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Examples: DirectX10: Minor tweaks, updated to latest example changes (#424)
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@ -41,6 +41,10 @@ opengl3_example/
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directx9_example/
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DirectX9 example, Windows only.
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directx10_example/
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DirectX10 example, Windows only.
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This is quite long and tedious, because: DirectX10.
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directx11_example/
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DirectX11 example, Windows only.
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This is quite long and tedious, because: DirectX11.
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@ -1,7 +1,7 @@
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// ImGui Win32 + DirectX10 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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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 use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#include "imgui.h"
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@ -44,8 +44,6 @@ struct VERTEX_CONSTANT_BUFFER
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// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
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void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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{
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void* vtx_resourceData;
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void* idx_resourceData;
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// Create and grow vertex/index buffers if needed
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if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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{
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@ -58,7 +56,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0)
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return;
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}
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@ -72,14 +70,16 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
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bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0)
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
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return;
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}
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData);
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ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData;
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ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData;
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// Copy and convert all vertices into a single contiguous buffer
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ImDrawVert* vtx_dst = NULL;
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ImDrawIdx* idx_dst = NULL;
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g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@ -88,26 +88,26 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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vtx_dst += cmd_list->VtxBuffer.size();
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idx_dst += cmd_list->IdxBuffer.size();
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}
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g_pVB->Unmap();
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g_pIB->Unmap();
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// Setup orthographic projection matrix into our constant buffer
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{
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void* pmappedResource;
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g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource);
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void* mappedResource;
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if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource;
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VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
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const float L = 0.0f;
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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const float T = 0.0f;
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const float mvp[4][4] =
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{
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{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f, },
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 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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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
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g_pVertexConstantBuffer->Unmap();
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@ -346,7 +346,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
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cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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cbDesc.MiscFlags = 0;
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g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_pVertexConstantBuffer);
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g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
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}
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}
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@ -1,7 +1,7 @@
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// ImGui Win32 + DirectX10 binding
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// You can copy and use unmodified imgui_impl_* files in your project.
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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 use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
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// See main.cpp for an example of using this.
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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struct ID3D10Device;
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@ -1,4 +1,5 @@
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// ImGui - standalone example application for DirectX 10
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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#include <imgui.h>
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#include "imgui_impl_dx10.h"
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@ -147,7 +148,7 @@ int main(int, char**)
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ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
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// Load Fonts
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// (see extra_fonts/README.txt for more details)
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// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
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//ImGuiIO& io = ImGui::GetIO();
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
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@ -156,12 +157,6 @@ int main(int, char**)
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
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//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
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//static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
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//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
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//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
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bool show_test_window = true;
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bool show_another_window = false;
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ImVec4 clear_col = ImColor(114, 144, 154);
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@ -103,10 +103,10 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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const float T = 0.0f;
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const float mvp[4][4] =
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 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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@ -184,26 +184,26 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L
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io.MouseDown[0] = true;
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return true;
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case WM_LBUTTONUP:
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io.MouseDown[0] = false;
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io.MouseDown[0] = false;
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return true;
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case WM_RBUTTONDOWN:
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io.MouseDown[1] = true;
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io.MouseDown[1] = true;
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return true;
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case WM_RBUTTONUP:
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io.MouseDown[1] = false;
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io.MouseDown[1] = false;
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return true;
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case WM_MBUTTONDOWN:
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io.MouseDown[2] = true;
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io.MouseDown[2] = true;
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return true;
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case WM_MBUTTONUP:
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io.MouseDown[2] = false;
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io.MouseDown[2] = false;
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return true;
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case WM_MOUSEWHEEL:
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io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
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return true;
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case WM_MOUSEMOVE:
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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case WM_KEYDOWN:
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if (wParam < 256)
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@ -348,7 +348,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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// Create the pixel shader
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{
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static const char* pixelShader =
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static const char* pixelShader =
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"struct PS_INPUT\
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{\
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float4 pos : SV_POSITION;\
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@ -429,7 +429,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
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g_pd3dDevice = device;
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g_pd3dDeviceContext = device_context;
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if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
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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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return false;
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@ -484,7 +484,7 @@ void ImGui_ImplDX11_NewFrame()
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// Setup time step
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INT64 current_time;
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
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io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
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g_Time = current_time;
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