mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-14 19:17:48 +01:00
623 lines
27 KiB
C++
623 lines
27 KiB
C++
// ImGui Win32 + DirectX11 binding
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// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include <imgui.h>
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#include "imgui_impl_dx11.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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// Data
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static HWND g_hWnd = 0;
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static ID3D11Device* g_pd3dDevice = NULL;
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static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static ID3D11Buffer* g_pVB = NULL;
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static ID3D11Buffer* g_pIB = NULL;
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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 ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11RasterizerState* g_pRasterizerState = NULL;
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static ID3D11BlendState* g_pBlendState = NULL;
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static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
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static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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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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void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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{
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ID3D11DeviceContext* ctx = g_pd3dDeviceContext;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return;
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}
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if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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{
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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return;
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}
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// Copy and convert all vertices into a single contiguous buffer
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D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
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if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
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return;
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if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
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return;
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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vtx_dst += cmd_list->VtxBuffer.Size;
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idx_dst += cmd_list->IdxBuffer.Size;
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}
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ctx->Unmap(g_pVB, 0);
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ctx->Unmap(g_pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
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float L = 0.0f;
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float R = ImGui::GetIO().DisplaySize.x;
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float B = ImGui::GetIO().DisplaySize.y;
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float T = 0.0f;
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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 },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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ctx->Unmap(g_pVertexConstantBuffer, 0);
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX11_STATE
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{
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UINT ScissorRectsCount, ViewportsCount;
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D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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ID3D11RasterizerState* RS;
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ID3D11BlendState* BlendState;
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FLOAT BlendFactor[4];
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UINT SampleMask;
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UINT StencilRef;
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ID3D11DepthStencilState* DepthStencilState;
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ID3D11ShaderResourceView* PSShaderResource;
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ID3D11SamplerState* PSSampler;
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ID3D11PixelShader* PS;
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ID3D11VertexShader* VS;
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UINT PSInstancesCount, VSInstancesCount;
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ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
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D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
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ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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DXGI_FORMAT IndexBufferFormat;
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ID3D11InputLayout* InputLayout;
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};
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BACKUP_DX11_STATE old;
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old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
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ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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ctx->RSGetState(&old.RS);
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ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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ctx->PSGetSamplers(0, 1, &old.PSSampler);
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old.PSInstancesCount = old.VSInstancesCount = 256;
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ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
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ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
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ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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ctx->IAGetInputLayout(&old.InputLayout);
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// Setup viewport
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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 = vp.TopLeftY = 0.0f;
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ctx->RSSetViewports(1, &vp);
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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ctx->IASetInputLayout(g_pInputLayout);
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ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx->VSSetShader(g_pVertexShader, NULL, 0);
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ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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ctx->PSSetShader(g_pPixelShader, NULL, 0);
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ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
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ctx->RSSetState(g_pRasterizerState);
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// Render command lists
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int vtx_offset = 0;
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int idx_offset = 0;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
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ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
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ctx->RSSetScissorRects(1, &r);
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ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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}
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idx_offset += pcmd->ElemCount;
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}
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vtx_offset += cmd_list->VtxBuffer.Size;
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}
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// Restore modified DX state
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ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
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for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
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ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
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ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
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ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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}
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static bool IsAnyMouseButtonDown()
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{
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ImGuiIO& io = ImGui::GetIO();
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for (int n = 0; n < IM_ARRAYSIZE(io.MouseDown); n++)
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if (io.MouseDown[n])
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return true;
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return false;
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}
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// Process Win32 mouse/keyboard inputs.
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
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// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
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IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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ImGuiIO& io = ImGui::GetIO();
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switch (msg)
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{
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case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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{
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int button = 0;
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if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
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if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
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if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
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if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
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SetCapture(hwnd);
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io.MouseDown[button] = true;
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return 0;
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}
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case WM_LBUTTONUP:
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case WM_RBUTTONUP:
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case WM_MBUTTONUP:
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{
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int button = 0;
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if (msg == WM_LBUTTONUP) button = 0;
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if (msg == WM_RBUTTONUP) button = 1;
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if (msg == WM_MBUTTONUP) button = 2;
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io.MouseDown[button] = false;
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if (!IsAnyMouseButtonDown() && GetCapture() == hwnd)
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ReleaseCapture();
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return 0;
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}
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEHWHEEL:
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io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return 0;
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case WM_MOUSEMOVE:
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return 0;
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case WM_KEYDOWN:
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case WM_SYSKEYDOWN:
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if (wParam < 256)
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io.KeysDown[wParam] = 1;
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return 0;
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case WM_KEYUP:
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case WM_SYSKEYUP:
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if (wParam < 256)
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io.KeysDown[wParam] = 0;
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return 0;
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case WM_CHAR:
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// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
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if (wParam > 0 && wParam < 0x10000)
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io.AddInputCharacter((unsigned short)wParam);
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return 0;
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}
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return 0;
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}
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static void ImGui_ImplDX11_CreateFontsTexture()
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{
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// Build texture atlas
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ImGuiIO& io = ImGui::GetIO();
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unsigned char* pixels;
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int width, height;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Upload texture to graphics system
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{
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->TexID = (void *)g_pFontTextureView;
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// Create texture sampler
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{
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D3D11_SAMPLER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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desc.MipLODBias = 0.f;
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desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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desc.MinLOD = 0.f;
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desc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
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}
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}
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bool ImGui_ImplDX11_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return false;
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if (g_pFontSampler)
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ImGui_ImplDX11_InvalidateDeviceObjects();
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX11 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
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{
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static const char* vertexShader =
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"cbuffer vertexBuffer : register(b0) \
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{\
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float4x4 ProjectionMatrix; \
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};\
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struct VS_INPUT\
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{\
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float2 pos : POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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\
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PS_INPUT main(VS_INPUT input)\
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{\
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PS_INPUT output;\
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
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output.col = input.col;\
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output.uv = input.uv;\
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return output;\
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}";
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D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
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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!
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return false;
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if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
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return false;
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// Create the input layout
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D3D11_INPUT_ELEMENT_DESC local_layout[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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return false;
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// Create the constant buffer
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{
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
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}
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}
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// Create the pixel shader
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{
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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float4 col : COLOR0;\
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float2 uv : TEXCOORD0;\
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};\
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sampler sampler0;\
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Texture2D texture0;\
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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return out_col; \
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}";
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D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
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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!
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return false;
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if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
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return false;
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}
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// Create the blending setup
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{
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D3D11_BLEND_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.AlphaToCoverageEnable = false;
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desc.RenderTarget[0].BlendEnable = true;
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desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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}
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// Create the rasterizer state
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{
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D3D11_RASTERIZER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.FillMode = D3D11_FILL_SOLID;
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desc.CullMode = D3D11_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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// Create depth-stencil State
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{
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D3D11_DEPTH_STENCIL_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.DepthEnable = false;
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desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
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desc.StencilEnable = false;
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desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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desc.BackFace = desc.FrontFace;
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g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
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}
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ImGui_ImplDX11_CreateFontsTexture();
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return true;
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}
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void ImGui_ImplDX11_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
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if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
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if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
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if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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}
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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return false;
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ImGuiIO& io = ImGui::GetIO();
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
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io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
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io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
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io.KeyMap[ImGuiKey_Home] = VK_HOME;
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io.KeyMap[ImGuiKey_End] = VK_END;
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io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
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io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
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io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
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io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
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io.KeyMap[ImGuiKey_A] = 'A';
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io.KeyMap[ImGuiKey_C] = 'C';
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io.KeyMap[ImGuiKey_V] = 'V';
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io.KeyMap[ImGuiKey_X] = 'X';
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io.KeyMap[ImGuiKey_Y] = 'Y';
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io.KeyMap[ImGuiKey_Z] = 'Z';
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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.
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io.ImeWindowHandle = g_hWnd;
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return true;
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}
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void ImGui_ImplDX11_Shutdown()
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{
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ImGui_ImplDX11_InvalidateDeviceObjects();
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ImGui::Shutdown();
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g_pd3dDevice = NULL;
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g_pd3dDeviceContext = NULL;
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g_hWnd = (HWND)0;
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}
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void ImGui_ImplDX11_NewFrame()
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{
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if (!g_pFontSampler)
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ImGui_ImplDX11_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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// Setup display size (every frame to accommodate for window resizing)
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RECT rect;
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GetClientRect(g_hWnd, &rect);
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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// Setup time step
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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// Read keyboard modifiers inputs
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io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
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io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
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io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
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io.KeySuper = false;
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// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
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// io.MousePos : filled by WM_MOUSEMOVE events
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// io.MouseDown : filled by WM_*BUTTON* events
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// io.MouseWheel : filled by WM_MOUSEWHEEL events
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// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
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if (io.WantMoveMouse)
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{
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POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
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ClientToScreen(g_hWnd, &pos);
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SetCursorPos(pos.x, pos.y);
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}
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// Hide OS mouse cursor if ImGui is drawing it
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if (io.MouseDrawCursor)
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SetCursor(NULL);
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// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
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ImGui::NewFrame();
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}
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