mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-21 03:44:25 +08:00
604 lines
27 KiB
C++
604 lines
27 KiB
C++
// dear imgui: Renderer Backend for DirectX10
|
|
// This needs to be used along with a Platform Backend (e.g. Win32)
|
|
|
|
// Implemented features:
|
|
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
|
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
|
|
|
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
|
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
|
// Learn about Dear ImGui:
|
|
// - FAQ https://dearimgui.com/faq
|
|
// - Getting Started https://dearimgui.com/getting-started
|
|
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
|
// - Introduction, links and more at the top of imgui.cpp
|
|
|
|
// CHANGELOG
|
|
// (minor and older changes stripped away, please see git history for details)
|
|
// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap.
|
|
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
|
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
|
|
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
|
|
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
|
|
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
|
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
|
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
|
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
|
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
|
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
|
|
// 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.
|
|
// 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 backends.
|
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
|
|
// 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.
|
|
|
|
#include "imgui.h"
|
|
#ifndef IMGUI_DISABLE
|
|
#include "imgui_impl_dx10.h"
|
|
|
|
// DirectX
|
|
#include <stdio.h>
|
|
#include <d3d10_1.h>
|
|
#include <d3d10.h>
|
|
#include <d3dcompiler.h>
|
|
#ifdef _MSC_VER
|
|
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
|
|
#endif
|
|
|
|
// DirectX data
|
|
struct ImGui_ImplDX10_Data
|
|
{
|
|
ID3D10Device* pd3dDevice;
|
|
IDXGIFactory* pFactory;
|
|
ID3D10Buffer* pVB;
|
|
ID3D10Buffer* pIB;
|
|
ID3D10VertexShader* pVertexShader;
|
|
ID3D10InputLayout* pInputLayout;
|
|
ID3D10Buffer* pVertexConstantBuffer;
|
|
ID3D10PixelShader* pPixelShader;
|
|
ID3D10SamplerState* pFontSampler;
|
|
ID3D10ShaderResourceView* pFontTextureView;
|
|
ID3D10RasterizerState* pRasterizerState;
|
|
ID3D10BlendState* pBlendState;
|
|
ID3D10DepthStencilState* pDepthStencilState;
|
|
int VertexBufferSize;
|
|
int IndexBufferSize;
|
|
|
|
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
|
|
};
|
|
|
|
struct VERTEX_CONSTANT_BUFFER_DX10
|
|
{
|
|
float mvp[4][4];
|
|
};
|
|
|
|
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
|
|
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
|
|
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
|
|
{
|
|
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
|
|
}
|
|
|
|
// Functions
|
|
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device)
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
|
|
// 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;
|
|
device->RSSetViewports(1, &vp);
|
|
|
|
// Bind shader and vertex buffers
|
|
unsigned int stride = sizeof(ImDrawVert);
|
|
unsigned int offset = 0;
|
|
device->IASetInputLayout(bd->pInputLayout);
|
|
device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
|
|
device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
|
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
|
device->VSSetShader(bd->pVertexShader);
|
|
device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
|
|
device->PSSetShader(bd->pPixelShader);
|
|
device->PSSetSamplers(0, 1, &bd->pFontSampler);
|
|
device->GSSetShader(nullptr);
|
|
|
|
// Setup render state
|
|
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
|
device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
|
|
device->OMSetDepthStencilState(bd->pDepthStencilState, 0);
|
|
device->RSSetState(bd->pRasterizerState);
|
|
}
|
|
|
|
// Render function
|
|
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|
{
|
|
// Avoid rendering when minimized
|
|
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
|
|
return;
|
|
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
ID3D10Device* device = bd->pd3dDevice;
|
|
|
|
// Create and grow vertex/index buffers if needed
|
|
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
|
|
{
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
|
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
|
D3D10_BUFFER_DESC desc;
|
|
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
|
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
|
|
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
desc.MiscFlags = 0;
|
|
if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
|
|
return;
|
|
}
|
|
|
|
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
|
|
{
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
|
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
|
D3D10_BUFFER_DESC desc;
|
|
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
|
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
|
|
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
|
|
return;
|
|
}
|
|
|
|
// Copy and convert all vertices into a single contiguous buffer
|
|
ImDrawVert* vtx_dst = nullptr;
|
|
ImDrawIdx* idx_dst = nullptr;
|
|
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
|
bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
|
memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
|
vtx_dst += draw_list->VtxBuffer.Size;
|
|
idx_dst += draw_list->IdxBuffer.Size;
|
|
}
|
|
bd->pVB->Unmap();
|
|
bd->pIB->Unmap();
|
|
|
|
// Setup orthographic projection matrix into our constant buffer
|
|
// 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.
|
|
{
|
|
void* mapped_resource;
|
|
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
|
return;
|
|
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource;
|
|
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;
|
|
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(&constant_buffer->mvp, mvp, sizeof(mvp));
|
|
bd->pVertexConstantBuffer->Unmap();
|
|
}
|
|
|
|
// 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
|
|
{
|
|
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;
|
|
UINT StencilRef;
|
|
ID3D10DepthStencilState* DepthStencilState;
|
|
ID3D10ShaderResourceView* PSShaderResource;
|
|
ID3D10SamplerState* PSSampler;
|
|
ID3D10PixelShader* PS;
|
|
ID3D10VertexShader* VS;
|
|
ID3D10GeometryShader* GS;
|
|
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;
|
|
device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
|
|
device->RSGetViewports(&old.ViewportsCount, old.Viewports);
|
|
device->RSGetState(&old.RS);
|
|
device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
|
|
device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
|
device->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
|
device->PSGetSamplers(0, 1, &old.PSSampler);
|
|
device->PSGetShader(&old.PS);
|
|
device->VSGetShader(&old.VS);
|
|
device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
|
device->GSGetShader(&old.GS);
|
|
device->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
|
device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
|
device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
|
device->IAGetInputLayout(&old.InputLayout);
|
|
|
|
// Setup desired DX state
|
|
ImGui_ImplDX10_SetupRenderState(draw_data, device);
|
|
|
|
// Render command lists
|
|
// (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;
|
|
ImVec2 clip_off = draw_data->DisplayPos;
|
|
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
|
{
|
|
const ImDrawList* draw_list = draw_data->CmdLists[n];
|
|
for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
|
|
{
|
|
const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
|
|
if (pcmd->UserCallback)
|
|
{
|
|
// 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, device);
|
|
else
|
|
pcmd->UserCallback(draw_list, pcmd);
|
|
}
|
|
else
|
|
{
|
|
// Project scissor/clipping rectangles into framebuffer space
|
|
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
|
|
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
|
|
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
|
|
continue;
|
|
|
|
// Apply scissor/clipping rectangle
|
|
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
|
|
device->RSSetScissorRects(1, &r);
|
|
|
|
// Bind texture, Draw
|
|
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
|
|
device->PSSetShaderResources(0, 1, &texture_srv);
|
|
device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
|
}
|
|
}
|
|
global_idx_offset += draw_list->IdxBuffer.Size;
|
|
global_vtx_offset += draw_list->VtxBuffer.Size;
|
|
}
|
|
|
|
// Restore modified DX state
|
|
device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
|
|
device->RSSetViewports(old.ViewportsCount, old.Viewports);
|
|
device->RSSetState(old.RS); if (old.RS) old.RS->Release();
|
|
device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
|
|
device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
|
|
device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
|
|
device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
|
device->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
|
device->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
|
device->GSSetShader(old.GS); if (old.GS) old.GS->Release();
|
|
device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
|
device->IASetPrimitiveTopology(old.PrimitiveTopology);
|
|
device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
|
device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
|
|
device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
|
|
}
|
|
|
|
static void ImGui_ImplDX10_CreateFontsTexture()
|
|
{
|
|
// Build texture atlas
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
unsigned char* pixels;
|
|
int width, height;
|
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
|
|
|
// Upload texture to graphics system
|
|
{
|
|
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;
|
|
|
|
ID3D10Texture2D* pTexture = nullptr;
|
|
D3D10_SUBRESOURCE_DATA subResource;
|
|
subResource.pSysMem = pixels;
|
|
subResource.SysMemPitch = desc.Width * 4;
|
|
subResource.SysMemSlicePitch = 0;
|
|
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
|
|
IM_ASSERT(pTexture != nullptr);
|
|
|
|
// Create texture view
|
|
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;
|
|
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
|
|
pTexture->Release();
|
|
}
|
|
|
|
// Store our identifier
|
|
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
|
|
}
|
|
|
|
static void ImGui_ImplDX10_DestroyFontsTexture()
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
if (bd->pFontTextureView)
|
|
{
|
|
bd->pFontTextureView->Release();
|
|
bd->pFontTextureView = nullptr;
|
|
ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
}
|
|
}
|
|
|
|
bool ImGui_ImplDX10_CreateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
if (!bd->pd3dDevice)
|
|
return false;
|
|
if (bd->pFontSampler)
|
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
|
|
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
|
|
// If you would like to use this DX10 sample code but remove this dependency you can:
|
|
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
|
|
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
|
|
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
|
|
|
|
// Create the vertex shader
|
|
{
|
|
static const char* vertexShader =
|
|
"cbuffer vertexBuffer : register(b0) \
|
|
{\
|
|
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;\
|
|
}";
|
|
|
|
ID3DBlob* vertexShaderBlob;
|
|
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
|
|
{
|
|
vertexShaderBlob->Release();
|
|
return false;
|
|
}
|
|
|
|
// Create the input layout
|
|
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
|
{
|
|
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
|
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
|
};
|
|
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
|
{
|
|
vertexShaderBlob->Release();
|
|
return false;
|
|
}
|
|
vertexShaderBlob->Release();
|
|
|
|
// Create the constant buffer
|
|
{
|
|
D3D10_BUFFER_DESC desc;
|
|
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
|
|
desc.Usage = D3D10_USAGE_DYNAMIC;
|
|
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
|
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
|
desc.MiscFlags = 0;
|
|
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->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; \
|
|
}";
|
|
|
|
ID3DBlob* pixelShaderBlob;
|
|
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
|
|
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
|
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
|
|
{
|
|
pixelShaderBlob->Release();
|
|
return false;
|
|
}
|
|
pixelShaderBlob->Release();
|
|
}
|
|
|
|
// 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_ONE;
|
|
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
|
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
|
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
|
bd->pd3dDevice->CreateBlendState(&desc, &bd->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;
|
|
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
|
|
}
|
|
|
|
// 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;
|
|
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
|
|
}
|
|
|
|
// Create texture sampler
|
|
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
|
|
{
|
|
D3D10_SAMPLER_DESC desc;
|
|
ZeroMemory(&desc, sizeof(desc));
|
|
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
|
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
|
|
desc.MipLODBias = 0.f;
|
|
desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
|
desc.MinLOD = 0.f;
|
|
desc.MaxLOD = 0.f;
|
|
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
|
|
}
|
|
|
|
ImGui_ImplDX10_CreateFontsTexture();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
if (!bd->pd3dDevice)
|
|
return;
|
|
|
|
ImGui_ImplDX10_DestroyFontsTexture();
|
|
|
|
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
|
|
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
|
|
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
|
|
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
|
|
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
|
|
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
|
|
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
|
|
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
|
|
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
|
|
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
|
|
}
|
|
|
|
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
|
{
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
IMGUI_CHECKVERSION();
|
|
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
|
|
|
|
// Setup backend capabilities flags
|
|
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
|
|
io.BackendRendererUserData = (void*)bd;
|
|
io.BackendRendererName = "imgui_impl_dx10";
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
|
|
|
// Get factory from device
|
|
IDXGIDevice* pDXGIDevice = nullptr;
|
|
IDXGIAdapter* pDXGIAdapter = nullptr;
|
|
IDXGIFactory* pFactory = nullptr;
|
|
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)
|
|
{
|
|
bd->pd3dDevice = device;
|
|
bd->pFactory = pFactory;
|
|
}
|
|
if (pDXGIDevice) pDXGIDevice->Release();
|
|
if (pDXGIAdapter) pDXGIAdapter->Release();
|
|
bd->pd3dDevice->AddRef();
|
|
|
|
return true;
|
|
}
|
|
|
|
void ImGui_ImplDX10_Shutdown()
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
|
|
ImGui_ImplDX10_InvalidateDeviceObjects();
|
|
if (bd->pFactory) { bd->pFactory->Release(); }
|
|
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
|
|
io.BackendRendererName = nullptr;
|
|
io.BackendRendererUserData = nullptr;
|
|
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
|
|
IM_DELETE(bd);
|
|
}
|
|
|
|
void ImGui_ImplDX10_NewFrame()
|
|
{
|
|
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
|
|
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
|
|
|
|
if (!bd->pVertexShader)
|
|
ImGui_ImplDX10_CreateDeviceObjects();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // #ifndef IMGUI_DISABLE
|