diff --git a/examples/directx11_example/directx11_example.vcxproj b/examples/directx11_example/directx11_example.vcxproj
index ec95e4ab..beddb330 100644
--- a/examples/directx11_example/directx11_example.vcxproj
+++ b/examples/directx11_example/directx11_example.vcxproj
@@ -48,7 +48,7 @@
Level3
Disabled
- $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+ ..\..;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
true
@@ -63,7 +63,7 @@
MaxSpeed
true
true
- $(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
+ ..\..;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)
true
@@ -77,9 +77,11 @@
+
+
diff --git a/examples/directx11_example/directx11_example.vcxproj.filters b/examples/directx11_example/directx11_example.vcxproj.filters
index ab9c654e..fca4dcfd 100644
--- a/examples/directx11_example/directx11_example.vcxproj.filters
+++ b/examples/directx11_example/directx11_example.vcxproj.filters
@@ -15,6 +15,9 @@
imgui
+
+ sources
+
@@ -23,5 +26,8 @@
sources
+
+ sources
+
\ No newline at end of file
diff --git a/examples/directx11_example/imgui_impl_dx11.cpp b/examples/directx11_example/imgui_impl_dx11.cpp
new file mode 100644
index 00000000..bc693a47
--- /dev/null
+++ b/examples/directx11_example/imgui_impl_dx11.cpp
@@ -0,0 +1,447 @@
+// ImGui Win32 + DirectX11 binding
+// https://github.com/ocornut/imgui
+
+#include
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+// Data
+static INT64 g_Time = 0;
+static INT64 g_TicksPerSecond = 0;
+static bool g_FontTextureLoaded = false;
+
+static ID3D11Device* g_pd3dDevice = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
+static ID3D11Buffer* g_pVB = NULL;
+static ID3D10Blob * g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader* g_pVertexShader = NULL;
+static ID3D11InputLayout* g_pInputLayout = NULL;
+static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
+static ID3D10Blob * g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader* g_pPixelShader = NULL;
+static ID3D11SamplerState* g_pFontSampler = NULL;
+static ID3D11BlendState* g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+ float pos[2];
+ float uv[2];
+ 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)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+ // Copy and convert all vertices into a single contiguous buffer
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceContext->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];
+ const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+ for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+ {
+ 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_pd3dDeviceContext->Unmap(g_pVB, 0);
+
+ // Setup orthographic projection matrix into our constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ if (g_pd3dDeviceContext->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_pd3dDeviceContext->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_pd3dDeviceContext->RSSetViewports(1, &vp);
+ }
+
+ // Bind shader and vertex buffers
+ unsigned int stride = sizeof(CUSTOMVERTEX);
+ unsigned int offset = 0;
+ g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
+ g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+ g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
+ g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+ g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
+ g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+ // Setup render state
+ const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+ g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
+
+ // Render command lists
+ int vtx_offset = 0;
+ for (int n = 0; n < cmd_lists_count; n++)
+ {
+ 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_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
+ g_pd3dDeviceContext->RSSetScissorRects(1, &r);
+ g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
+ vtx_offset += pcmd->vtx_count;
+ }
+ }
+
+ // Restore modified state
+ g_pd3dDeviceContext->IASetInputLayout(NULL);
+ g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
+ g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
+}
+
+LRESULT ImGui_ImplDX11_WndProcHandler(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:
+ io.MousePos.x = (signed short)(lParam);
+ io.MousePos.y = (signed short)(lParam >> 16);
+ return true;
+ case WM_KEYDOWN:
+ if (wParam >= 0 && wParam < 256)
+ io.KeysDown[wParam] = 1;
+ return true;
+ case WM_KEYUP:
+ if (wParam >= 0 && wParam < 256)
+ io.KeysDown[wParam] = 0;
+ 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;
+ }
+ return 0;
+}
+
+void ImGui_ImplDX11_InitFontsTexture()
+{
+ ImGuiIO& io = ImGui::GetIO();
+
+ // Build
+ unsigned char* pixels;
+ int width, height;
+ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+ // Create DX11 texture
+ D3D11_TEXTURE2D_DESC texDesc;
+ ZeroMemory(&texDesc, sizeof(texDesc));
+ texDesc.Width = width;
+ texDesc.Height = height;
+ texDesc.MipLevels = 1;
+ texDesc.ArraySize = 1;
+ texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ texDesc.SampleDesc.Count = 1;
+ texDesc.Usage = D3D11_USAGE_DEFAULT;
+ texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+ texDesc.CPUAccessFlags = 0;
+
+ ID3D11Texture2D *pTexture = NULL;
+ D3D11_SUBRESOURCE_DATA subResource;
+ subResource.pSysMem = pixels;
+ subResource.SysMemPitch = texDesc.Width * 4;
+ subResource.SysMemSlicePitch = 0;
+ g_pd3dDevice->CreateTexture2D(&texDesc, &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 = texDesc.MipLevels;
+ srvDesc.Texture2D.MostDetailedMip = 0;
+ ID3D11ShaderResourceView* font_texture_view = NULL;
+ g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
+ pTexture->Release();
+
+ // Store our identifier
+ io.Fonts->TexID = (void *)font_texture_view;
+
+ // Create texture sampler
+ D3D11_SAMPLER_DESC samplerDesc;
+ ZeroMemory(&samplerDesc, sizeof(samplerDesc));
+ samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ samplerDesc.MipLODBias = 0.f;
+ samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ samplerDesc.MinLOD = 0.f;
+ samplerDesc.MaxLOD = 0.f;
+ g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
+}
+
+static bool InitDirect3DState()
+{
+ // 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 false;
+ if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+ return false;
+
+ // 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 false;
+
+ // 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 = input.col * texture0.Sample(sampler0, input.uv); \
+ return out_col; \
+ }";
+
+ D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
+ if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+ return false;
+ if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+ return false;
+ }
+
+ // 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);
+ }
+
+ // Create the vertex buffer
+ {
+ D3D11_BUFFER_DESC bufferDesc;
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufferDesc.MiscFlags = 0;
+ if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+ return false;
+ }
+
+ return true;
+}
+
+bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+ g_pd3dDevice = device;
+ g_pd3dDeviceContext = device_context;
+
+ if (!InitDirect3DState())
+ {
+ IM_ASSERT(0);
+ return false;
+ }
+
+ if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+ return false;
+ if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+ return false;
+
+ // FIXME: resizing
+ RECT rect;
+ GetClientRect((HWND)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.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 = ImGui_ImplDX11_RenderDrawLists;
+ io.ImeWindowHandle = hwnd;
+
+ return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+ if (g_pd3dDeviceContext) g_pd3dDeviceContext->ClearState();
+
+ if (g_pFontSampler) g_pFontSampler->Release();
+ if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
+ font_texture_view->Release();
+ if (g_pVB) g_pVB->Release();
+
+ 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();
+
+ ImGui::Shutdown();
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+ if (!g_FontTextureLoaded)
+ ImGui_ImplDX11_InitFontsTexture();
+
+ ImGuiIO& io = ImGui::GetIO();
+
+ // 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.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
+
+ // Start the frame
+ ImGui::NewFrame();
+}
diff --git a/examples/directx11_example/imgui_impl_dx11.h b/examples/directx11_example/imgui_impl_dx11.h
new file mode 100644
index 00000000..aa33edb2
--- /dev/null
+++ b/examples/directx11_example/imgui_impl_dx11.h
@@ -0,0 +1,17 @@
+// ImGui Win32 + DirectX11 binding
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+void ImGui_ImplDX11_InitFontsTexture();
+void ImGui_ImplDX11_Shutdown();
+void ImGui_ImplDX11_NewFrame();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on types. You can copy the extern declaration in your code.
+/*
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp
index a7f7a993..75c77064 100644
--- a/examples/directx11_example/main.cpp
+++ b/examples/directx11_example/main.cpp
@@ -1,147 +1,18 @@
// ImGui - standalone example application for DirectX 11
+// TODO: Allow resizing the application window.
-#include
-#include "../../imgui.h"
-
-// DirectX 11
+#include
+#include "imgui_impl_dx11.h"
#include
#include
#define DIRECTINPUT_VERSION 0x0800
#include
-#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
-
-static HWND hWnd;
+// Data
static ID3D11Device* g_pd3dDevice = NULL;
-static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
+static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
-static ID3D11Buffer* g_pVB = NULL;
-static ID3D11RenderTargetView* g_mainRenderTargetView;
-
-static ID3D10Blob * g_pVertexShaderBlob = NULL;
-static ID3D11VertexShader* g_pVertexShader = NULL;
-static ID3D11InputLayout* g_pInputLayout = NULL;
-static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
-
-static ID3D10Blob * g_pPixelShaderBlob = NULL;
-static ID3D11PixelShader* g_pPixelShader = NULL;
-
-static ID3D11SamplerState* g_pFontSampler = NULL;
-static ID3D11BlendState* g_blendState = NULL;
-
-struct CUSTOMVERTEX
-{
- float pos[2];
- float uv[2];
- 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)
-// If text or lines are blurry when integrating ImGui in your engine:
-// - 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)
-{
- // 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];
- const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
- for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
- {
- 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->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->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
- 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);
-}
+static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
HRESULT InitDeviceD3D(HWND hWnd)
{
@@ -170,7 +41,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
#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)
+ if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
// Setup rasterizer
@@ -190,7 +61,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
ID3D11RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
- g_pd3dDeviceImmediateContext->RSSetState(pRState);
+ g_pd3dDeviceContext->RSSetState(pRState);
pRState->Release();
}
@@ -203,356 +74,70 @@ HRESULT InitDeviceD3D(HWND hWnd)
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);
+ g_pd3dDeviceContext->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 = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
-
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return 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()
+void CleanupDeviceD3D()
{
- if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
-
- // InitImGui
- if (g_pFontSampler) g_pFontSampler->Release();
- if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
- font_texture_view->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_pd3dDeviceContext) g_pd3dDeviceContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
}
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
- ImGuiIO& io = ImGui::GetIO();
+ if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
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_KEYDOWN:
- if (wParam >= 0 && wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam >= 0 && wParam < 256)
- io.KeysDown[wParam] = 0;
- 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 LoadFontsTexture()
-{
- // Load one or more font
- ImGuiIO& io = ImGui::GetIO();
- //ImFont* my_font1 = io.Fonts->AddFontDefault();
- //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
- //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
- //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
- //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
- // Build
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
- // Create texture
- D3D11_TEXTURE2D_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Width = width;
- desc.Height = height;
- 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 = pixels;
- subResource.SysMemPitch = desc.Width * 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;
- ID3D11ShaderResourceView* font_texture_view = NULL;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
- pTexture->Release();
-
- // Store our identifier
- io.Fonts->TexID = (void *)font_texture_view;
-}
-
-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.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;
- io.ImeWindowHandle = hWnd;
-
- // Create the vertex buffer
- {
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
- 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 fonts
- LoadFontsTexture();
-
- // Create texture sampler
- {
- D3D11_SAMPLER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- 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;
-
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- // 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
-
- // Start the frame
- ImGui::NewFrame();
-}
-
int main(int argc, char** argv)
{
- // Register the window class
+ // Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
-
- // Create the application's window
- hWnd = CreateWindow(L"ImGui Example", L"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;
+ HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
- if (InitDeviceD3D(hWnd) < 0)
+ if (InitDeviceD3D(hwnd) < 0)
{
- CleanupDevice();
+ CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
// Show the window
- ShowWindow(hWnd, SW_SHOWDEFAULT);
- UpdateWindow(hWnd);
+ ShowWindow(hwnd, SW_SHOWDEFAULT);
+ UpdateWindow(hwnd);
- InitImGui();
+ // Setup ImGui binding
+ ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+ //ImGuiIO& io = ImGui::GetIO();
+ //ImFont* my_font1 = io.Fonts->AddFontDefault();
+ //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
+ //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
+ //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
+ //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
+ ImGui_ImplDX11_InitFontsTexture();
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
- // Enter the message loop
+ // Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@@ -563,7 +148,7 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
- UpdateImGui();
+ ImGui_ImplDX11_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@@ -593,12 +178,13 @@ int main(int argc, char** argv)
}
// Rendering
- g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+ g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
}
- ImGui::Shutdown();
+ ImGui_ImplDX11_Shutdown();
+ CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
diff --git a/examples/directx9_example/imgui_impl_dx9.cpp b/examples/directx9_example/imgui_impl_dx9.cpp
index 370bcb12..ccddbe05 100644
--- a/examples/directx9_example/imgui_impl_dx9.cpp
+++ b/examples/directx9_example/imgui_impl_dx9.cpp
@@ -90,7 +90,6 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
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++)
{
@@ -184,7 +183,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
- // FIXME
+ // FIXME: resizing
RECT rect;
GetClientRect((HWND)hwnd, &rect);
int display_w = (int)(rect.right - rect.left);
diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp
index 65069805..9224be50 100644
--- a/examples/directx9_example/main.cpp
+++ b/examples/directx9_example/main.cpp
@@ -1,7 +1,6 @@
// ImGui - standalone example application for DirectX 9
// TODO: Allow resizing the application window.
-#include
#include
#include "imgui_impl_dx9.h"
#include
@@ -25,11 +24,9 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
int main(int argc, char** argv)
{
- // Register the window class
+ // Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
-
- // Create the application's window
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
@@ -60,7 +57,7 @@ int main(int argc, char** argv)
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
- // ImGui
+ // Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, pd3dDevice);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
@@ -129,7 +126,6 @@ int main(int argc, char** argv)
}
ImGui_ImplDX9_Shutdown();
-
if (pd3dDevice) pd3dDevice->Release();
if (pD3D) pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);