Merge upstream
commit
91684a428b
@ -0,0 +1,17 @@
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language: cpp
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||||||
|
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||||||
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os:
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||||||
|
- linux
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||||||
|
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||||||
|
compiler:
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||||||
|
- gcc
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||||||
|
- clang
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||||||
|
|
||||||
|
before_install:
|
||||||
|
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
|
||||||
|
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
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||||||
|
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||||||
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script:
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||||||
|
- make -C examples/opengl_example
|
||||||
|
- make -C examples/opengl3_example
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||||||
|
|
@ -0,0 +1,33 @@
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|||||||
|
<?xml version="1.0" encoding="utf-8"?>
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||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="imgui">
|
||||||
|
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="sources">
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||||||
|
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
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||||||
|
</Filter>
|
||||||
|
</ItemGroup>
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||||||
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<ItemGroup>
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||||||
|
<ClInclude Include="..\..\imconfig.h">
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|
<Filter>imgui</Filter>
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||||||
|
</ClInclude>
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||||||
|
<ClInclude Include="..\..\imgui.h">
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||||||
|
<Filter>imgui</Filter>
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||||||
|
</ClInclude>
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||||||
|
<ClInclude Include="..\..\stb_textedit.h">
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|
<Filter>imgui</Filter>
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||||||
|
</ClInclude>
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||||||
|
<ClInclude Include="..\shared\stb_image.h">
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||||||
|
<Filter>sources</Filter>
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||||||
|
</ClInclude>
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||||||
|
</ItemGroup>
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||||||
|
<ItemGroup>
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||||||
|
<ClCompile Include="..\..\imgui.cpp">
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||||||
|
<Filter>imgui</Filter>
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||||||
|
</ClCompile>
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||||||
|
<ClCompile Include="main.cpp">
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||||||
|
<Filter>sources</Filter>
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||||||
|
</ClCompile>
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||||||
|
</ItemGroup>
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||||||
|
</Project>
|
@ -0,0 +1,606 @@
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|
// ImGui - standalone example application for DirectX 11
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#include <windows.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "../shared/stb_image.h" // for .png loading
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#include "../../imgui.h"
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// DirectX 11
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#include <d3d11.h>
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#include <d3dcompiler.h>
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#define DIRECTINPUT_VERSION 0x0800
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#include <dinput.h>
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#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
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|
|
||||||
|
static HWND hWnd;
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static ID3D11Device* g_pd3dDevice = NULL;
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|
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
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||||||
|
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||||
|
static ID3D11Buffer* g_pVB = NULL;
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||||||
|
static ID3D11RenderTargetView* g_mainRenderTargetView;
|
||||||
|
|
||||||
|
static ID3D10Blob * g_pVertexShaderBlob = NULL;
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|
static ID3D11VertexShader* g_pVertexShader = NULL;
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|
static ID3D11InputLayout* g_pInputLayout = NULL;
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||||||
|
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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||||||
|
|
||||||
|
static ID3D10Blob * g_pPixelShaderBlob = NULL;
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||||||
|
static ID3D11PixelShader* g_pPixelShader = NULL;
|
||||||
|
|
||||||
|
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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||||||
|
static ID3D11SamplerState* g_pFontSampler = NULL;
|
||||||
|
static ID3D11BlendState* g_blendState = NULL;
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||||||
|
|
||||||
|
struct CUSTOMVERTEX
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||||||
|
{
|
||||||
|
float pos[2];
|
||||||
|
float uv[2];
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||||||
|
unsigned int col;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VERTEX_CONSTANT_BUFFER
|
||||||
|
{
|
||||||
|
float mvp[4][4];
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
|
||||||
|
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||||
|
{
|
||||||
|
size_t total_vtx_count = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||||
|
if (total_vtx_count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Copy and convert all vertices into a single contiguous buffer
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
|
if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||||
|
return;
|
||||||
|
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
{
|
||||||
|
const ImDrawList* cmd_list = cmd_lists[n];
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||||||
|
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
|
||||||
|
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
|
||||||
|
{
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||||||
|
vtx_dst->pos[0] = vtx_src->pos.x;
|
||||||
|
vtx_dst->pos[1] = vtx_src->pos.y;
|
||||||
|
vtx_dst->uv[0] = vtx_src->uv.x;
|
||||||
|
vtx_dst->uv[1] = vtx_src->uv.y;
|
||||||
|
vtx_dst->col = vtx_src->col;
|
||||||
|
vtx_dst++;
|
||||||
|
vtx_src++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
|
||||||
|
|
||||||
|
// Setup orthographic projection matrix into our constant buffer
|
||||||
|
{
|
||||||
|
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||||
|
if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||||
|
return;
|
||||||
|
|
||||||
|
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
|
||||||
|
const float L = 0.0f;
|
||||||
|
const float R = ImGui::GetIO().DisplaySize.x;
|
||||||
|
const float B = ImGui::GetIO().DisplaySize.y;
|
||||||
|
const float T = 0.0f;
|
||||||
|
const 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(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||||
|
g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Setup viewport
|
||||||
|
{
|
||||||
|
D3D11_VIEWPORT vp;
|
||||||
|
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
|
||||||
|
vp.Width = ImGui::GetIO().DisplaySize.x;
|
||||||
|
vp.Height = ImGui::GetIO().DisplaySize.y;
|
||||||
|
vp.MinDepth = 0.0f;
|
||||||
|
vp.MaxDepth = 1.0f;
|
||||||
|
vp.TopLeftX = 0;
|
||||||
|
vp.TopLeftY = 0;
|
||||||
|
g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind shader and vertex buffers
|
||||||
|
unsigned int stride = sizeof(CUSTOMVERTEX);
|
||||||
|
unsigned int offset = 0;
|
||||||
|
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
|
||||||
|
g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||||
|
g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
|
||||||
|
g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||||
|
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
|
|
||||||
|
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
|
||||||
|
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
|
||||||
|
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||||
|
|
||||||
|
// Setup render state
|
||||||
|
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||||
|
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
|
||||||
|
|
||||||
|
// Render command lists
|
||||||
|
int vtx_offset = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
{
|
||||||
|
// Render command list
|
||||||
|
const ImDrawList* cmd_list = cmd_lists[n];
|
||||||
|
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
|
||||||
|
{
|
||||||
|
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
|
||||||
|
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
|
||||||
|
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
|
||||||
|
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
|
||||||
|
vtx_offset += pcmd->vtx_count;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
|
g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
|
||||||
|
g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
|
||||||
|
g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
HRESULT InitDeviceD3D(HWND hWnd)
|
||||||
|
{
|
||||||
|
// Setup swap chain
|
||||||
|
DXGI_SWAP_CHAIN_DESC sd;
|
||||||
|
{
|
||||||
|
ZeroMemory(&sd, sizeof(sd));
|
||||||
|
sd.BufferCount = 2;
|
||||||
|
sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
||||||
|
sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
||||||
|
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||||
|
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||||
|
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||||
|
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||||
|
sd.OutputWindow = hWnd;
|
||||||
|
sd.SampleDesc.Count = 1;
|
||||||
|
sd.SampleDesc.Quality = 0;
|
||||||
|
sd.Windowed = TRUE;
|
||||||
|
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT createDeviceFlags = 0;
|
||||||
|
#ifdef _DEBUG
|
||||||
|
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||||
|
#endif
|
||||||
|
D3D_FEATURE_LEVEL featureLevel;
|
||||||
|
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
|
||||||
|
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Setup rasterizer
|
||||||
|
{
|
||||||
|
D3D11_RASTERIZER_DESC RSDesc;
|
||||||
|
memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
|
||||||
|
RSDesc.FillMode = D3D11_FILL_SOLID;
|
||||||
|
RSDesc.CullMode = D3D11_CULL_NONE;
|
||||||
|
RSDesc.FrontCounterClockwise = FALSE;
|
||||||
|
RSDesc.DepthBias = 0;
|
||||||
|
RSDesc.SlopeScaledDepthBias = 0.0f;
|
||||||
|
RSDesc.DepthBiasClamp = 0;
|
||||||
|
RSDesc.DepthClipEnable = TRUE;
|
||||||
|
RSDesc.ScissorEnable = TRUE;
|
||||||
|
RSDesc.AntialiasedLineEnable = FALSE;
|
||||||
|
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
||||||
|
|
||||||
|
ID3D11RasterizerState* pRState = NULL;
|
||||||
|
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||||
|
g_pd3dDeviceImmediateContext->RSSetState(pRState);
|
||||||
|
pRState->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the render target
|
||||||
|
{
|
||||||
|
ID3D11Texture2D* pBackBuffer;
|
||||||
|
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||||
|
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||||
|
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||||
|
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
|
||||||
|
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||||
|
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||||
|
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||||
|
pBackBuffer->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the vertex shader
|
||||||
|
{
|
||||||
|
static const char* vertexShader =
|
||||||
|
"cbuffer vertexBuffer : register(c0) \
|
||||||
|
{\
|
||||||
|
float4x4 ProjectionMatrix; \
|
||||||
|
};\
|
||||||
|
struct VS_INPUT\
|
||||||
|
{\
|
||||||
|
float2 pos : POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
\
|
||||||
|
PS_INPUT main(VS_INPUT input)\
|
||||||
|
{\
|
||||||
|
PS_INPUT output;\
|
||||||
|
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||||
|
output.col = input.col;\
|
||||||
|
output.uv = input.uv;\
|
||||||
|
return output;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
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 E_FAIL;
|
||||||
|
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Create the input layout
|
||||||
|
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
|
||||||
|
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||||
|
};
|
||||||
|
|
||||||
|
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
|
||||||
|
// Create the constant buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC cbDesc;
|
||||||
|
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||||
|
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
cbDesc.MiscFlags = 0;
|
||||||
|
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the pixel shader
|
||||||
|
{
|
||||||
|
static const char* pixelShader =
|
||||||
|
"struct PS_INPUT\
|
||||||
|
{\
|
||||||
|
float4 pos : SV_POSITION;\
|
||||||
|
float4 col : COLOR0;\
|
||||||
|
float2 uv : TEXCOORD0;\
|
||||||
|
};\
|
||||||
|
sampler sampler0;\
|
||||||
|
Texture2D texture0;\
|
||||||
|
\
|
||||||
|
float4 main(PS_INPUT input) : SV_Target\
|
||||||
|
{\
|
||||||
|
float4 out_col = texture0.Sample(sampler0, input.uv);\
|
||||||
|
return input.col * out_col;\
|
||||||
|
}";
|
||||||
|
|
||||||
|
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 E_FAIL;
|
||||||
|
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||||
|
return E_FAIL;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create the blending setup
|
||||||
|
{
|
||||||
|
D3D11_BLEND_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.AlphaToCoverageEnable = false;
|
||||||
|
desc.RenderTarget[0].BlendEnable = true;
|
||||||
|
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
|
||||||
|
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
|
||||||
|
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
|
||||||
|
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
|
||||||
|
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
return S_OK;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CleanupDevice()
|
||||||
|
{
|
||||||
|
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
|
||||||
|
|
||||||
|
// InitImGui
|
||||||
|
if (g_pFontSampler) g_pFontSampler->Release();
|
||||||
|
if (g_pFontTextureView) g_pFontTextureView->Release();
|
||||||
|
if (g_pVB) g_pVB->Release();
|
||||||
|
|
||||||
|
// InitDeviceD3D
|
||||||
|
if (g_blendState) g_blendState->Release();
|
||||||
|
if (g_pPixelShader) g_pPixelShader->Release();
|
||||||
|
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
|
||||||
|
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
|
||||||
|
if (g_pInputLayout) g_pInputLayout->Release();
|
||||||
|
if (g_pVertexShader) g_pVertexShader->Release();
|
||||||
|
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
|
||||||
|
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
|
||||||
|
if (g_pSwapChain) g_pSwapChain->Release();
|
||||||
|
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
|
||||||
|
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
switch (msg)
|
||||||
|
{
|
||||||
|
case WM_LBUTTONDOWN:
|
||||||
|
io.MouseDown[0] = true;
|
||||||
|
return true;
|
||||||
|
case WM_LBUTTONUP:
|
||||||
|
io.MouseDown[0] = false;
|
||||||
|
return true;
|
||||||
|
case WM_RBUTTONDOWN:
|
||||||
|
io.MouseDown[1] = true;
|
||||||
|
return true;
|
||||||
|
case WM_RBUTTONUP:
|
||||||
|
io.MouseDown[1] = false;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEWHEEL:
|
||||||
|
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||||
|
return true;
|
||||||
|
case WM_MOUSEMOVE:
|
||||||
|
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
|
io.MousePos.x = (signed short)(lParam);
|
||||||
|
io.MousePos.y = (signed short)(lParam >> 16);
|
||||||
|
return true;
|
||||||
|
case WM_CHAR:
|
||||||
|
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||||
|
if (wParam > 0 && wParam < 0x10000)
|
||||||
|
io.AddInputCharacter((unsigned short)wParam);
|
||||||
|
return true;
|
||||||
|
case WM_DESTROY:
|
||||||
|
CleanupDevice();
|
||||||
|
PostQuitMessage(0);
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitImGui()
|
||||||
|
{
|
||||||
|
RECT rect;
|
||||||
|
GetClientRect(hWnd, &rect);
|
||||||
|
int display_w = (int)(rect.right - rect.left);
|
||||||
|
int display_h = (int)(rect.bottom - rect.top);
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
||||||
|
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
|
||||||
|
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
|
||||||
|
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||||
|
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||||
|
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||||
|
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||||
|
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
|
||||||
|
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||||
|
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||||
|
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||||
|
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||||
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||||
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_A] = 'A';
|
||||||
|
io.KeyMap[ImGuiKey_C] = 'C';
|
||||||
|
io.KeyMap[ImGuiKey_V] = 'V';
|
||||||
|
io.KeyMap[ImGuiKey_X] = 'X';
|
||||||
|
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||||
|
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||||
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
|
|
||||||
|
// Create the vertex buffer
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC bufferDesc;
|
||||||
|
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||||
|
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
|
||||||
|
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
bufferDesc.MiscFlags = 0;
|
||||||
|
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
|
||||||
|
{
|
||||||
|
IM_ASSERT(0);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load font texture
|
||||||
|
// Default font (embedded in code)
|
||||||
|
const void* png_data;
|
||||||
|
unsigned int png_size;
|
||||||
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||||
|
int tex_x, tex_y, tex_comp;
|
||||||
|
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
||||||
|
IM_ASSERT(tex_data != NULL);
|
||||||
|
|
||||||
|
{
|
||||||
|
D3D11_TEXTURE2D_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Width = tex_x;
|
||||||
|
desc.Height = tex_y;
|
||||||
|
desc.MipLevels = 1;
|
||||||
|
desc.ArraySize = 1;
|
||||||
|
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
desc.SampleDesc.Count = 1;
|
||||||
|
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||||
|
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||||
|
desc.CPUAccessFlags = 0;
|
||||||
|
|
||||||
|
ID3D11Texture2D *pTexture = NULL;
|
||||||
|
D3D11_SUBRESOURCE_DATA subResource;
|
||||||
|
subResource.pSysMem = tex_data;
|
||||||
|
subResource.SysMemPitch = tex_x * 4;
|
||||||
|
subResource.SysMemSlicePitch = 0;
|
||||||
|
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
||||||
|
|
||||||
|
// Create texture view
|
||||||
|
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||||
|
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||||
|
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||||
|
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||||
|
srvDesc.Texture2D.MipLevels = desc.MipLevels;
|
||||||
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||||
|
pTexture->Release();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create texture sampler
|
||||||
|
{
|
||||||
|
D3D11_SAMPLER_DESC desc;
|
||||||
|
ZeroMemory(&desc, sizeof(desc));
|
||||||
|
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
|
||||||
|
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
desc.MipLODBias = 0.f;
|
||||||
|
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||||
|
desc.MinLOD = 0.f;
|
||||||
|
desc.MaxLOD = 0.f;
|
||||||
|
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
INT64 ticks_per_second = 0;
|
||||||
|
INT64 last_time = 0;
|
||||||
|
|
||||||
|
void UpdateImGui()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
INT64 current_time;
|
||||||
|
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||||
|
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
|
||||||
|
last_time = current_time;
|
||||||
|
|
||||||
|
// Setup inputs
|
||||||
|
// (we already got mouse position, buttons, wheel from the window message callback)
|
||||||
|
BYTE keystate[256];
|
||||||
|
GetKeyboardState(keystate);
|
||||||
|
for (int i = 0; i < 256; i++)
|
||||||
|
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
|
||||||
|
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
|
||||||
|
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
|
||||||
|
// io.MousePos : filled by WM_MOUSEMOVE event
|
||||||
|
// io.MouseDown : filled by WM_*BUTTON* events
|
||||||
|
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
|
||||||
|
{
|
||||||
|
// Register the window class
|
||||||
|
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
|
||||||
|
RegisterClassEx(&wc);
|
||||||
|
|
||||||
|
// Create the application's window
|
||||||
|
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||||
|
|
||||||
|
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
|
||||||
|
return 1;
|
||||||
|
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
|
||||||
|
return 1;
|
||||||
|
|
||||||
|
// Initialize Direct3D
|
||||||
|
if (InitDeviceD3D(hWnd) < 0)
|
||||||
|
{
|
||||||
|
CleanupDevice();
|
||||||
|
UnregisterClass("ImGui Example", wc.hInstance);
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Show the window
|
||||||
|
ShowWindow(hWnd, SW_SHOWDEFAULT);
|
||||||
|
UpdateWindow(hWnd);
|
||||||
|
|
||||||
|
InitImGui();
|
||||||
|
|
||||||
|
// Enter the message loop
|
||||||
|
MSG msg;
|
||||||
|
ZeroMemory(&msg, sizeof(msg));
|
||||||
|
while (msg.message != WM_QUIT)
|
||||||
|
{
|
||||||
|
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||||
|
{
|
||||||
|
TranslateMessage(&msg);
|
||||||
|
DispatchMessage(&msg);
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateImGui();
|
||||||
|
|
||||||
|
static bool show_test_window = true;
|
||||||
|
static bool show_another_window = false;
|
||||||
|
|
||||||
|
// 1. Show a simple window
|
||||||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
{
|
||||||
|
static float f;
|
||||||
|
ImGui::Text("Hello, world!");
|
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
|
show_test_window ^= ImGui::Button("Test Window");
|
||||||
|
show_another_window ^= ImGui::Button("Another Window");
|
||||||
|
|
||||||
|
// Calculate and show frame rate
|
||||||
|
static float ms_per_frame[120] = { 0 };
|
||||||
|
static int ms_per_frame_idx = 0;
|
||||||
|
static float ms_per_frame_accum = 0.0f;
|
||||||
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
||||||
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
||||||
|
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
|
ImGui::Text("Hello");
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window)
|
||||||
|
{
|
||||||
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||||
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
|
||||||
|
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
|
||||||
|
ImGui::Render();
|
||||||
|
g_pSwapChain->Present(0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::Shutdown();
|
||||||
|
UnregisterClass("ImGui Example", wc.hInstance);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
@ -0,0 +1,52 @@
|
|||||||
|
#
|
||||||
|
# Cross Platform Make file
|
||||||
|
#
|
||||||
|
# Compatible with Ubuntu 14.04.1 and Mac OS X
|
||||||
|
#
|
||||||
|
#
|
||||||
|
# if you using Mac OS X:
|
||||||
|
# You should install glew via homebrew
|
||||||
|
# brew install glew
|
||||||
|
# Also you'll need glfw
|
||||||
|
# http://www.glfw.org
|
||||||
|
#
|
||||||
|
|
||||||
|
#CXX = g++
|
||||||
|
|
||||||
|
OBJS = main.o
|
||||||
|
OBJS += ../../imgui.o
|
||||||
|
|
||||||
|
UNAME_S := $(shell uname -s)
|
||||||
|
|
||||||
|
|
||||||
|
ifeq ($(UNAME_S), Linux) #LINUX
|
||||||
|
ECHO_MESSAGE = "Linux"
|
||||||
|
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
|
||||||
|
CXXFLAGS += -Wall
|
||||||
|
LIBS = `pkg-config --static --libs glfw3` -lGLEW
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||||
|
ECHO_MESSAGE = "Mac OS X"
|
||||||
|
|
||||||
|
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||||
|
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
|
||||||
|
LIBS += -lglew -lglfw3
|
||||||
|
|
||||||
|
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
|
||||||
|
CXXFLAGS += -Wall
|
||||||
|
# CXXFLAGS += -D__APPLE__
|
||||||
|
endif
|
||||||
|
|
||||||
|
.cpp.o:
|
||||||
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
all:imgui_example
|
||||||
|
@echo Build complete for $(ECHO_MESSAGE)
|
||||||
|
|
||||||
|
imgui_example:$(OBJS)
|
||||||
|
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
|
||||||
|
|
||||||
|
clean:
|
||||||
|
rm $(OBJS)
|
||||||
|
|
@ -0,0 +1,388 @@
|
|||||||
|
// ImGui - standalone example application for OpenGL 3, using programmable pipeline
|
||||||
|
|
||||||
|
#ifdef _MSC_VER
|
||||||
|
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#include "../../imgui.h"
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "../shared/stb_image.h" // stb_image.h for PNG loading
|
||||||
|
|
||||||
|
// Glfw/Glew
|
||||||
|
#define GLEW_STATIC
|
||||||
|
#include <GL/glew.h>
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||||
|
|
||||||
|
static GLFWwindow* window;
|
||||||
|
static GLuint fontTex;
|
||||||
|
static bool mousePressed[2] = { false, false };
|
||||||
|
|
||||||
|
// Shader variables
|
||||||
|
static int shader_handle, vert_handle, frag_handle;
|
||||||
|
static int texture_location, ortho_location;
|
||||||
|
static int position_location, uv_location, colour_location;
|
||||||
|
static size_t vbo_max_size = 20000;
|
||||||
|
static unsigned int vbo_handle, vao_handle;
|
||||||
|
|
||||||
|
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||||
|
// If text or lines are blurry when integrating ImGui in your engine:
|
||||||
|
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
|
||||||
|
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||||
|
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
|
||||||
|
{
|
||||||
|
if (cmd_lists_count == 0)
|
||||||
|
return;
|
||||||
|
|
||||||
|
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendEquation(GL_FUNC_ADD);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
glDisable(GL_CULL_FACE);
|
||||||
|
glDisable(GL_DEPTH_TEST);
|
||||||
|
glEnable(GL_SCISSOR_TEST);
|
||||||
|
|
||||||
|
// Setup texture
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
|
|
||||||
|
// Setup orthographic projection matrix
|
||||||
|
const float width = ImGui::GetIO().DisplaySize.x;
|
||||||
|
const float height = ImGui::GetIO().DisplaySize.y;
|
||||||
|
const float ortho_projection[4][4] =
|
||||||
|
{
|
||||||
|
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
|
||||||
|
{ 0.0f, 0.0f, -1.0f, 0.0f },
|
||||||
|
{ -1.0f, 1.0f, 0.0f, 1.0f },
|
||||||
|
};
|
||||||
|
glUseProgram(shader_handle);
|
||||||
|
glUniform1i(texture_location, 0);
|
||||||
|
glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||||
|
|
||||||
|
// Grow our buffer according to what we need
|
||||||
|
size_t total_vtx_count = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
||||||
|
if (neededBufferSize > vbo_max_size)
|
||||||
|
{
|
||||||
|
vbo_max_size = neededBufferSize + 5000; // Grow buffer
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Copy and convert all vertices into a single contiguous buffer
|
||||||
|
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||||
|
if (!buffer_data)
|
||||||
|
return;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
{
|
||||||
|
const ImDrawList* cmd_list = cmd_lists[n];
|
||||||
|
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
|
||||||
|
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
|
||||||
|
}
|
||||||
|
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
glBindVertexArray(vao_handle);
|
||||||
|
|
||||||
|
int cmd_offset = 0;
|
||||||
|
for (int n = 0; n < cmd_lists_count; n++)
|
||||||
|
{
|
||||||
|
const ImDrawList* cmd_list = cmd_lists[n];
|
||||||
|
int vtx_offset = cmd_offset;
|
||||||
|
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
|
||||||
|
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
|
||||||
|
{
|
||||||
|
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
|
||||||
|
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
|
||||||
|
vtx_offset += pcmd->vtx_count;
|
||||||
|
}
|
||||||
|
cmd_offset = vtx_offset;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Restore modified state
|
||||||
|
glBindVertexArray(0);
|
||||||
|
glUseProgram(0);
|
||||||
|
glDisable(GL_SCISSOR_TEST);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
static const char* ImImpl_GetClipboardTextFn()
|
||||||
|
{
|
||||||
|
return glfwGetClipboardString(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void ImImpl_SetClipboardTextFn(const char* text)
|
||||||
|
{
|
||||||
|
glfwSetClipboardString(window, text);
|
||||||
|
}
|
||||||
|
|
||||||
|
// GLFW callbacks to get events
|
||||||
|
static void glfw_error_callback(int error, const char* description)
|
||||||
|
{
|
||||||
|
fputs(description, stderr);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
|
||||||
|
{
|
||||||
|
if (action == GLFW_PRESS && button >= 0 && button < 2)
|
||||||
|
mousePressed[button] = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
|
||||||
|
}
|
||||||
|
|
||||||
|
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (action == GLFW_PRESS)
|
||||||
|
io.KeysDown[key] = true;
|
||||||
|
if (action == GLFW_RELEASE)
|
||||||
|
io.KeysDown[key] = false;
|
||||||
|
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
|
||||||
|
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
|
||||||
|
{
|
||||||
|
if (c > 0 && c < 0x10000)
|
||||||
|
ImGui::GetIO().AddInputCharacter((unsigned short)c);
|
||||||
|
}
|
||||||
|
|
||||||
|
// OpenGL code based on http://open.gl tutorials
|
||||||
|
void InitGL()
|
||||||
|
{
|
||||||
|
glfwSetErrorCallback(glfw_error_callback);
|
||||||
|
|
||||||
|
if (!glfwInit())
|
||||||
|
exit(1);
|
||||||
|
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
|
|
||||||
|
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
|
||||||
|
glfwMakeContextCurrent(window);
|
||||||
|
glfwSetKeyCallback(window, glfw_key_callback);
|
||||||
|
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
|
||||||
|
glfwSetScrollCallback(window, glfw_scroll_callback);
|
||||||
|
glfwSetCharCallback(window, glfw_char_callback);
|
||||||
|
|
||||||
|
glewExperimental = GL_TRUE;
|
||||||
|
|
||||||
|
GLenum err = glewInit();
|
||||||
|
if (GLEW_OK != err)
|
||||||
|
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
|
||||||
|
|
||||||
|
const GLchar *vertex_shader =
|
||||||
|
"#version 330\n"
|
||||||
|
"uniform mat4 ortho;\n"
|
||||||
|
"in vec2 Position;\n"
|
||||||
|
"in vec2 UV;\n"
|
||||||
|
"in vec4 Colour;\n"
|
||||||
|
"out vec2 Frag_UV;\n"
|
||||||
|
"out vec4 Frag_Colour;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" Frag_UV = UV;\n"
|
||||||
|
" Frag_Colour = Colour;\n"
|
||||||
|
" gl_Position = ortho*vec4(Position.xy,0,1);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
const GLchar* fragment_shader =
|
||||||
|
"#version 330\n"
|
||||||
|
"uniform sampler2D Texture;\n"
|
||||||
|
"in vec2 Frag_UV;\n"
|
||||||
|
"in vec4 Frag_Colour;\n"
|
||||||
|
"out vec4 FragColor;\n"
|
||||||
|
"void main()\n"
|
||||||
|
"{\n"
|
||||||
|
" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
|
||||||
|
"}\n";
|
||||||
|
|
||||||
|
shader_handle = glCreateProgram();
|
||||||
|
vert_handle = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
glShaderSource(vert_handle, 1, &vertex_shader, 0);
|
||||||
|
glShaderSource(frag_handle, 1, &fragment_shader, 0);
|
||||||
|
glCompileShader(vert_handle);
|
||||||
|
glCompileShader(frag_handle);
|
||||||
|
glAttachShader(shader_handle, vert_handle);
|
||||||
|
glAttachShader(shader_handle, frag_handle);
|
||||||
|
glLinkProgram(shader_handle);
|
||||||
|
|
||||||
|
texture_location = glGetUniformLocation(shader_handle, "Texture");
|
||||||
|
ortho_location = glGetUniformLocation(shader_handle, "ortho");
|
||||||
|
position_location = glGetAttribLocation(shader_handle, "Position");
|
||||||
|
uv_location = glGetAttribLocation(shader_handle, "UV");
|
||||||
|
colour_location = glGetAttribLocation(shader_handle, "Colour");
|
||||||
|
|
||||||
|
glGenBuffers(1, &vbo_handle);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
|
||||||
|
|
||||||
|
glGenVertexArrays(1, &vao_handle);
|
||||||
|
glBindVertexArray(vao_handle);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
|
||||||
|
glEnableVertexAttribArray(position_location);
|
||||||
|
glEnableVertexAttribArray(uv_location);
|
||||||
|
glEnableVertexAttribArray(colour_location);
|
||||||
|
|
||||||
|
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||||
|
glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||||
|
glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void InitImGui()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
|
||||||
|
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
|
||||||
|
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||||
|
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||||
|
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||||
|
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||||
|
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||||
|
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||||
|
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||||
|
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||||
|
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||||
|
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||||
|
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||||
|
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||||
|
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||||
|
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||||
|
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||||
|
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||||
|
|
||||||
|
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
|
||||||
|
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||||
|
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
||||||
|
|
||||||
|
// Load font texture
|
||||||
|
glGenTextures(1, &fontTex);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, fontTex);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
|
const void* png_data;
|
||||||
|
unsigned int png_size;
|
||||||
|
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
|
||||||
|
int tex_x, tex_y, tex_comp;
|
||||||
|
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
|
||||||
|
stbi_image_free(tex_data);
|
||||||
|
}
|
||||||
|
|
||||||
|
void UpdateImGui()
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
|
||||||
|
// Setup resolution (every frame to accommodate for window resizing)
|
||||||
|
int w, h;
|
||||||
|
int display_w, display_h;
|
||||||
|
glfwGetWindowSize(window, &w, &h);
|
||||||
|
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||||
|
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
|
||||||
|
|
||||||
|
// Setup time step
|
||||||
|
static double time = 0.0f;
|
||||||
|
const double current_time = glfwGetTime();
|
||||||
|
io.DeltaTime = (float)(current_time - time);
|
||||||
|
time = current_time;
|
||||||
|
|
||||||
|
// Setup inputs
|
||||||
|
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||||
|
double mouse_x, mouse_y;
|
||||||
|
glfwGetCursorPos(window, &mouse_x, &mouse_y);
|
||||||
|
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
|
||||||
|
mouse_y *= (float)display_h / h;
|
||||||
|
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||||
|
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||||
|
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
|
||||||
|
|
||||||
|
// Start the frame
|
||||||
|
ImGui::NewFrame();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Application code
|
||||||
|
int main(int argc, char** argv)
|
||||||
|
{
|
||||||
|
InitGL();
|
||||||
|
InitImGui();
|
||||||
|
|
||||||
|
while (!glfwWindowShouldClose(window))
|
||||||
|
{
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.MouseWheel = 0;
|
||||||
|
mousePressed[0] = mousePressed[1] = false;
|
||||||
|
glfwPollEvents();
|
||||||
|
UpdateImGui();
|
||||||
|
|
||||||
|
static bool show_test_window = true;
|
||||||
|
static bool show_another_window = false;
|
||||||
|
|
||||||
|
// 1. Show a simple window
|
||||||
|
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||||
|
{
|
||||||
|
static float f;
|
||||||
|
ImGui::Text("Hello, world!");
|
||||||
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
|
show_test_window ^= ImGui::Button("Test Window");
|
||||||
|
show_another_window ^= ImGui::Button("Another Window");
|
||||||
|
|
||||||
|
// Calculate and show frame rate
|
||||||
|
static float ms_per_frame[120] = { 0 };
|
||||||
|
static int ms_per_frame_idx = 0;
|
||||||
|
static float ms_per_frame_accum = 0.0f;
|
||||||
|
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
|
||||||
|
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
|
||||||
|
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
|
||||||
|
const float ms_per_frame_avg = ms_per_frame_accum / 120;
|
||||||
|
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||||
|
if (show_another_window)
|
||||||
|
{
|
||||||
|
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
|
||||||
|
ImGui::Text("Hello");
|
||||||
|
ImGui::End();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||||
|
if (show_test_window)
|
||||||
|
{
|
||||||
|
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
|
||||||
|
ImGui::ShowTestWindow(&show_test_window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Rendering
|
||||||
|
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||||
|
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
ImGui::Render();
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Cleanup
|
||||||
|
if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
|
||||||
|
if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
|
||||||
|
glDetachShader(shader_handle, vert_handle);
|
||||||
|
glDetachShader(shader_handle, frag_handle);
|
||||||
|
glDeleteShader(vert_handle);
|
||||||
|
glDeleteShader(frag_handle);
|
||||||
|
glDeleteProgram(shader_handle);
|
||||||
|
|
||||||
|
ImGui::Shutdown();
|
||||||
|
glfwTerminate();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
@ -0,0 +1,31 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="imgui">
|
||||||
|
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="sources">
|
||||||
|
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
|
||||||
|
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\imgui.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\..\imconfig.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\imgui.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\stb_textedit.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
@ -0,0 +1,3 @@
|
|||||||
|
stb_image.h is used to load the PNG texture data by
|
||||||
|
opengl_example
|
||||||
|
directx11_example
|
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Loading…
Reference in New Issue