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Examples: DirectX11 example application handles window resizing.
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@ -13,7 +13,6 @@
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// Data
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static INT64 g_Time = 0;
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static INT64 g_TicksPerSecond = 0;
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static bool g_FontTextureLoaded = false;
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static HWND g_hWnd = 0;
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static ID3D11Device* g_pd3dDevice = NULL;
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@ -26,6 +25,7 @@ static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
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static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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struct CUSTOMVERTEX
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@ -180,7 +180,7 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
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return 0;
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}
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void ImGui_ImplDX11_InitFontsTexture()
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static void ImGui_ImplDX11_InitFontsTexture()
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{
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ImGuiIO& io = ImGui::GetIO();
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@ -190,55 +190,63 @@ void ImGui_ImplDX11_InitFontsTexture()
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create DX11 texture
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D3D11_TEXTURE2D_DESC texDesc;
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ZeroMemory(&texDesc, sizeof(texDesc));
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texDesc.Width = width;
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texDesc.Height = height;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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{
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D3D11_TEXTURE2D_DESC texDesc;
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ZeroMemory(&texDesc, sizeof(texDesc));
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texDesc.Width = width;
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texDesc.Height = height;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = texDesc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = texDesc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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ID3D11ShaderResourceView* font_texture_view = NULL;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
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pTexture->Release();
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
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pTexture->Release();
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}
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// Store our identifier
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io.Fonts->TexID = (void *)font_texture_view;
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io.Fonts->TexID = (void *)g_pFontTextureView;
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// Create texture sampler
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D3D11_SAMPLER_DESC samplerDesc;
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ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.f;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.MinLOD = 0.f;
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samplerDesc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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{
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D3D11_SAMPLER_DESC samplerDesc;
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ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MipLODBias = 0.f;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.MinLOD = 0.f;
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samplerDesc.MaxLOD = 0.f;
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g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
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}
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}
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static bool InitDirect3DState()
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bool ImGui_ImplDX11_CreateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return false;
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if (g_pVB)
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ImGui_ImplDX11_InvalidateDeviceObjects();
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// Create the vertex shader
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{
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static const char* vertexShader =
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@ -351,21 +359,35 @@ static bool InitDirect3DState()
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return false;
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}
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ImGui_ImplDX11_InitFontsTexture();
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return true;
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}
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void ImGui_ImplDX11_InvalidateDeviceObjects()
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{
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if (!g_pd3dDevice)
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return;
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if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
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if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
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if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
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if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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}
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
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{
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g_hWnd = (HWND)hwnd;
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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if (!InitDirect3DState())
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{
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IM_ASSERT(0);
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return false;
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}
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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return false;
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if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
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@ -398,28 +420,17 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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void ImGui_ImplDX11_Shutdown()
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{
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if (g_pd3dDeviceContext) g_pd3dDeviceContext->ClearState();
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if (g_pFontSampler) g_pFontSampler->Release();
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if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
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font_texture_view->Release();
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if (g_pVB) g_pVB->Release();
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if (g_blendState) g_blendState->Release();
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if (g_pPixelShader) g_pPixelShader->Release();
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if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
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if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
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if (g_pInputLayout) g_pInputLayout->Release();
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if (g_pVertexShader) g_pVertexShader->Release();
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if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
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ImGui_ImplDX11_InvalidateDeviceObjects();
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ImGui::Shutdown();
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g_pd3dDevice = NULL;
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g_pd3dDeviceContext = NULL;
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g_hWnd = (HWND)0;
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}
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void ImGui_ImplDX11_NewFrame()
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{
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if (!g_FontTextureLoaded)
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ImGui_ImplDX11_InitFontsTexture();
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if (!g_pVB)
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ImGui_ImplDX11_CreateDeviceObjects();
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ImGuiIO& io = ImGui::GetIO();
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@ -5,10 +5,13 @@ struct ID3D11Device;
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struct ID3D11DeviceContext;
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bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
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void ImGui_ImplDX11_InitFontsTexture();
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void ImGui_ImplDX11_Shutdown();
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void ImGui_ImplDX11_NewFrame();
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// Use if you want to reset your rendering device without losing ImGui state.
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void ImGui_ImplDX11_InvalidateDeviceObjects();
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bool ImGui_ImplDX11_CreateDeviceObjects();
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// Handler for Win32 messages, update mouse/keyboard data.
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// You may or not need this for your implementation, but it can serve as reference for handling inputs.
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// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
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@ -1,5 +1,4 @@
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// ImGui - standalone example application for DirectX 11
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// TODO: Allow resizing the application window.
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#include <imgui.h>
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#include "imgui_impl_dx11.h"
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@ -14,7 +13,29 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
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static IDXGISwapChain* g_pSwapChain = NULL;
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static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
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HRESULT InitDeviceD3D(HWND hWnd)
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void CreateRenderTarget()
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{
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DXGI_SWAP_CHAIN_DESC sd;
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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}
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void CleanupRenderTarget()
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{
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if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
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}
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HRESULT CreateDeviceD3D(HWND hWnd)
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{
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// Setup swap chain
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DXGI_SWAP_CHAIN_DESC sd;
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@ -65,28 +86,17 @@ HRESULT InitDeviceD3D(HWND hWnd)
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pRState->Release();
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}
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// Create the render target
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{
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
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pBackBuffer->Release();
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}
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CreateRenderTarget();
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return S_OK;
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}
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void CleanupDeviceD3D()
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{
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if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
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if (g_pSwapChain) g_pSwapChain->Release();
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if (g_pd3dDeviceContext) g_pd3dDeviceContext->Release();
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if (g_pd3dDevice) g_pd3dDevice->Release();
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CleanupRenderTarget();
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if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
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if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
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if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
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}
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extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -97,6 +107,16 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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switch (msg)
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{
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case WM_SIZE:
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if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
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{
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ImGui_ImplDX11_InvalidateDeviceObjects();
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CleanupRenderTarget();
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g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
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CreateRenderTarget();
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ImGui_ImplDX11_CreateDeviceObjects();
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}
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return 0;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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@ -112,7 +132,7 @@ int main(int argc, char** argv)
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HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
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// Initialize Direct3D
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if (InitDeviceD3D(hwnd) < 0)
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if (CreateDeviceD3D(hwnd) < 0)
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{
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CleanupDeviceD3D();
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UnregisterClass(L"ImGui Example", wc.hInstance);
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@ -131,7 +151,6 @@ int main(int argc, char** argv)
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//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
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//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
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//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
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ImGui_ImplDX11_InitFontsTexture();
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bool show_test_window = true;
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bool show_another_window = false;
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