0,0 +1,467 @@
+/*
+* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
+
+#include "CommonUIController.h"
+
+#include "Renderer.h"
+#include "SceneController.h"
+#include "SampleController.h"
+#include "SampleProfiler.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();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Stats
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ if (ImGui::CollapsingHeader("Stats"))
+ {
+ // 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();
+
+#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"))
+ {
+ // 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();
+ }
+
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // 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("Restart - R");
+ }
+
+ ImGui::PopItemWidth();
+ }
+ ImGui::End();
+
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ // Mode Text
+ ///////////////////////////////////////////////////////////////////////////////////////////
+ /*{
+ ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4());
+ ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0,0));
+
+ const char* text = "CENTERED TEXT, REMOVE ME";
+ 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/NvCloth/samples/SampleBase/ui/CommonUIController.h b/NvCloth/samples/SampleBase/ui/CommonUIController.h
new file mode 100644
index 0000000..47953b7
--- /dev/null
+++ b/NvCloth/samples/SampleBase/ui/CommonUIController.h
@@ -0,0 +1,91 @@
+/*
+* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
+*
+* NVIDIA CORPORATION and its licensors retain all intellectual property
+* and proprietary rights in and to this software, 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.
+*/
+
+#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();
+ }
+
+ 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/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp
new file mode 100644
index 0000000..11f66f0
--- /dev/null
+++ b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.cpp
@@ -0,0 +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();
+}
diff --git a/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h
new file mode 100644
index 0000000..7d6f710
--- /dev/null
+++ b/NvCloth/samples/SampleBase/ui/imgui_impl_dx11.h
@@ -0,0 +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);
+*/