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// dear imgui: Renderer for DirectX10
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// This needs to be used along with a Platform Binding (e.g. Win32)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
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// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
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// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
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// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
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// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
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// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
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// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other back-ends.
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// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
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// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX10: Disabling depth-write.
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# include "imgui.h"
# include "imgui_impl_dx10.h"
// DirectX
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# include <stdio.h>
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# include <d3d10_1.h>
# include <d3d10.h>
# include <d3dcompiler.h>
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# ifdef _MSC_VER
# pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
# endif
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// DirectX data
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static ID3D10Device * g_pd3dDevice = NULL ;
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static IDXGIFactory * g_pFactory = NULL ;
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static ID3D10Buffer * g_pVB = NULL ;
static ID3D10Buffer * g_pIB = NULL ;
static ID3D10VertexShader * g_pVertexShader = NULL ;
static ID3D10InputLayout * g_pInputLayout = NULL ;
static ID3D10Buffer * g_pVertexConstantBuffer = NULL ;
static ID3D10PixelShader * g_pPixelShader = NULL ;
static ID3D10SamplerState * g_pFontSampler = NULL ;
static ID3D10ShaderResourceView * g_pFontTextureView = NULL ;
static ID3D10RasterizerState * g_pRasterizerState = NULL ;
static ID3D10BlendState * g_pBlendState = NULL ;
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static ID3D10DepthStencilState * g_pDepthStencilState = NULL ;
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static int g_VertexBufferSize = 5000 , g_IndexBufferSize = 10000 ;
struct VERTEX_CONSTANT_BUFFER
{
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float mvp [ 4 ] [ 4 ] ;
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} ;
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// Forward Declarations
static void ImGui_ImplDX10_InitPlatformInterface ( ) ;
static void ImGui_ImplDX10_ShutdownPlatformInterface ( ) ;
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static void ImGui_ImplDX10_SetupRenderState ( ImDrawData * draw_data , ID3D10Device * ctx )
{
// Setup viewport
D3D10_VIEWPORT vp ;
memset ( & vp , 0 , sizeof ( D3D10_VIEWPORT ) ) ;
vp . Width = ( UINT ) draw_data - > DisplaySize . x ;
vp . Height = ( UINT ) draw_data - > DisplaySize . y ;
vp . MinDepth = 0.0f ;
vp . MaxDepth = 1.0f ;
vp . TopLeftX = vp . TopLeftY = 0 ;
ctx - > RSSetViewports ( 1 , & vp ) ;
// Bind shader and vertex buffers
unsigned int stride = sizeof ( ImDrawVert ) ;
unsigned int offset = 0 ;
ctx - > IASetInputLayout ( g_pInputLayout ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & g_pVB , & stride , & offset ) ;
ctx - > IASetIndexBuffer ( g_pIB , sizeof ( ImDrawIdx ) = = 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT , 0 ) ;
ctx - > IASetPrimitiveTopology ( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) ;
ctx - > VSSetShader ( g_pVertexShader ) ;
ctx - > VSSetConstantBuffers ( 0 , 1 , & g_pVertexConstantBuffer ) ;
ctx - > PSSetShader ( g_pPixelShader ) ;
ctx - > PSSetSamplers ( 0 , 1 , & g_pFontSampler ) ;
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ctx - > GSSetShader ( NULL ) ;
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// Setup render state
const float blend_factor [ 4 ] = { 0.f , 0.f , 0.f , 0.f } ;
ctx - > OMSetBlendState ( g_pBlendState , blend_factor , 0xffffffff ) ;
ctx - > OMSetDepthStencilState ( g_pDepthStencilState , 0 ) ;
ctx - > RSSetState ( g_pRasterizerState ) ;
}
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// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX10_RenderDrawData ( ImDrawData * draw_data )
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{
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// Avoid rendering when minimized
if ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f )
return ;
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ID3D10Device * ctx = g_pd3dDevice ;
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// Create and grow vertex/index buffers if needed
if ( ! g_pVB | | g_VertexBufferSize < draw_data - > TotalVtxCount )
{
if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
g_VertexBufferSize = draw_data - > TotalVtxCount + 5000 ;
D3D10_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D10_BUFFER_DESC ) ) ;
desc . Usage = D3D10_USAGE_DYNAMIC ;
desc . ByteWidth = g_VertexBufferSize * sizeof ( ImDrawVert ) ;
desc . BindFlags = D3D10_BIND_VERTEX_BUFFER ;
desc . CPUAccessFlags = D3D10_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
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if ( ctx - > CreateBuffer ( & desc , NULL , & g_pVB ) < 0 )
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return ;
}
if ( ! g_pIB | | g_IndexBufferSize < draw_data - > TotalIdxCount )
{
if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
g_IndexBufferSize = draw_data - > TotalIdxCount + 10000 ;
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D3D10_BUFFER_DESC desc ;
memset ( & desc , 0 , sizeof ( D3D10_BUFFER_DESC ) ) ;
desc . Usage = D3D10_USAGE_DYNAMIC ;
desc . ByteWidth = g_IndexBufferSize * sizeof ( ImDrawIdx ) ;
desc . BindFlags = D3D10_BIND_INDEX_BUFFER ;
desc . CPUAccessFlags = D3D10_CPU_ACCESS_WRITE ;
if ( ctx - > CreateBuffer ( & desc , NULL , & g_pIB ) < 0 )
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return ;
}
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// Copy and convert all vertices into a single contiguous buffer
ImDrawVert * vtx_dst = NULL ;
ImDrawIdx * idx_dst = NULL ;
g_pVB - > Map ( D3D10_MAP_WRITE_DISCARD , 0 , ( void * * ) & vtx_dst ) ;
g_pIB - > Map ( D3D10_MAP_WRITE_DISCARD , 0 , ( void * * ) & idx_dst ) ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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memcpy ( vtx_dst , cmd_list - > VtxBuffer . Data , cmd_list - > VtxBuffer . Size * sizeof ( ImDrawVert ) ) ;
memcpy ( idx_dst , cmd_list - > IdxBuffer . Data , cmd_list - > IdxBuffer . Size * sizeof ( ImDrawIdx ) ) ;
vtx_dst + = cmd_list - > VtxBuffer . Size ;
idx_dst + = cmd_list - > IdxBuffer . Size ;
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}
g_pVB - > Unmap ( ) ;
g_pIB - > Unmap ( ) ;
// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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void * mapped_resource ;
if ( g_pVertexConstantBuffer - > Map ( D3D10_MAP_WRITE_DISCARD , 0 , & mapped_resource ) ! = S_OK )
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return ;
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VERTEX_CONSTANT_BUFFER * constant_buffer = ( VERTEX_CONSTANT_BUFFER * ) mapped_resource ;
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float L = draw_data - > DisplayPos . x ;
float R = draw_data - > DisplayPos . x + draw_data - > DisplaySize . x ;
float T = draw_data - > DisplayPos . y ;
float B = draw_data - > DisplayPos . y + draw_data - > DisplaySize . y ;
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float mvp [ 4 ] [ 4 ] =
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{
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{ 2.0f / ( R - L ) , 0.0f , 0.0f , 0.0f } ,
{ 0.0f , 2.0f / ( T - B ) , 0.0f , 0.0f } ,
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{ 0.0f , 0.0f , 0.5f , 0.0f } ,
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{ ( R + L ) / ( L - R ) , ( T + B ) / ( B - T ) , 0.5f , 1.0f } ,
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} ;
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memcpy ( & constant_buffer - > mvp , mvp , sizeof ( mvp ) ) ;
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g_pVertexConstantBuffer - > Unmap ( ) ;
}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX10_STATE
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{
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UINT ScissorRectsCount , ViewportsCount ;
D3D10_RECT ScissorRects [ D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
D3D10_VIEWPORT Viewports [ D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ] ;
ID3D10RasterizerState * RS ;
ID3D10BlendState * BlendState ;
FLOAT BlendFactor [ 4 ] ;
UINT SampleMask ;
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UINT StencilRef ;
ID3D10DepthStencilState * DepthStencilState ;
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ID3D10ShaderResourceView * PSShaderResource ;
ID3D10SamplerState * PSSampler ;
ID3D10PixelShader * PS ;
ID3D10VertexShader * VS ;
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ID3D10GeometryShader * GS ;
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology ;
ID3D10Buffer * IndexBuffer , * VertexBuffer , * VSConstantBuffer ;
UINT IndexBufferOffset , VertexBufferStride , VertexBufferOffset ;
DXGI_FORMAT IndexBufferFormat ;
ID3D10InputLayout * InputLayout ;
} ;
BACKUP_DX10_STATE old ;
old . ScissorRectsCount = old . ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE ;
ctx - > RSGetScissorRects ( & old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSGetViewports ( & old . ViewportsCount , old . Viewports ) ;
ctx - > RSGetState ( & old . RS ) ;
ctx - > OMGetBlendState ( & old . BlendState , old . BlendFactor , & old . SampleMask ) ;
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ctx - > OMGetDepthStencilState ( & old . DepthStencilState , & old . StencilRef ) ;
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ctx - > PSGetShaderResources ( 0 , 1 , & old . PSShaderResource ) ;
ctx - > PSGetSamplers ( 0 , 1 , & old . PSSampler ) ;
ctx - > PSGetShader ( & old . PS ) ;
ctx - > VSGetShader ( & old . VS ) ;
ctx - > VSGetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ;
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ctx - > GSGetShader ( & old . GS ) ;
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ctx - > IAGetPrimitiveTopology ( & old . PrimitiveTopology ) ;
ctx - > IAGetIndexBuffer ( & old . IndexBuffer , & old . IndexBufferFormat , & old . IndexBufferOffset ) ;
ctx - > IAGetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ;
ctx - > IAGetInputLayout ( & old . InputLayout ) ;
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// Setup desired DX state
ImGui_ImplDX10_SetupRenderState ( draw_data , ctx ) ;
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// Render command lists
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// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0 ;
int global_idx_offset = 0 ;
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ImVec2 clip_off = draw_data - > DisplayPos ;
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for ( int n = 0 ; n < draw_data - > CmdListsCount ; n + + )
{
const ImDrawList * cmd_list = draw_data - > CmdLists [ n ] ;
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for ( int cmd_i = 0 ; cmd_i < cmd_list - > CmdBuffer . Size ; cmd_i + + )
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{
const ImDrawCmd * pcmd = & cmd_list - > CmdBuffer [ cmd_i ] ;
if ( pcmd - > UserCallback )
{
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// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if ( pcmd - > UserCallback = = ImDrawCallback_ResetRenderState )
ImGui_ImplDX10_SetupRenderState ( draw_data , ctx ) ;
else
pcmd - > UserCallback ( cmd_list , pcmd ) ;
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}
else
{
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// Apply scissor/clipping rectangle
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const D3D10_RECT r = { ( LONG ) ( pcmd - > ClipRect . x - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . y - clip_off . y ) , ( LONG ) ( pcmd - > ClipRect . z - clip_off . x ) , ( LONG ) ( pcmd - > ClipRect . w - clip_off . y ) } ;
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ctx - > RSSetScissorRects ( 1 , & r ) ;
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// Bind texture, Draw
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ID3D10ShaderResourceView * texture_srv = ( ID3D10ShaderResourceView * ) pcmd - > TextureId ;
ctx - > PSSetShaderResources ( 0 , 1 , & texture_srv ) ;
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ctx - > DrawIndexed ( pcmd - > ElemCount , pcmd - > IdxOffset + global_idx_offset , pcmd - > VtxOffset + global_vtx_offset ) ;
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}
}
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global_idx_offset + = cmd_list - > IdxBuffer . Size ;
global_vtx_offset + = cmd_list - > VtxBuffer . Size ;
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}
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// Restore modified DX state
ctx - > RSSetScissorRects ( old . ScissorRectsCount , old . ScissorRects ) ;
ctx - > RSSetViewports ( old . ViewportsCount , old . Viewports ) ;
ctx - > RSSetState ( old . RS ) ; if ( old . RS ) old . RS - > Release ( ) ;
ctx - > OMSetBlendState ( old . BlendState , old . BlendFactor , old . SampleMask ) ; if ( old . BlendState ) old . BlendState - > Release ( ) ;
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ctx - > OMSetDepthStencilState ( old . DepthStencilState , old . StencilRef ) ; if ( old . DepthStencilState ) old . DepthStencilState - > Release ( ) ;
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ctx - > PSSetShaderResources ( 0 , 1 , & old . PSShaderResource ) ; if ( old . PSShaderResource ) old . PSShaderResource - > Release ( ) ;
ctx - > PSSetSamplers ( 0 , 1 , & old . PSSampler ) ; if ( old . PSSampler ) old . PSSampler - > Release ( ) ;
ctx - > PSSetShader ( old . PS ) ; if ( old . PS ) old . PS - > Release ( ) ;
ctx - > VSSetShader ( old . VS ) ; if ( old . VS ) old . VS - > Release ( ) ;
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ctx - > GSSetShader ( old . GS ) ; if ( old . GS ) old . GS - > Release ( ) ;
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ctx - > VSSetConstantBuffers ( 0 , 1 , & old . VSConstantBuffer ) ; if ( old . VSConstantBuffer ) old . VSConstantBuffer - > Release ( ) ;
ctx - > IASetPrimitiveTopology ( old . PrimitiveTopology ) ;
ctx - > IASetIndexBuffer ( old . IndexBuffer , old . IndexBufferFormat , old . IndexBufferOffset ) ; if ( old . IndexBuffer ) old . IndexBuffer - > Release ( ) ;
ctx - > IASetVertexBuffers ( 0 , 1 , & old . VertexBuffer , & old . VertexBufferStride , & old . VertexBufferOffset ) ; if ( old . VertexBuffer ) old . VertexBuffer - > Release ( ) ;
ctx - > IASetInputLayout ( old . InputLayout ) ; if ( old . InputLayout ) old . InputLayout - > Release ( ) ;
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}
static void ImGui_ImplDX10_CreateFontsTexture ( )
{
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// Build texture atlas
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ImGuiIO & io = ImGui : : GetIO ( ) ;
unsigned char * pixels ;
int width , height ;
io . Fonts - > GetTexDataAsRGBA32 ( & pixels , & width , & height ) ;
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// Upload texture to graphics system
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{
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D3D10_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 = D3D10_USAGE_DEFAULT ;
desc . BindFlags = D3D10_BIND_SHADER_RESOURCE ;
desc . CPUAccessFlags = 0 ;
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ID3D10Texture2D * pTexture = NULL ;
D3D10_SUBRESOURCE_DATA subResource ;
subResource . pSysMem = pixels ;
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subResource . SysMemPitch = desc . Width * 4 ;
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subResource . SysMemSlicePitch = 0 ;
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g_pd3dDevice - > CreateTexture2D ( & desc , & subResource , & pTexture ) ;
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// Create texture view
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc ;
ZeroMemory ( & srv_desc , sizeof ( srv_desc ) ) ;
srv_desc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
srv_desc . ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D ;
srv_desc . Texture2D . MipLevels = desc . MipLevels ;
srv_desc . Texture2D . MostDetailedMip = 0 ;
g_pd3dDevice - > CreateShaderResourceView ( pTexture , & srv_desc , & g_pFontTextureView ) ;
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pTexture - > Release ( ) ;
}
// Store our identifier
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io . Fonts - > TexID = ( ImTextureID ) g_pFontTextureView ;
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// Create texture sampler
{
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D3D10_SAMPLER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR ;
desc . AddressU = D3D10_TEXTURE_ADDRESS_WRAP ;
desc . AddressV = D3D10_TEXTURE_ADDRESS_WRAP ;
desc . AddressW = D3D10_TEXTURE_ADDRESS_WRAP ;
desc . MipLODBias = 0.f ;
desc . ComparisonFunc = D3D10_COMPARISON_ALWAYS ;
desc . MinLOD = 0.f ;
desc . MaxLOD = 0.f ;
g_pd3dDevice - > CreateSamplerState ( & desc , & g_pFontSampler ) ;
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}
}
bool ImGui_ImplDX10_CreateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return false ;
if ( g_pFontSampler )
ImGui_ImplDX10_InvalidateDeviceObjects ( ) ;
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// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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// If you would like to use this DX10 sample code but remove this dependency you can:
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// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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// See https://github.com/ocornut/imgui/pull/638 for sources and details.
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// Create the vertex shader
{
static const char * vertexShader =
" cbuffer vertexBuffer : register(b0) \
{ \
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float4x4 ProjectionMatrix ; \
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} ; \
struct VS_INPUT \
{ \
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float2 pos : POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
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} ; \
\
struct PS_INPUT \
{ \
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float4 pos : SV_POSITION ; \
float4 col : COLOR0 ; \
float2 uv : TEXCOORD0 ; \
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} ; \
\
PS_INPUT main ( VS_INPUT input ) \
{ \
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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 ; \
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} " ;
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ID3DBlob * vertexShaderBlob ;
if ( FAILED ( D3DCompile ( vertexShader , strlen ( vertexShader ) , NULL , NULL , NULL , " main " , " vs_4_0 " , 0 , 0 , & vertexShaderBlob , NULL ) ) )
return false ; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if ( g_pd3dDevice - > CreateVertexShader ( vertexShaderBlob - > GetBufferPointer ( ) , vertexShaderBlob - > GetBufferSize ( ) , & g_pVertexShader ) ! = S_OK )
{
vertexShaderBlob - > Release ( ) ;
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return false ;
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}
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// Create the input layout
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D3D10_INPUT_ELEMENT_DESC local_layout [ ] =
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{
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{ " POSITION " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , pos ) , D3D10_INPUT_PER_VERTEX_DATA , 0 } ,
{ " TEXCOORD " , 0 , DXGI_FORMAT_R32G32_FLOAT , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , uv ) , D3D10_INPUT_PER_VERTEX_DATA , 0 } ,
{ " COLOR " , 0 , DXGI_FORMAT_R8G8B8A8_UNORM , 0 , ( UINT ) IM_OFFSETOF ( ImDrawVert , col ) , D3D10_INPUT_PER_VERTEX_DATA , 0 } ,
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} ;
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if ( g_pd3dDevice - > CreateInputLayout ( local_layout , 3 , vertexShaderBlob - > GetBufferPointer ( ) , vertexShaderBlob - > GetBufferSize ( ) , & g_pInputLayout ) ! = S_OK )
{
vertexShaderBlob - > Release ( ) ;
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return false ;
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}
vertexShaderBlob - > Release ( ) ;
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// Create the constant buffer
{
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D3D10_BUFFER_DESC desc ;
desc . ByteWidth = sizeof ( VERTEX_CONSTANT_BUFFER ) ;
desc . Usage = D3D10_USAGE_DYNAMIC ;
desc . BindFlags = D3D10_BIND_CONSTANT_BUFFER ;
desc . CPUAccessFlags = D3D10_CPU_ACCESS_WRITE ;
desc . MiscFlags = 0 ;
g_pd3dDevice - > CreateBuffer ( & desc , NULL , & g_pVertexConstantBuffer ) ;
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}
}
// 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 ; \
} " ;
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ID3DBlob * pixelShaderBlob ;
if ( FAILED ( D3DCompile ( pixelShader , strlen ( pixelShader ) , NULL , NULL , NULL , " main " , " ps_4_0 " , 0 , 0 , & pixelShaderBlob , NULL ) ) )
return false ; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if ( g_pd3dDevice - > CreatePixelShader ( pixelShaderBlob - > GetBufferPointer ( ) , pixelShaderBlob - > GetBufferSize ( ) , & g_pPixelShader ) ! = S_OK )
{
pixelShaderBlob - > Release ( ) ;
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return false ;
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}
pixelShaderBlob - > Release ( ) ;
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}
// Create the blending setup
{
D3D10_BLEND_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . AlphaToCoverageEnable = false ;
desc . BlendEnable [ 0 ] = true ;
desc . SrcBlend = D3D10_BLEND_SRC_ALPHA ;
desc . DestBlend = D3D10_BLEND_INV_SRC_ALPHA ;
desc . BlendOp = D3D10_BLEND_OP_ADD ;
desc . SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA ;
desc . DestBlendAlpha = D3D10_BLEND_ZERO ;
desc . BlendOpAlpha = D3D10_BLEND_OP_ADD ;
desc . RenderTargetWriteMask [ 0 ] = D3D10_COLOR_WRITE_ENABLE_ALL ;
g_pd3dDevice - > CreateBlendState ( & desc , & g_pBlendState ) ;
}
// Create the rasterizer state
{
D3D10_RASTERIZER_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . FillMode = D3D10_FILL_SOLID ;
desc . CullMode = D3D10_CULL_NONE ;
desc . ScissorEnable = true ;
desc . DepthClipEnable = true ;
g_pd3dDevice - > CreateRasterizerState ( & desc , & g_pRasterizerState ) ;
}
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// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc ;
ZeroMemory ( & desc , sizeof ( desc ) ) ;
desc . DepthEnable = false ;
desc . DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL ;
desc . DepthFunc = D3D10_COMPARISON_ALWAYS ;
desc . StencilEnable = false ;
desc . FrontFace . StencilFailOp = desc . FrontFace . StencilDepthFailOp = desc . FrontFace . StencilPassOp = D3D10_STENCIL_OP_KEEP ;
desc . FrontFace . StencilFunc = D3D10_COMPARISON_ALWAYS ;
desc . BackFace = desc . FrontFace ;
g_pd3dDevice - > CreateDepthStencilState ( & desc , & g_pDepthStencilState ) ;
}
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ImGui_ImplDX10_CreateFontsTexture ( ) ;
return true ;
}
void ImGui_ImplDX10_InvalidateDeviceObjects ( )
{
if ( ! g_pd3dDevice )
return ;
if ( g_pFontSampler ) { g_pFontSampler - > Release ( ) ; g_pFontSampler = NULL ; }
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if ( g_pFontTextureView ) { g_pFontTextureView - > Release ( ) ; g_pFontTextureView = NULL ; ImGui : : GetIO ( ) . Fonts - > TexID = NULL ; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
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if ( g_pIB ) { g_pIB - > Release ( ) ; g_pIB = NULL ; }
if ( g_pVB ) { g_pVB - > Release ( ) ; g_pVB = NULL ; }
if ( g_pBlendState ) { g_pBlendState - > Release ( ) ; g_pBlendState = NULL ; }
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if ( g_pDepthStencilState ) { g_pDepthStencilState - > Release ( ) ; g_pDepthStencilState = NULL ; }
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if ( g_pRasterizerState ) { g_pRasterizerState - > Release ( ) ; g_pRasterizerState = NULL ; }
if ( g_pPixelShader ) { g_pPixelShader - > Release ( ) ; g_pPixelShader = NULL ; }
if ( g_pVertexConstantBuffer ) { g_pVertexConstantBuffer - > Release ( ) ; g_pVertexConstantBuffer = NULL ; }
if ( g_pInputLayout ) { g_pInputLayout - > Release ( ) ; g_pInputLayout = NULL ; }
if ( g_pVertexShader ) { g_pVertexShader - > Release ( ) ; g_pVertexShader = NULL ; }
}
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bool ImGui_ImplDX10_Init ( ID3D10Device * device )
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{
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// Setup back-end capabilities flags
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ImGuiIO & io = ImGui : : GetIO ( ) ;
io . BackendRendererName = " imgui_impl_dx10 " ;
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io . BackendFlags | = ImGuiBackendFlags_RendererHasVtxOffset ; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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io . BackendFlags | = ImGuiBackendFlags_RendererHasViewports ; // We can create multi-viewports on the Renderer side (optional)
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// Get factory from device
IDXGIDevice * pDXGIDevice = NULL ;
IDXGIAdapter * pDXGIAdapter = NULL ;
IDXGIFactory * pFactory = NULL ;
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if ( device - > QueryInterface ( IID_PPV_ARGS ( & pDXGIDevice ) ) = = S_OK )
if ( pDXGIDevice - > GetParent ( IID_PPV_ARGS ( & pDXGIAdapter ) ) = = S_OK )
if ( pDXGIAdapter - > GetParent ( IID_PPV_ARGS ( & pFactory ) ) = = S_OK )
{
g_pd3dDevice = device ;
g_pFactory = pFactory ;
}
if ( pDXGIDevice ) pDXGIDevice - > Release ( ) ;
if ( pDXGIAdapter ) pDXGIAdapter - > Release ( ) ;
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g_pd3dDevice - > AddRef ( ) ;
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if ( io . ConfigFlags & ImGuiConfigFlags_ViewportsEnable )
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ImGui_ImplDX10_InitPlatformInterface ( ) ;
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return true ;
}
void ImGui_ImplDX10_Shutdown ( )
{
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ImGui_ImplDX10_ShutdownPlatformInterface ( ) ;
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ImGui_ImplDX10_InvalidateDeviceObjects ( ) ;
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if ( g_pFactory ) { g_pFactory - > Release ( ) ; g_pFactory = NULL ; }
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if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
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}
void ImGui_ImplDX10_NewFrame ( )
{
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if ( ! g_pFontSampler )
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ImGui_ImplDX10_CreateDeviceObjects ( ) ;
}
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//--------------------------------------------------------------------------------------------------------
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// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT
// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously.
// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first..
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//--------------------------------------------------------------------------------------------------------
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// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data.
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struct ImGuiViewportDataDx10
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{
IDXGISwapChain * SwapChain ;
ID3D10RenderTargetView * RTView ;
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ImGuiViewportDataDx10 ( ) { SwapChain = NULL ; RTView = NULL ; }
~ ImGuiViewportDataDx10 ( ) { IM_ASSERT ( SwapChain = = NULL & & RTView = = NULL ) ; }
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} ;
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static void ImGui_ImplDX10_CreateWindow ( ImGuiViewport * viewport )
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{
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ImGuiViewportDataDx10 * data = IM_NEW ( ImGuiViewportDataDx10 ) ( ) ;
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viewport - > RendererUserData = data ;
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// PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*).
// Some back-ends will leave PlatformHandleRaw NULL, in which case we assume PlatformHandle will contain the HWND.
HWND hwnd = viewport - > PlatformHandleRaw ? ( HWND ) viewport - > PlatformHandleRaw : ( HWND ) viewport - > PlatformHandle ;
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IM_ASSERT ( hwnd ! = 0 ) ;
// Create swap chain
DXGI_SWAP_CHAIN_DESC sd ;
ZeroMemory ( & sd , sizeof ( sd ) ) ;
sd . BufferDesc . Width = ( UINT ) viewport - > Size . x ;
sd . BufferDesc . Height = ( UINT ) viewport - > Size . y ;
sd . BufferDesc . Format = DXGI_FORMAT_R8G8B8A8_UNORM ;
sd . SampleDesc . Count = 1 ;
sd . SampleDesc . Quality = 0 ;
sd . BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT ;
sd . BufferCount = 1 ;
sd . OutputWindow = hwnd ;
sd . Windowed = TRUE ;
sd . SwapEffect = DXGI_SWAP_EFFECT_DISCARD ;
sd . Flags = 0 ;
IM_ASSERT ( data - > SwapChain = = NULL & & data - > RTView = = NULL ) ;
g_pFactory - > CreateSwapChain ( g_pd3dDevice , & sd , & data - > SwapChain ) ;
// Create the render target
if ( data - > SwapChain )
{
ID3D10Texture2D * pBackBuffer ;
data - > SwapChain - > GetBuffer ( 0 , IID_PPV_ARGS ( & pBackBuffer ) ) ;
g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , NULL , & data - > RTView ) ;
pBackBuffer - > Release ( ) ;
}
}
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static void ImGui_ImplDX10_DestroyWindow ( ImGuiViewport * viewport )
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{
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// The main viewport (owned by the application) will always have RendererUserData == NULL here since we didn't create the data for it.
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if ( ImGuiViewportDataDx10 * data = ( ImGuiViewportDataDx10 * ) viewport - > RendererUserData )
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{
if ( data - > SwapChain )
data - > SwapChain - > Release ( ) ;
data - > SwapChain = NULL ;
if ( data - > RTView )
data - > RTView - > Release ( ) ;
data - > RTView = NULL ;
IM_DELETE ( data ) ;
}
viewport - > RendererUserData = NULL ;
}
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static void ImGui_ImplDX10_SetWindowSize ( ImGuiViewport * viewport , ImVec2 size )
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{
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ImGuiViewportDataDx10 * data = ( ImGuiViewportDataDx10 * ) viewport - > RendererUserData ;
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if ( data - > RTView )
{
data - > RTView - > Release ( ) ;
data - > RTView = NULL ;
}
if ( data - > SwapChain )
{
ID3D10Texture2D * pBackBuffer = NULL ;
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data - > SwapChain - > ResizeBuffers ( 0 , ( UINT ) size . x , ( UINT ) size . y , DXGI_FORMAT_UNKNOWN , 0 ) ;
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data - > SwapChain - > GetBuffer ( 0 , IID_PPV_ARGS ( & pBackBuffer ) ) ;
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if ( pBackBuffer = = NULL ) { fprintf ( stderr , " ImGui_ImplDX10_SetWindowSize() failed creating buffers. \n " ) ; return ; }
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g_pd3dDevice - > CreateRenderTargetView ( pBackBuffer , NULL , & data - > RTView ) ;
pBackBuffer - > Release ( ) ;
}
}
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static void ImGui_ImplDX10_RenderViewport ( ImGuiViewport * viewport , void * )
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{
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ImGuiViewportDataDx10 * data = ( ImGuiViewportDataDx10 * ) viewport - > RendererUserData ;
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ImVec4 clear_color = ImVec4 ( 0.0f , 0.0f , 0.0f , 1.0f ) ;
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g_pd3dDevice - > OMSetRenderTargets ( 1 , & data - > RTView , NULL ) ;
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if ( ! ( viewport - > Flags & ImGuiViewportFlags_NoRendererClear ) )
g_pd3dDevice - > ClearRenderTargetView ( data - > RTView , ( float * ) & clear_color ) ;
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ImGui_ImplDX10_RenderDrawData ( viewport - > DrawData ) ;
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}
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static void ImGui_ImplDX10_SwapBuffers ( ImGuiViewport * viewport , void * )
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{
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ImGuiViewportDataDx10 * data = ( ImGuiViewportDataDx10 * ) viewport - > RendererUserData ;
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data - > SwapChain - > Present ( 0 , 0 ) ; // Present without vsync
}
void ImGui_ImplDX10_InitPlatformInterface ( )
{
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ImGuiPlatformIO & platform_io = ImGui : : GetPlatformIO ( ) ;
platform_io . Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow ;
platform_io . Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow ;
platform_io . Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize ;
platform_io . Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport ;
platform_io . Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers ;
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}
void ImGui_ImplDX10_ShutdownPlatformInterface ( )
{
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ImGui : : DestroyPlatformWindows ( ) ;
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}