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			236 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			236 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for SDL2 + DirectX 11
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// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_sdl2.h"
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#include "imgui_impl_dx11.h"
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#include <d3d11.h>
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#include <stdio.h>
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#include <SDL.h>
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#include <SDL_syswm.h>
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// Data
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static ID3D11Device*            g_pd3dDevice = NULL;
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static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
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static IDXGISwapChain*          g_pSwapChain = NULL;
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static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
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// Forward declarations of helper functions
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bool CreateDeviceD3D(HWND hWnd);
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void CleanupDeviceD3D();
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void CreateRenderTarget();
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void CleanupRenderTarget();
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// Main code
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int main(int, char**)
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{
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    // Setup SDL
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    // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
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    // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!)
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    if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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    {
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        printf("Error: %s\n", SDL_GetError());
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        return -1;
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    }
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    // From 2.0.18: Enable native IME.
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#ifdef SDL_HINT_IME_SHOW_UI
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    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
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#endif
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    // Setup window
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    SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
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    SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
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    SDL_SysWMinfo wmInfo;
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    SDL_VERSION(&wmInfo.version);
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    SDL_GetWindowWMInfo(window, &wmInfo);
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    HWND hwnd = (HWND)wmInfo.info.win.window;
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    // Initialize Direct3D
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    if (!CreateDeviceD3D(hwnd))
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    {
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        CleanupDeviceD3D();
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        return 1;
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    }
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    // Setup Dear ImGui context
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    IMGUI_CHECKVERSION();
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    ImGui::CreateContext();
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    ImGuiIO& io = ImGui::GetIO(); (void)io;
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
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    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
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    // Setup Dear ImGui style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsLight();
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    // Setup Platform/Renderer backends
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    ImGui_ImplSDL2_InitForD3D(window);
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    ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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    // Load Fonts
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    // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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    // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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    // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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    // - Read 'docs/FONTS.md' for more instructions and details.
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    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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    //io.Fonts->AddFontDefault();
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    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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    //IM_ASSERT(font != NULL);
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    // Our state
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    bool show_demo_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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    // Main loop
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    bool done = false;
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    while (!done)
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    {
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        // Poll and handle events (inputs, window resize, etc.)
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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, or clear/overwrite your copy of the mouse data.
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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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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        SDL_Event event;
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        while (SDL_PollEvent(&event))
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        {
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            ImGui_ImplSDL2_ProcessEvent(&event);
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            if (event.type == SDL_QUIT)
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                done = true;
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            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
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                done = true;
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            if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
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            {
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                // Release all outstanding references to the swap chain's buffers before resizing.
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                CleanupRenderTarget();
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                g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
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                CreateRenderTarget();
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            }
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        }
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        // Start the Dear ImGui frame
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        ImGui_ImplDX11_NewFrame();
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        ImGui_ImplSDL2_NewFrame();
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        ImGui::NewFrame();
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        // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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        if (show_demo_window)
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            ImGui::ShowDemoWindow(&show_demo_window);
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        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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        {
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            static float f = 0.0f;
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            static int counter = 0;
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state
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            ImGui::Checkbox("Another Window", &show_another_window);
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            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f
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            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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                counter++;
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            ImGui::SameLine();
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            ImGui::Text("counter = %d", counter);
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            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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            ImGui::End();
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        }
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        // 3. Show another simple window.
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        if (show_another_window)
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        {
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            ImGui::Begin("Another Window", &show_another_window);   // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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            ImGui::Text("Hello from another window!");
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            if (ImGui::Button("Close Me"))
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                show_another_window = false;
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            ImGui::End();
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        }
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        // Rendering
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        ImGui::Render();
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        const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
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        ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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        g_pSwapChain->Present(1, 0); // Present with vsync
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        //g_pSwapChain->Present(0, 0); // Present without vsync
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    }
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    // Cleanup
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    ImGui_ImplDX11_Shutdown();
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    ImGui_ImplSDL2_Shutdown();
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    ImGui::DestroyContext();
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    CleanupDeviceD3D();
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    SDL_DestroyWindow(window);
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    SDL_Quit();
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    return 0;
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}
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// Helper functions to use DirectX11
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bool CreateDeviceD3D(HWND hWnd)
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{
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    // Setup swap chain
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    DXGI_SWAP_CHAIN_DESC sd;
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    ZeroMemory(&sd, sizeof(sd));
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    sd.BufferCount = 2;
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    sd.BufferDesc.Width = 0;
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    sd.BufferDesc.Height = 0;
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    sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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    sd.BufferDesc.RefreshRate.Numerator = 60;
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    sd.BufferDesc.RefreshRate.Denominator = 1;
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    sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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    sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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    sd.OutputWindow = hWnd;
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    sd.SampleDesc.Count = 1;
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    sd.SampleDesc.Quality = 0;
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    sd.Windowed = TRUE;
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    sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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    UINT createDeviceFlags = 0;
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    //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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    D3D_FEATURE_LEVEL featureLevel;
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    const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
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    if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
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        return false;
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    CreateRenderTarget();
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    return true;
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}
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void CleanupDeviceD3D()
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{
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    CleanupRenderTarget();
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    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
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    if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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void CreateRenderTarget()
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{
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    ID3D11Texture2D* pBackBuffer;
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    g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
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    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
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    pBackBuffer->Release();
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}
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void CleanupRenderTarget()
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{
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    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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}
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