mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-13 18:50:58 +01:00
812 lines
33 KiB
C++
812 lines
33 KiB
C++
// ImGui Win32 + DirectX12 binding
|
|
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
|
|
|
|
// Implemented features:
|
|
// [X] User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
|
|
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
|
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
|
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
|
// https://github.com/ocornut/imgui
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_dx12.h"
|
|
|
|
// DirectX
|
|
#include <d3d12.h>
|
|
#include <d3dcompiler.h>
|
|
|
|
// Win32 data
|
|
static HWND g_hWnd = 0;
|
|
static INT64 g_Time = 0;
|
|
static INT64 g_TicksPerSecond = 0;
|
|
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
|
|
|
|
// DirectX data
|
|
static ID3D12Device* g_pd3dDevice = NULL;
|
|
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
|
|
static ID3D10Blob* g_pVertexShaderBlob = NULL;
|
|
static ID3D10Blob* g_pPixelShaderBlob = NULL;
|
|
static ID3D12RootSignature* g_pRootSignature = NULL;
|
|
static ID3D12PipelineState* g_pPipelineState = NULL;
|
|
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
|
|
static ID3D12Resource* g_pFontTextureResource = NULL;
|
|
static D3D12_CPU_DESCRIPTOR_HANDLE g_hFontSrvCpuDescHandle = {};
|
|
static D3D12_GPU_DESCRIPTOR_HANDLE g_hFontSrvGpuDescHandle = {};
|
|
|
|
struct FrameResources
|
|
{
|
|
ID3D12Resource* IB;
|
|
ID3D12Resource* VB;
|
|
int VertexBufferSize;
|
|
int IndexBufferSize;
|
|
};
|
|
static FrameResources* g_pFrameResources = NULL;
|
|
static UINT g_numFramesInFlight = 0;
|
|
static UINT g_frameIndex = UINT_MAX;
|
|
|
|
struct VERTEX_CONSTANT_BUFFER
|
|
{
|
|
float mvp[4][4];
|
|
};
|
|
|
|
// Render function
|
|
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
|
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
|
|
{
|
|
// NOTE: I'm assuming that this only get's called once per frame!
|
|
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
|
|
g_frameIndex = g_frameIndex + 1;
|
|
FrameResources* frameResources = &g_pFrameResources[g_frameIndex % g_numFramesInFlight];
|
|
ID3D12Resource* g_pVB = frameResources->VB;
|
|
ID3D12Resource* g_pIB = frameResources->IB;
|
|
int g_VertexBufferSize = frameResources->VertexBufferSize;
|
|
int g_IndexBufferSize = frameResources->IndexBufferSize;
|
|
ID3D12GraphicsCommandList* ctx = g_pd3dCommandList;
|
|
|
|
// Create and grow vertex/index buffers if needed
|
|
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
|
|
{
|
|
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
|
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
|
D3D12_HEAP_PROPERTIES props;
|
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
D3D12_RESOURCE_DESC desc;
|
|
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Width = g_VertexBufferSize * sizeof(ImDrawVert);
|
|
desc.Height = 1;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
|
|
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pVB)) < 0)
|
|
return;
|
|
frameResources->VB = g_pVB;
|
|
frameResources->VertexBufferSize = g_VertexBufferSize;
|
|
}
|
|
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
|
|
{
|
|
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
|
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
|
D3D12_HEAP_PROPERTIES props;
|
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
D3D12_RESOURCE_DESC desc;
|
|
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Width = g_IndexBufferSize * sizeof(ImDrawIdx);
|
|
desc.Height = 1;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
if (g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE,
|
|
&desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&g_pIB)) < 0)
|
|
return;
|
|
frameResources->IB = g_pIB;
|
|
frameResources->IndexBufferSize = g_IndexBufferSize;
|
|
}
|
|
|
|
// Copy and convert all vertices into a single contiguous buffer
|
|
void* vtx_resource, *idx_resource;
|
|
D3D12_RANGE range;
|
|
memset(&range, 0, sizeof(D3D12_RANGE));
|
|
if (g_pVB->Map(0, &range, &vtx_resource) != S_OK)
|
|
return;
|
|
if (g_pIB->Map(0, &range, &idx_resource) != S_OK)
|
|
return;
|
|
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
|
|
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
vtx_dst += cmd_list->VtxBuffer.Size;
|
|
idx_dst += cmd_list->IdxBuffer.Size;
|
|
}
|
|
g_pVB->Unmap(0, &range);
|
|
g_pIB->Unmap(0, &range);
|
|
|
|
// Setup orthographic projection matrix into our constant buffer
|
|
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
|
|
{
|
|
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
|
|
float L = 0.0f;
|
|
float R = ImGui::GetIO().DisplaySize.x;
|
|
float B = ImGui::GetIO().DisplaySize.y;
|
|
float T = 0.0f;
|
|
float mvp[4][4] =
|
|
{
|
|
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
|
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
|
};
|
|
memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
|
|
}
|
|
|
|
// Setup viewport
|
|
D3D12_VIEWPORT vp;
|
|
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
|
|
vp.Width = ImGui::GetIO().DisplaySize.x;
|
|
vp.Height = ImGui::GetIO().DisplaySize.y;
|
|
vp.MinDepth = 0.0f;
|
|
vp.MaxDepth = 1.0f;
|
|
vp.TopLeftX = vp.TopLeftY = 0.0f;
|
|
ctx->RSSetViewports(1, &vp);
|
|
|
|
// Bind shader and vertex buffers
|
|
unsigned int stride = sizeof(ImDrawVert);
|
|
unsigned int offset = 0;
|
|
D3D12_VERTEX_BUFFER_VIEW vbv;
|
|
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
|
|
vbv.BufferLocation = g_pVB->GetGPUVirtualAddress() + offset;
|
|
vbv.SizeInBytes = g_VertexBufferSize * stride;
|
|
vbv.StrideInBytes = stride;
|
|
ctx->IASetVertexBuffers(0, 1, &vbv);
|
|
D3D12_INDEX_BUFFER_VIEW ibv;
|
|
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
|
|
ibv.BufferLocation = g_pIB->GetGPUVirtualAddress();
|
|
ibv.SizeInBytes = g_IndexBufferSize * sizeof(ImDrawIdx);
|
|
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
|
|
ctx->IASetIndexBuffer(&ibv);
|
|
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
ctx->SetPipelineState(g_pPipelineState);
|
|
ctx->SetGraphicsRootSignature(g_pRootSignature);
|
|
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
|
|
|
|
// Setup render state
|
|
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
|
ctx->OMSetBlendFactor(blend_factor);
|
|
|
|
// Render command lists
|
|
int vtx_offset = 0;
|
|
int idx_offset = 0;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback)
|
|
{
|
|
pcmd->UserCallback(cmd_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
const D3D12_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
|
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
|
ctx->RSSetScissorRects(1, &r);
|
|
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
|
}
|
|
idx_offset += pcmd->ElemCount;
|
|
}
|
|
vtx_offset += cmd_list->VtxBuffer.Size;
|
|
}
|
|
}
|
|
|
|
static void ImGui_ImplWin32_UpdateMouseCursor()
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
|
if (imgui_cursor == ImGuiMouseCursor_None)
|
|
{
|
|
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
|
::SetCursor(NULL);
|
|
}
|
|
else
|
|
{
|
|
// Hardware cursor type
|
|
LPTSTR win32_cursor = IDC_ARROW;
|
|
switch (imgui_cursor)
|
|
{
|
|
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
|
|
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
|
|
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
|
|
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
|
|
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
|
|
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
|
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
|
}
|
|
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
|
}
|
|
}
|
|
|
|
// Process Win32 mouse/keyboard inputs.
|
|
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
|
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
|
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
|
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
|
// 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.
|
|
// 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.
|
|
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
if (ImGui::GetCurrentContext() == NULL)
|
|
return 0;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
switch (msg)
|
|
{
|
|
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
|
|
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
|
|
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
|
|
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
|
|
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
|
|
::SetCapture(hwnd);
|
|
io.MouseDown[button] = true;
|
|
return 0;
|
|
}
|
|
case WM_LBUTTONUP:
|
|
case WM_RBUTTONUP:
|
|
case WM_MBUTTONUP:
|
|
{
|
|
int button = 0;
|
|
if (msg == WM_LBUTTONUP) button = 0;
|
|
if (msg == WM_RBUTTONUP) button = 1;
|
|
if (msg == WM_MBUTTONUP) button = 2;
|
|
io.MouseDown[button] = false;
|
|
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
|
|
::ReleaseCapture();
|
|
return 0;
|
|
}
|
|
case WM_MOUSEWHEEL:
|
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
|
return 0;
|
|
case WM_MOUSEHWHEEL:
|
|
io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
|
return 0;
|
|
case WM_MOUSEMOVE:
|
|
io.MousePos.x = (signed short)(lParam);
|
|
io.MousePos.y = (signed short)(lParam >> 16);
|
|
return 0;
|
|
case WM_KEYDOWN:
|
|
case WM_SYSKEYDOWN:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 1;
|
|
return 0;
|
|
case WM_KEYUP:
|
|
case WM_SYSKEYUP:
|
|
if (wParam < 256)
|
|
io.KeysDown[wParam] = 0;
|
|
return 0;
|
|
case WM_CHAR:
|
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
|
if (wParam > 0 && wParam < 0x10000)
|
|
io.AddInputCharacter((unsigned short)wParam);
|
|
return 0;
|
|
case WM_SETCURSOR:
|
|
if (LOWORD(lParam) == HTCLIENT)
|
|
{
|
|
ImGui_ImplWin32_UpdateMouseCursor();
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void ImGui_ImplDX12_CreateFontsTexture()
|
|
{
|
|
// Build texture atlas
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
// Upload texture to graphics system
|
|
{
|
|
D3D12_HEAP_PROPERTIES props;
|
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
|
props.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
|
|
D3D12_RESOURCE_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
desc.Alignment = 0;
|
|
desc.Width = width;
|
|
desc.Height = height;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
ID3D12Resource* pTexture = NULL;
|
|
g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&pTexture));
|
|
|
|
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
|
|
UINT uploadSize = height * uploadPitch;
|
|
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
desc.Alignment = 0;
|
|
desc.Width = uploadSize;
|
|
desc.Height = 1;
|
|
desc.DepthOrArraySize = 1;
|
|
desc.MipLevels = 1;
|
|
desc.Format = DXGI_FORMAT_UNKNOWN;
|
|
desc.SampleDesc.Count = 1;
|
|
desc.SampleDesc.Quality = 0;
|
|
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
props.Type = D3D12_HEAP_TYPE_UPLOAD;
|
|
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
|
|
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
|
|
|
|
ID3D12Resource* uploadBuffer = NULL;
|
|
HRESULT hr = g_pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, IID_PPV_ARGS(&uploadBuffer));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
void* mapped = NULL;
|
|
D3D12_RANGE range = { 0, uploadSize };
|
|
hr = uploadBuffer->Map(0, &range, &mapped);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
for (int y = 0; y < height; y++)
|
|
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
|
|
uploadBuffer->Unmap(0, &range);
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
|
|
srcLocation.pResource = uploadBuffer;
|
|
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
|
|
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srcLocation.PlacedFootprint.Footprint.Width = width;
|
|
srcLocation.PlacedFootprint.Footprint.Height = height;
|
|
srcLocation.PlacedFootprint.Footprint.Depth = 1;
|
|
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
|
|
|
|
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
|
|
dstLocation.pResource = pTexture;
|
|
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
|
|
dstLocation.SubresourceIndex = 0;
|
|
|
|
D3D12_RESOURCE_BARRIER barrier = {};
|
|
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
|
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
|
barrier.Transition.pResource = pTexture;
|
|
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
|
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
|
|
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
|
|
|
|
ID3D12Fence* fence = NULL;
|
|
hr = g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
HANDLE event = CreateEvent(0, 0, 0, 0);
|
|
IM_ASSERT(event != NULL);
|
|
|
|
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
|
|
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
|
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
|
queueDesc.NodeMask = 1;
|
|
|
|
ID3D12CommandQueue* cmdQueue = NULL;
|
|
hr = g_pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12CommandAllocator* cmdAlloc = NULL;
|
|
hr = g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
ID3D12GraphicsCommandList* cmdList = NULL;
|
|
hr = g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, NULL, IID_PPV_ARGS(&cmdList));
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, NULL);
|
|
cmdList->ResourceBarrier(1, &barrier);
|
|
|
|
hr = cmdList->Close();
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &cmdList);
|
|
hr = cmdQueue->Signal(fence, 1);
|
|
IM_ASSERT(SUCCEEDED(hr));
|
|
|
|
fence->SetEventOnCompletion(1, event);
|
|
WaitForSingleObject(event, INFINITE);
|
|
|
|
cmdList->Release();
|
|
cmdAlloc->Release();
|
|
cmdQueue->Release();
|
|
CloseHandle(event);
|
|
fence->Release();
|
|
uploadBuffer->Release();
|
|
|
|
// Create texture view
|
|
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
|
if (g_pFontTextureResource != NULL)
|
|
g_pFontTextureResource->Release();
|
|
g_pFontTextureResource = pTexture;
|
|
}
|
|
|
|
// Store our identifier
|
|
static_assert(sizeof(ImTextureID) >= sizeof(g_hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID");
|
|
io.Fonts->TexID = (void *)g_hFontSrvGpuDescHandle.ptr;
|
|
}
|
|
|
|
bool ImGui_ImplDX12_CreateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return false;
|
|
if (g_pPipelineState)
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
|
|
// Create the root signature
|
|
{
|
|
D3D12_DESCRIPTOR_RANGE descRange = {};
|
|
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
|
descRange.NumDescriptors = 1;
|
|
descRange.BaseShaderRegister = 0;
|
|
descRange.RegisterSpace = 0;
|
|
descRange.OffsetInDescriptorsFromTableStart = 0;
|
|
|
|
D3D12_ROOT_PARAMETER param[2] = {};
|
|
|
|
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
|
|
param[0].Constants.ShaderRegister = 0;
|
|
param[0].Constants.RegisterSpace = 0;
|
|
param[0].Constants.Num32BitValues = 16;
|
|
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
|
|
|
|
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
|
|
param[1].DescriptorTable.NumDescriptorRanges = 1;
|
|
param[1].DescriptorTable.pDescriptorRanges = &descRange;
|
|
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
|
|
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
|
|
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
|
|
staticSampler.MipLODBias = 0.f;
|
|
staticSampler.MaxAnisotropy = 0;
|
|
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
|
|
staticSampler.MinLOD = 0.f;
|
|
staticSampler.MaxLOD = 0.f;
|
|
staticSampler.ShaderRegister = 0;
|
|
staticSampler.RegisterSpace = 0;
|
|
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
|
|
|
|
D3D12_ROOT_SIGNATURE_DESC desc = {};
|
|
desc.NumParameters = _countof(param);
|
|
desc.pParameters = param;
|
|
desc.NumStaticSamplers = 1;
|
|
desc.pStaticSamplers = &staticSampler;
|
|
desc.Flags =
|
|
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
|
|
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
|
|
|
|
ID3DBlob* blob = NULL;
|
|
if (D3D12SerializeRootSignature(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, NULL) != S_OK)
|
|
return false;
|
|
|
|
g_pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&g_pRootSignature));
|
|
blob->Release();
|
|
}
|
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
|
// If you would like to use this DX12 sample code but remove this dependency you can:
|
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
|
|
|
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
|
|
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
|
|
psoDesc.NodeMask = 1;
|
|
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
|
|
psoDesc.pRootSignature = g_pRootSignature;
|
|
psoDesc.SampleMask = UINT_MAX;
|
|
psoDesc.NumRenderTargets = 1;
|
|
psoDesc.RTVFormats[0] = g_RTVFormat;
|
|
psoDesc.SampleDesc.Count = 1;
|
|
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
|
|
|
|
// Create the vertex shader
|
|
{
|
|
static const char* vertexShader =
|
|
"cbuffer vertexBuffer : register(b0) \
|
|
{\
|
|
float4x4 ProjectionMatrix; \
|
|
};\
|
|
struct VS_INPUT\
|
|
{\
|
|
float2 pos : POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
\
|
|
PS_INPUT main(VS_INPUT input)\
|
|
{\
|
|
PS_INPUT output;\
|
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
|
output.col = input.col;\
|
|
output.uv = input.uv;\
|
|
return output;\
|
|
}";
|
|
|
|
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
|
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
return false;
|
|
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
|
|
|
|
// Create the input layout
|
|
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
|
};
|
|
psoDesc.InputLayout = { local_layout, 3 };
|
|
}
|
|
|
|
// Create the pixel shader
|
|
{
|
|
static const char* pixelShader =
|
|
"struct PS_INPUT\
|
|
{\
|
|
float4 pos : SV_POSITION;\
|
|
float4 col : COLOR0;\
|
|
float2 uv : TEXCOORD0;\
|
|
};\
|
|
SamplerState sampler0 : register(s0);\
|
|
Texture2D texture0 : register(t0);\
|
|
\
|
|
float4 main(PS_INPUT input) : SV_Target\
|
|
{\
|
|
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
|
return out_col; \
|
|
}";
|
|
|
|
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
|
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
return false;
|
|
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() };
|
|
}
|
|
|
|
// Create the blending setup
|
|
{
|
|
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
|
|
desc.AlphaToCoverageEnable = false;
|
|
desc.RenderTarget[0].BlendEnable = true;
|
|
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
|
|
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_ZERO;
|
|
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
|
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
|
|
}
|
|
|
|
// Create the rasterizer state
|
|
{
|
|
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
|
|
desc.FillMode = D3D12_FILL_MODE_SOLID;
|
|
desc.CullMode = D3D12_CULL_MODE_NONE;
|
|
desc.FrontCounterClockwise = FALSE;
|
|
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
|
|
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
|
|
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
|
|
desc.DepthClipEnable = true;
|
|
desc.MultisampleEnable = FALSE;
|
|
desc.AntialiasedLineEnable = FALSE;
|
|
desc.ForcedSampleCount = 0;
|
|
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
|
|
}
|
|
|
|
// Create depth-stencil State
|
|
{
|
|
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
|
|
desc.DepthEnable = false;
|
|
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
|
|
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.StencilEnable = false;
|
|
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
|
|
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
|
|
desc.BackFace = desc.FrontFace;
|
|
}
|
|
|
|
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK)
|
|
return false;
|
|
|
|
ImGui_ImplDX12_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX12_InvalidateDeviceObjects()
|
|
{
|
|
if (!g_pd3dDevice)
|
|
return;
|
|
|
|
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
|
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
|
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
|
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
|
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
|
{
|
|
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
|
|
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
|
|
}
|
|
}
|
|
|
|
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
|
|
ID3D12Device* device,
|
|
DXGI_FORMAT rtv_format,
|
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
|
|
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
|
{
|
|
g_hWnd = (HWND)hwnd;
|
|
g_pd3dDevice = device;
|
|
g_RTVFormat = rtv_format;
|
|
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
|
|
g_hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
|
|
g_pFrameResources = new FrameResources [num_frames_in_flight];
|
|
g_numFramesInFlight = num_frames_in_flight;
|
|
g_frameIndex = UINT_MAX;
|
|
|
|
for (int i = 0; i < num_frames_in_flight; i++)
|
|
{
|
|
g_pFrameResources[i].IB = NULL;
|
|
g_pFrameResources[i].VB = NULL;
|
|
g_pFrameResources[i].VertexBufferSize = 5000;
|
|
g_pFrameResources[i].IndexBufferSize = 10000;
|
|
}
|
|
|
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
|
return false;
|
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
|
return false;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
|
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
|
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
|
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
|
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
|
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
|
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
|
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.ImeWindowHandle = g_hWnd;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX12_Shutdown()
|
|
{
|
|
ImGui_ImplDX12_InvalidateDeviceObjects();
|
|
delete[] g_pFrameResources;
|
|
g_pd3dDevice = NULL;
|
|
g_hWnd = (HWND)0;
|
|
g_pd3dCommandList = NULL;
|
|
g_hFontSrvCpuDescHandle.ptr = 0;
|
|
g_hFontSrvGpuDescHandle.ptr = 0;
|
|
g_pFrameResources = NULL;
|
|
g_numFramesInFlight = 0;
|
|
g_frameIndex = UINT_MAX;
|
|
}
|
|
|
|
void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
|
|
{
|
|
if (!g_pPipelineState)
|
|
ImGui_ImplDX12_CreateDeviceObjects();
|
|
|
|
g_pd3dCommandList = command_list;
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
// Setup display size (every frame to accommodate for window resizing)
|
|
RECT rect;
|
|
GetClientRect(g_hWnd, &rect);
|
|
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
|
|
|
// Setup time step
|
|
INT64 current_time;
|
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
|
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
|
g_Time = current_time;
|
|
|
|
// Read keyboard modifiers inputs
|
|
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
|
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
|
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
|
io.KeySuper = false;
|
|
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
|
// io.MousePos : filled by WM_MOUSEMOVE events
|
|
// io.MouseDown : filled by WM_*BUTTON* events
|
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
|
|
|
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
|
|
if (io.WantMoveMouse)
|
|
{
|
|
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
|
|
ClientToScreen(g_hWnd, &pos);
|
|
SetCursorPos(pos.x, pos.y);
|
|
}
|
|
|
|
// Update OS mouse cursor with the cursor requested by imgui
|
|
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
|
|
if (g_LastMouseCursor != mouse_cursor)
|
|
{
|
|
g_LastMouseCursor = mouse_cursor;
|
|
ImGui_ImplWin32_UpdateMouseCursor();
|
|
}
|
|
|
|
// 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.
|
|
ImGui::NewFrame();
|
|
}
|