mirror of
https://github.com/ocornut/imgui.git
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Added DirectX11 example application (code is too long!)
This commit is contained in:
parent
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82
examples/directx11_example/directx11_example.vcxproj
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82
examples/directx11_example/directx11_example.vcxproj
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|||||||
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<?xml version="1.0" encoding="utf-8"?>
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||||||
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||||
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<ItemGroup Label="ProjectConfigurations">
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||||||
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<ProjectConfiguration Include="Debug|Win32">
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||||||
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<Configuration>Debug</Configuration>
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||||||
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<Platform>Win32</Platform>
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||||||
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</ProjectConfiguration>
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||||||
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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||||||
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<Platform>Win32</Platform>
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||||||
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</ProjectConfiguration>
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||||||
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</ItemGroup>
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||||||
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<PropertyGroup Label="Globals">
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<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
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<RootNamespace>directx11_example</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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||||||
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<PlatformToolset>v110</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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<ClInclude Include="..\..\imgui.h" />
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<ClInclude Include="..\..\stb_textedit.h" />
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<ClInclude Include="..\shared\stb_image.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\LICENSE" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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38
examples/directx11_example/directx11_example.vcxproj.filters
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38
examples/directx11_example/directx11_example.vcxproj.filters
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Filter Include="imgui">
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<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
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</Filter>
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<Filter Include="sources">
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<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\imgui.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\..\stb_textedit.h">
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<Filter>imgui</Filter>
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</ClInclude>
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<ClInclude Include="..\shared\stb_image.h">
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<Filter>sources</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\imgui.cpp">
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<Filter>imgui</Filter>
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</ClCompile>
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<ClCompile Include="main.cpp">
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<Filter>sources</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\LICENSE">
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<Filter>imgui</Filter>
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</None>
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</ItemGroup>
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</Project>
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627
examples/directx11_example/main.cpp
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627
examples/directx11_example/main.cpp
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#include <windows.h>
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#include <imm.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // for .png loading
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#include "../../imgui.h"
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// DirectX
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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extern const char* vertexShader; // Implemented at the bottom
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extern const char* pixelShader;
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static HWND hWnd;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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static IDXGISwapChain* g_pSwapChain = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11RenderTargetView* g_mainRenderTargetView;
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static ID3D10Blob * g_pVertexShaderBlob = NULL;
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static ID3D11VertexShader* g_pVertexShader = NULL;
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static ID3D11InputLayout* g_pInputLayout = NULL;
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static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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struct CUSTOMVERTEX
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{
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float pos[2];
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float uv[2];
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unsigned int col;
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};
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struct VERTEX_CONSTANT_BUFFER
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{
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float mvp[4][4];
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};
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
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// If text or lines are blurry when integrating ImGui in your engine:
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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total_vtx_count += cmd_lists[n]->vtx_buffer.size();
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if (total_vtx_count == 0)
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return;
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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return;
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CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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vtx_dst->pos[0] = vtx_src->pos.x;
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vtx_dst->pos[1] = vtx_src->pos.y;
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vtx_dst->uv[0] = vtx_src->uv.x;
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vtx_dst->uv[1] = vtx_src->uv.y;
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vtx_dst->col = vtx_src->col;
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vtx_dst++;
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vtx_src++;
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}
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}
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g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
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// Setup orthographic projection matrix into our constant buffer
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{
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
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const float L = 0.5f;
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const float R = ImGui::GetIO().DisplaySize.x + 0.5f;
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const float B = ImGui::GetIO().DisplaySize.y + 0.5f;
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const float T = 0.5f;
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
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{ 0.0f, 0.0f, 0.5f, 0.0f }, // -1.0f
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, // 0.0f
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};
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
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g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
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}
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// Setup viewport
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{
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D3D11_VIEWPORT vp;
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memset(&vp, 0, sizeof(D3D11_VIEWPORT));
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vp.Width = ImGui::GetIO().DisplaySize.x;
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vp.Height = ImGui::GetIO().DisplaySize.y;
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vp.MinDepth = 0.0f;
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vp.MaxDepth = 1.0f;
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vp.TopLeftX = 0;
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vp.TopLeftY = 0;
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g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
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}
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// Bind shader and vertex buffers
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g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
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unsigned int stride = sizeof(CUSTOMVERTEX);
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unsigned int offset = 0;
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g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
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g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
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g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
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g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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const UINT sampleMask = 0xffffffff;
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g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask);
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// Render command lists
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
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g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
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g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
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vtx_offset += pcmd->vtx_count;
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}
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}
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// Restore modified state
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g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
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g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
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g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
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}
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HRESULT InitD3D(HWND hWnd)
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{
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IDXGIFactory1* pFactory = NULL;
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CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory);
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DXGI_SWAP_CHAIN_DESC sd;
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// Setup the swap chain
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{
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// Setup swap chain
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ZeroMemory(&sd, sizeof(sd));
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sd.BufferCount = 2;
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sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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}
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UINT createDeviceFlags = 0;
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#ifdef _DEBUG
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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#endif
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D3D_FEATURE_LEVEL featureLevel;
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const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
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return E_FAIL;
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// Setup rasterizer
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{
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D3D11_RASTERIZER_DESC RSDesc;
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
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RSDesc.FillMode = D3D11_FILL_SOLID;
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RSDesc.CullMode = D3D11_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp = 0;
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||||||
|
RSDesc.DepthClipEnable = TRUE;
|
||||||
|
RSDesc.ScissorEnable = TRUE;
|
||||||
|
RSDesc.AntialiasedLineEnable = FALSE;
|
||||||
|
if (sd.SampleDesc.Count > 1)
|
||||||
|
RSDesc.MultisampleEnable = TRUE;
|
||||||
|
else
|
||||||
|
RSDesc.MultisampleEnable = FALSE;
|
||||||
|
|
||||||
|
ID3D11RasterizerState* g_pRState = NULL;
|
||||||
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState);
|
||||||
|
g_pd3dDeviceImmediateContext->RSSetState(g_pRState);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the render target
|
||||||
|
{
|
||||||
|
ID3D11Texture2D* g_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*)&g_pBackBuffer);
|
||||||
|
g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||||
|
|
||||||
|
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
ID3D10Blob * pErrorBlob;
|
||||||
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob);
|
||||||
|
|
||||||
|
if (g_pVertexShaderBlob == NULL)
|
||||||
|
{
|
||||||
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer();
|
||||||
|
pErrorBlob->Release();
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
if (pErrorBlob)
|
||||||
|
pErrorBlob->Release();
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Create the constant buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC cbDesc;
|
||||||
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||||
|
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
cbDesc.MiscFlags = 0;
|
||||||
|
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader
|
||||||
|
{
|
||||||
|
ID3D10Blob * pErrorBlob;
|
||||||
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob);
|
||||||
|
|
||||||
|
if (g_pPixelShaderBlob == NULL)
|
||||||
|
{
|
||||||
|
const char* pError = (const char*)pErrorBlob->GetBufferPointer();
|
||||||
|
pErrorBlob->Release();
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
if (pErrorBlob)
|
||||||
|
pErrorBlob->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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_blendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
switch (msg)
|
||||||
|
{
|
||||||
|
case WM_LBUTTONDOWN:
|
||||||
|
io.MouseDown[0] = true;
|
||||||
|
return true;
|
||||||
|
case WM_LBUTTONUP:
|
||||||
|
io.MouseDown[0] = false;
|
||||||
|
return true;
|
||||||
|
case WM_RBUTTONDOWN:
|
||||||
|
io.MouseDown[1] = true;
|
||||||
|
return true;
|
||||||
|
case WM_RBUTTONUP:
|
||||||
|
io.MouseDown[1] = false;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEWHEEL:
|
||||||
|
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEMOVE:
|
||||||
|
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
|
io.MousePos.x = (signed short)(lParam);
|
||||||
|
io.MousePos.y = (signed short)(lParam >> 16);
|
||||||
|
return true;
|
||||||
|
case WM_CHAR:
|
||||||
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||||
|
if (wParam > 0 && wParam < 0x10000)
|
||||||
|
io.AddInputCharacter((unsigned short)wParam);
|
||||||
|
return true;
|
||||||
|
case WM_DESTROY:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
|
||||||
|
static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
|
||||||
|
{
|
||||||
|
if (HIMC himc = ImmGetContext(hWnd))
|
||||||
|
{
|
||||||
|
COMPOSITIONFORM cf;
|
||||||
|
cf.ptCurrentPos.x = x;
|
||||||
|
cf.ptCurrentPos.y = y;
|
||||||
|
cf.dwStyle = CFS_FORCE_POSITION;
|
||||||
|
ImmSetCompositionWindow(himc, &cf);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitImGui()
|
||||||
|
{
|
||||||
|
RECT rect;
|
||||||
|
GetClientRect(hWnd, &rect);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
|
||||||
|
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
|
||||||
|
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
|
||||||
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||||
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||||
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||||
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||||
|
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
||||||
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||||
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||||
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||||
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||||
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||||
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_A] = 'A';
|
||||||
|
io.KeyMap[ImGuiKey_C] = 'C';
|
||||||
|
io.KeyMap[ImGuiKey_V] = 'V';
|
||||||
|
io.KeyMap[ImGuiKey_X] = 'X';
|
||||||
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||||
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||||
|
|
||||||
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
|
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
|
||||||
|
|
||||||
|
// Create the vertex buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC bufferDesc;
|
||||||
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||||
|
|
||||||
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
|
||||||
|
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
bufferDesc.MiscFlags = 0;
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
|
||||||
|
{
|
||||||
|
IM_ASSERT(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load font texture
|
||||||
|
// Default font (embedded in code)
|
||||||
|
const void* png_data;
|
||||||
|
unsigned int png_size;
|
||||||
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||||
|
int tex_x, tex_y, tex_comp;
|
||||||
|
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
||||||
|
IM_ASSERT(tex_data != NULL);
|
||||||
|
|
||||||
|
{
|
||||||
|
D3D11_TEXTURE2D_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Width = tex_x;
|
||||||
|
desc.Height = tex_y;
|
||||||
|
desc.MipLevels = 1;
|
||||||
|
desc.ArraySize = 1;
|
||||||
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
desc.SampleDesc.Count = 1;
|
||||||
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
desc.CPUAccessFlags = 0;
|
||||||
|
|
||||||
|
ID3D11Texture2D *pTexture = NULL;
|
||||||
|
D3D11_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = tex_data;
|
||||||
|
subResource.SysMemPitch = tex_x * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||||
|
|
||||||
|
// create texture view
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||||
|
}
|
||||||
|
|
||||||
|
// create texture sampler
|
||||||
|
{
|
||||||
|
D3D11_SAMPLER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.MipLODBias = 0.f;
|
||||||
|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.MinLOD = 0.f;
|
||||||
|
desc.MaxLOD = 0.f;
|
||||||
|
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
INT64 ticks_per_second = 0;
|
||||||
|
INT64 time = 0;
|
||||||
|
|
||||||
|
void UpdateImGui()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup timestep
|
||||||
|
INT64 current_time;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||||
|
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
|
||||||
|
time = current_time;
|
||||||
|
|
||||||
|
// Setup inputs
|
||||||
|
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||||
|
BYTE keystate[256];
|
||||||
|
GetKeyboardState(keystate);
|
||||||
|
for (int i = 0; i < 256; i++)
|
||||||
|
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
||||||
|
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
||||||
|
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
||||||
|
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||||
|
// io.MouseDown : filled by WM_*BUTTON* events
|
||||||
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||||
|
{
|
||||||
|
// Register the window class
|
||||||
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "ImGui Example", NULL };
|
||||||
|
RegisterClassEx(&wc);
|
||||||
|
|
||||||
|
// Create the application's window
|
||||||
|
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
||||||
|
return 1;
|
||||||
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
// Initialize Direct3D
|
||||||
|
if (InitD3D(hWnd) < 0)
|
||||||
|
{
|
||||||
|
UnregisterClass("ImGui Example", wc.hInstance);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show the window
|
||||||
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||||
|
UpdateWindow(hWnd);
|
||||||
|
|
||||||
|
InitImGui();
|
||||||
|
|
||||||
|
// Enter the message loop
|
||||||
|
MSG msg;
|
||||||
|
ZeroMemory(&msg, sizeof(msg));
|
||||||
|
while (msg.message != WM_QUIT)
|
||||||
|
{
|
||||||
|
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||||
|
{
|
||||||
|
TranslateMessage(&msg);
|
||||||
|
DispatchMessage(&msg);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateImGui();
|
||||||
|
|
||||||
|
static bool show_test_window = true;
|
||||||
|
static bool show_another_window = false;
|
||||||
|
|
||||||
|
// 1. Show a simple window
|
||||||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
{
|
||||||
|
static float f;
|
||||||
|
ImGui::Text("Hello, world!");
|
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
|
show_test_window ^= ImGui::Button("Test Window");
|
||||||
|
show_another_window ^= ImGui::Button("Another Window");
|
||||||
|
|
||||||
|
// Calculate and show frame rate
|
||||||
|
static float ms_per_frame[120] = { 0 };
|
||||||
|
static int ms_per_frame_idx = 0;
|
||||||
|
static float ms_per_frame_accum = 0.0f;
|
||||||
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
||||||
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
||||||
|
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
|
ImGui::Text("Hello");
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window)
|
||||||
|
{
|
||||||
|
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||||
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
|
||||||
|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
|
||||||
|
ImGui::Render();
|
||||||
|
g_pSwapChain->Present(0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::Shutdown();
|
||||||
|
|
||||||
|
UnregisterClass("ImGui Example", wc.hInstance);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static const char* vertexShader = "\
|
||||||
|
cbuffer vertexBuffer : register(c0) \
|
||||||
|
{\
|
||||||
|
float4x4 ProjectionMatrix; \
|
||||||
|
};\
|
||||||
|
struct VS_INPUT\
|
||||||
|
{\
|
||||||
|
float2 pos : POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
PS_INPUT main(VS_INPUT input)\
|
||||||
|
{\
|
||||||
|
PS_INPUT output;\
|
||||||
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||||
|
output.col = input.col;\
|
||||||
|
output.uv = input.uv;\
|
||||||
|
return output;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
static const char* pixelShader = "\
|
||||||
|
struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
sampler sampler0;\
|
||||||
|
Texture2D texture0;\
|
||||||
|
\
|
||||||
|
float4 main(PS_INPUT input) : SV_Target\
|
||||||
|
{\
|
||||||
|
float4 out_col = texture0.Sample(sampler0, input.uv);\
|
||||||
|
return input.col * out_col;\
|
||||||
|
}";
|
@ -46,7 +46,7 @@
|
|||||||
<Link>
|
<Link>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
|
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<SubSystem>
|
<SubSystem>
|
||||||
</SubSystem>
|
</SubSystem>
|
||||||
</Link>
|
</Link>
|
||||||
@ -64,7 +64,7 @@
|
|||||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
|
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
<SubSystem>
|
<SubSystem>
|
||||||
</SubSystem>
|
</SubSystem>
|
||||||
</Link>
|
</Link>
|
||||||
|
@ -1,10 +1,11 @@
|
|||||||
#include <windows.h>
|
#include <windows.h>
|
||||||
#include <imm.h>
|
#include <imm.h>
|
||||||
#include <mmsystem.h>
|
#include "../../imgui.h"
|
||||||
|
|
||||||
|
// DirectX
|
||||||
#include <d3dx9.h>
|
#include <d3dx9.h>
|
||||||
#define DIRECTINPUT_VERSION 0x0800
|
#define DIRECTINPUT_VERSION 0x0800
|
||||||
#include <dinput.h>
|
#include <dinput.h>
|
||||||
#include "../../imgui.h"
|
|
||||||
|
|
||||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
|
||||||
|
|
||||||
@ -15,9 +16,9 @@ static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
|
|||||||
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
|
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
|
||||||
struct CUSTOMVERTEX
|
struct CUSTOMVERTEX
|
||||||
{
|
{
|
||||||
D3DXVECTOR3 position;
|
D3DXVECTOR3 pos;
|
||||||
D3DCOLOR color;
|
D3DCOLOR col;
|
||||||
float tu, tv;
|
D3DXVECTOR2 uv;
|
||||||
};
|
};
|
||||||
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
|
||||||
|
|
||||||
@ -43,12 +44,12 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
|
|||||||
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
||||||
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
||||||
{
|
{
|
||||||
vtx_dst->position.x = vtx_src->pos.x;
|
vtx_dst->pos.x = vtx_src->pos.x;
|
||||||
vtx_dst->position.y = vtx_src->pos.y;
|
vtx_dst->pos.y = vtx_src->pos.y;
|
||||||
vtx_dst->position.z = 0.0f;
|
vtx_dst->pos.z = 0.0f;
|
||||||
vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
|
||||||
vtx_dst->tu = vtx_src->uv.x;
|
vtx_dst->uv.x = vtx_src->uv.x;
|
||||||
vtx_dst->tv = vtx_src->uv.y;
|
vtx_dst->uv.y = vtx_src->uv.y;
|
||||||
vtx_dst++;
|
vtx_dst++;
|
||||||
vtx_src++;
|
vtx_src++;
|
||||||
}
|
}
|
||||||
@ -154,7 +155,6 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||||||
io.MouseDown[1] = false;
|
io.MouseDown[1] = false;
|
||||||
return true;
|
return true;
|
||||||
case WM_MOUSEWHEEL:
|
case WM_MOUSEWHEEL:
|
||||||
// Mouse wheel uses integer on Windows
|
|
||||||
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||||
return true;
|
return true;
|
||||||
case WM_MOUSEMOVE:
|
case WM_MOUSEMOVE:
|
||||||
|
@ -5,6 +5,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_ex
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Win32 = Debug|Win32
|
Debug|Win32 = Debug|Win32
|
||||||
@ -19,6 +21,10 @@ Global
|
|||||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
|
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
|
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
|
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
|
||||||
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||||
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||||
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||||
|
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
@ -4,7 +4,7 @@
|
|||||||
#include <Imm.h>
|
#include <Imm.h>
|
||||||
#endif
|
#endif
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include "stb_image.h" // for .png loading
|
#include "../shared/stb_image.h" // for .png loading
|
||||||
#include "../../imgui.h"
|
#include "../../imgui.h"
|
||||||
|
|
||||||
// glew & glfw
|
// glew & glfw
|
||||||
@ -77,11 +77,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
|
|||||||
vtx_offset += pcmd->vtx_count;
|
vtx_offset += pcmd->vtx_count;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
glDisableClientState(GL_COLOR_ARRAY);
|
glDisableClientState(GL_COLOR_ARRAY);
|
||||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
glDisableClientState(GL_VERTEX_ARRAY);
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||||||
|
|
||||||
// Restore modified state
|
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glPopMatrix();
|
glPopMatrix();
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
|
@ -75,7 +75,7 @@
|
|||||||
<ClInclude Include="..\..\imconfig.h" />
|
<ClInclude Include="..\..\imconfig.h" />
|
||||||
<ClInclude Include="..\..\imgui.h" />
|
<ClInclude Include="..\..\imgui.h" />
|
||||||
<ClInclude Include="..\..\stb_textedit.h" />
|
<ClInclude Include="..\..\stb_textedit.h" />
|
||||||
<ClInclude Include="stb_image.h" />
|
<ClInclude Include="..\shared\stb_image.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="..\..\LICENSE" />
|
<None Include="..\..\LICENSE" />
|
||||||
|
@ -18,9 +18,6 @@
|
|||||||
</ClCompile>
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="stb_image.h">
|
|
||||||
<Filter>sources</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="..\..\imconfig.h">
|
<ClInclude Include="..\..\imconfig.h">
|
||||||
<Filter>imgui</Filter>
|
<Filter>imgui</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
@ -30,6 +27,9 @@
|
|||||||
<ClInclude Include="..\..\stb_textedit.h">
|
<ClInclude Include="..\..\stb_textedit.h">
|
||||||
<Filter>imgui</Filter>
|
<Filter>imgui</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\shared\stb_image.h">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="..\..\LICENSE">
|
<None Include="..\..\LICENSE">
|
||||||
|
3
examples/shared/README.txt
Normal file
3
examples/shared/README.txt
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
stb_image.h is used to load the PNG texture data by
|
||||||
|
opengl_example
|
||||||
|
directx11_example
|
Loading…
Reference in New Issue
Block a user