Examples: DirectX10: Minor tweaks, updated to latest example changes (#424)

This commit is contained in:
ocornut 2015-12-03 18:32:01 +00:00
parent dadd03fc11
commit 9596e6f794
5 changed files with 38 additions and 39 deletions

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@ -41,6 +41,10 @@ opengl3_example/
directx9_example/
DirectX9 example, Windows only.
directx10_example/
DirectX10 example, Windows only.
This is quite long and tedious, because: DirectX10.
directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.

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@ -1,7 +1,7 @@
// ImGui Win32 + DirectX10 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include "imgui.h"
@ -44,8 +44,6 @@ struct VERTEX_CONSTANT_BUFFER
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
{
void* vtx_resourceData;
void* idx_resourceData;
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
@ -58,7 +56,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0)
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return;
}
@ -72,14 +70,16 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0)
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
return;
}
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData);
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData);
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData;
// 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);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -88,26 +88,26 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
vtx_dst += cmd_list->VtxBuffer.size();
idx_dst += cmd_list->IdxBuffer.size();
}
g_pVB->Unmap();
g_pIB->Unmap();
// Setup orthographic projection matrix into our constant buffer
{
void* pmappedResource;
g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource);
void* mappedResource;
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f, },
{ 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 },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pVertexConstantBuffer->Unmap();
@ -346,7 +346,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_pVertexConstantBuffer);
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}

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@ -1,7 +1,7 @@
// ImGui Win32 + DirectX10 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D10Device;

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@ -1,4 +1,5 @@
// ImGui - standalone example application for DirectX 10
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui_impl_dx10.h"
@ -147,7 +148,7 @@ int main(int, char**)
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
// Load Fonts
// (see extra_fonts/README.txt for more details)
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
@ -156,12 +157,6 @@ int main(int, char**)
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);

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@ -103,10 +103,10 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 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 },
};
@ -184,26 +184,26 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
io.MouseDown[1] = false;
return true;
case WM_MBUTTONDOWN:
io.MouseDown[2] = true;
io.MouseDown[2] = true;
return true;
case WM_MBUTTONUP:
io.MouseDown[2] = false;
io.MouseDown[2] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
@ -348,7 +348,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the pixel shader
{
static const char* pixelShader =
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
@ -429,7 +429,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
@ -484,7 +484,7 @@ void ImGui_ImplDX11_NewFrame()
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;