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			590 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			590 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // ImGui Win32 + DirectX10 binding
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| // In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
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| 
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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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| 
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| #include "imgui.h"
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| #include "imgui_impl_dx10.h"
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| 
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| // DirectX
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| #include <d3d10_1.h>
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| #include <d3d10.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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| 
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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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| 
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| static HWND                     g_hWnd = 0;
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| static ID3D10Device*            g_pd3dDevice = NULL;
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| static ID3D10Buffer*            g_pVB = NULL;
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| static ID3D10Buffer*            g_pIB = NULL;
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| static ID3D10Blob *             g_pVertexShaderBlob = NULL;
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| static ID3D10VertexShader*      g_pVertexShader = NULL;
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| static ID3D10InputLayout*       g_pInputLayout = NULL;
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| static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
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| static ID3D10Blob *             g_pPixelShaderBlob = NULL;
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| static ID3D10PixelShader*       g_pPixelShader = NULL;
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| static ID3D10SamplerState*      g_pFontSampler = NULL;
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| static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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| static ID3D10RasterizerState*   g_pRasterizerState = NULL;
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| static ID3D10BlendState*        g_pBlendState = NULL;
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| static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
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| static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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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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| 
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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_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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| {
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|     ID3D10Device* ctx = g_pd3dDevice;
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| 
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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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|         D3D10_BUFFER_DESC desc;
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|         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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|         desc.Usage = D3D10_USAGE_DYNAMIC;
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|         desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
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|         desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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|         desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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|         desc.MiscFlags = 0;
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|         if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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|             return;
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|     }
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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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|         D3D10_BUFFER_DESC desc;
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|         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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|         desc.Usage = D3D10_USAGE_DYNAMIC;
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|         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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|         desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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|         desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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|         if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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|             return;
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|     }
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| 
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|     // Copy and convert all vertices into a single contiguous buffer
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|     ImDrawVert* vtx_dst = NULL;
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|     ImDrawIdx* idx_dst = NULL;
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|     g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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|     g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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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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|     g_pVB->Unmap();
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|     g_pIB->Unmap();
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| 
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|     // Setup orthographic projection matrix into our constant buffer
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|     {
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|         void* mapped_resource;
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|         if (g_pVertexConstantBuffer->Map(D3D10_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;
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|         const float L = 0.0f;
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|         const float R = ImGui::GetIO().DisplaySize.x;
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|         const float B = ImGui::GetIO().DisplaySize.y;
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|         const float T = 0.0f;
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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 },
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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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|         g_pVertexConstantBuffer->Unmap();
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|     }
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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_DX10_STATE
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|     {
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|         UINT                        ScissorRectsCount, ViewportsCount;
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|         D3D10_RECT                  ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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|         D3D10_VIEWPORT              Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
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|         ID3D10RasterizerState*      RS;
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|         ID3D10BlendState*           BlendState;
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|         FLOAT                       BlendFactor[4];
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|         UINT                        SampleMask;
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|         UINT                        StencilRef;
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|         ID3D10DepthStencilState*    DepthStencilState;
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|         ID3D10ShaderResourceView*   PSShaderResource;
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|         ID3D10SamplerState*         PSSampler;
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|         ID3D10PixelShader*          PS;
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|         ID3D10VertexShader*         VS;
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|         D3D10_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
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|         ID3D10Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
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|         UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
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|         DXGI_FORMAT                 IndexBufferFormat;
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|         ID3D10InputLayout*          InputLayout;
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|     };
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|     BACKUP_DX10_STATE old;
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|     old.ScissorRectsCount = old.ViewportsCount = D3D10_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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|     ctx->PSGetShader(&old.PS);
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|     ctx->VSGetShader(&old.VS);
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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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| 
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|     // Setup viewport
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|     D3D10_VIEWPORT vp;
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|     memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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|     vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
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|     vp.Height = (UINT)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;
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|     ctx->RSSetViewports(1, &vp);
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| 
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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(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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|     ctx->VSSetShader(g_pVertexShader);
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|     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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|     ctx->PSSetShader(g_pPixelShader);
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|     ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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| 
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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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| 
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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 D3D10_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, (ID3D10ShaderResourceView**)&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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| 
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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); if (old.PS) old.PS->Release();
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|     ctx->VSSetShader(old.VS); 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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|     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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| 
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| IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(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:
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|         io.MouseDown[0] = true;
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|         return true;
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|     case WM_LBUTTONUP:
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|         io.MouseDown[0] = false;
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|         return true;
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|     case WM_RBUTTONDOWN:
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|         io.MouseDown[1] = true;
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|         return true;
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|     case WM_RBUTTONUP:
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|         io.MouseDown[1] = false;
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|         return true;
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|     case WM_MBUTTONDOWN:
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|         io.MouseDown[2] = true;
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|         return true;
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|     case WM_MBUTTONUP:
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|         io.MouseDown[2] = false;
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|         return true;
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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 true;
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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 true;
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|     case WM_KEYDOWN:
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|         if (wParam < 256)
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|             io.KeysDown[wParam] = 1;
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|         return true;
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|     case WM_KEYUP:
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|         if (wParam < 256)
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|             io.KeysDown[wParam] = 0;
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|         return true;
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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 true;
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|     }
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|     return 0;
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| }
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| 
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| static void ImGui_ImplDX10_CreateFontsTexture()
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     // Build
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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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| 
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|     // Create DX10 texture
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|     {
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|         D3D10_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 = D3D10_USAGE_DEFAULT;
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|         desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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|         desc.CPUAccessFlags = 0;
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| 
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|         ID3D10Texture2D *pTexture = NULL;
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|         D3D10_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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| 
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|         // Create texture view
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|         D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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|         ZeroMemory(&srv_desc, sizeof(srv_desc));
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|         srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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|         srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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|         srv_desc.Texture2D.MipLevels = desc.MipLevels;
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|         srv_desc.Texture2D.MostDetailedMip = 0;
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|         g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
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|         pTexture->Release();
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|     }
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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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| 
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|     // Create texture sampler
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|     {
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|         D3D10_SAMPLER_DESC desc;
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|         ZeroMemory(&desc, sizeof(desc));
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|         desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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|         desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.MipLODBias = 0.f;
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|         desc.ComparisonFunc = D3D10_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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|     // Cleanup (don't clear the input data if you want to append new fonts later)
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|     io.Fonts->ClearInputData();
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|     io.Fonts->ClearTexData();
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| }
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| 
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| bool    ImGui_ImplDX10_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_ImplDX10_InvalidateDeviceObjects();
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| 
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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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| 
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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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| 
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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(), &g_pVertexShader) != S_OK)
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|             return false;
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| 
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|         // Create the input layout
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|         D3D10_INPUT_ELEMENT_DESC local_layout[] = 
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|         {
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|             { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
 | |
|             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
 | |
|             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
 | |
|         };
 | |
|         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
 | |
|             return false;
 | |
| 
 | |
|         // Create the constant buffer
 | |
|         {
 | |
|             D3D10_BUFFER_DESC desc;
 | |
|             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
 | |
|             desc.Usage = D3D10_USAGE_DYNAMIC;
 | |
|             desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
 | |
|             desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
 | |
|             desc.MiscFlags = 0;
 | |
|             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
 | |
|         }
 | |
|     }
 | |
| 
 | |
|     // Create the pixel shader
 | |
|     {
 | |
|         static const char* pixelShader =
 | |
|             "struct PS_INPUT\
 | |
|             {\
 | |
|             float4 pos : SV_POSITION;\
 | |
|             float4 col : COLOR0;\
 | |
|             float2 uv  : TEXCOORD0;\
 | |
|             };\
 | |
|             sampler sampler0;\
 | |
|             Texture2D texture0;\
 | |
|             \
 | |
|             float4 main(PS_INPUT input) : SV_Target\
 | |
|             {\
 | |
|             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
 | |
|             return out_col; \
 | |
|             }";
 | |
| 
 | |
|         D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
 | |
|         if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
 | |
|             return false;
 | |
|         if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
 | |
|             return false;
 | |
|     }
 | |
| 
 | |
|     // Create the blending setup
 | |
|     {
 | |
|         D3D10_BLEND_DESC desc;
 | |
|         ZeroMemory(&desc, sizeof(desc));
 | |
|         desc.AlphaToCoverageEnable = false;
 | |
|         desc.BlendEnable[0] = true;
 | |
|         desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
 | |
|         desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
 | |
|         desc.BlendOp = D3D10_BLEND_OP_ADD;
 | |
|         desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
 | |
|         desc.DestBlendAlpha = D3D10_BLEND_ZERO;
 | |
|         desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
 | |
|         desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
 | |
|         g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
 | |
|     }
 | |
| 
 | |
|     // Create the rasterizer state
 | |
|     {
 | |
|         D3D10_RASTERIZER_DESC desc;
 | |
|         ZeroMemory(&desc, sizeof(desc));
 | |
|         desc.FillMode = D3D10_FILL_SOLID;
 | |
|         desc.CullMode = D3D10_CULL_NONE;
 | |
|         desc.ScissorEnable = true;
 | |
|         desc.DepthClipEnable = true;
 | |
|         g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
 | |
|     }
 | |
| 
 | |
|     // Create depth-stencil State
 | |
|     {
 | |
|         D3D10_DEPTH_STENCIL_DESC desc;
 | |
|         ZeroMemory(&desc, sizeof(desc));
 | |
|         desc.DepthEnable = false;
 | |
|         desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
 | |
|         desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
 | |
|         desc.StencilEnable = false;
 | |
|         desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
 | |
|         desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
 | |
|         desc.BackFace = desc.FrontFace;
 | |
|         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
 | |
|     }
 | |
| 
 | |
|     ImGui_ImplDX10_CreateFontsTexture();
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void    ImGui_ImplDX10_InvalidateDeviceObjects()
 | |
| {
 | |
|     if (!g_pd3dDevice)
 | |
|         return;
 | |
| 
 | |
|     if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
 | |
|     if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | |
|     if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
 | |
|     if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
 | |
| 
 | |
|     if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
 | |
|     if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
 | |
|     if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
 | |
|     if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
 | |
|     if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
 | |
|     if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
 | |
|     if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
 | |
|     if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
 | |
|     if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
 | |
| }
 | |
| 
 | |
| bool    ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
 | |
| {
 | |
|     g_hWnd = (HWND)hwnd;
 | |
|     g_pd3dDevice = device;
 | |
| 
 | |
|     if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
 | |
|         return false;
 | |
|     if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
 | |
|         return false;
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
|     io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
 | |
|     io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
 | |
|     io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
 | |
|     io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
 | |
|     io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
 | |
|     io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
 | |
|     io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
 | |
|     io.KeyMap[ImGuiKey_Home] = VK_HOME;
 | |
|     io.KeyMap[ImGuiKey_End] = VK_END;
 | |
|     io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
 | |
|     io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
 | |
|     io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
 | |
|     io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
 | |
|     io.KeyMap[ImGuiKey_A] = 'A';
 | |
|     io.KeyMap[ImGuiKey_C] = 'C';
 | |
|     io.KeyMap[ImGuiKey_V] = 'V';
 | |
|     io.KeyMap[ImGuiKey_X] = 'X';
 | |
|     io.KeyMap[ImGuiKey_Y] = 'Y';
 | |
|     io.KeyMap[ImGuiKey_Z] = 'Z';
 | |
| 
 | |
|     io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
 | |
|     io.ImeWindowHandle = g_hWnd;
 | |
| 
 | |
|     return true;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplDX10_Shutdown()
 | |
| {
 | |
|     ImGui_ImplDX10_InvalidateDeviceObjects();
 | |
|     ImGui::Shutdown();
 | |
|     g_pd3dDevice = NULL;
 | |
|     g_hWnd = (HWND)0;
 | |
| }
 | |
| 
 | |
| void ImGui_ImplDX10_NewFrame()
 | |
| {
 | |
|     if (!g_pFontSampler)
 | |
|         ImGui_ImplDX10_CreateDeviceObjects();
 | |
| 
 | |
|     ImGuiIO& io = ImGui::GetIO();
 | |
| 
 | |
|     // Setup display size (every frame to accommodate for window resizing)
 | |
|     RECT rect;
 | |
|     GetClientRect(g_hWnd, &rect);
 | |
|     io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
 | |
| 
 | |
|     // Setup time step
 | |
|     INT64 current_time;
 | |
|     QueryPerformanceCounter((LARGE_INTEGER *)¤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);
 | |
|     }
 | |
| 
 | |
|     // Hide OS mouse cursor if ImGui is drawing it
 | |
|     if (io.MouseDrawCursor)
 | |
|         SetCursor(NULL);
 | |
| 
 | |
|     // Start the frame
 | |
|     ImGui::NewFrame();
 | |
| }
 | 
