Examples: DirectX12: Merged to new example format, imgui_impl_dx12.cpp contains the DX12 stuff, couple with imgui_impl_win32.cpp

This commit is contained in:
omar 2018-02-23 10:56:06 +01:00
parent e6bc840f6f
commit ffda84cfae
5 changed files with 32 additions and 219 deletions

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@ -146,13 +146,15 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_dx12.h" />
<ClInclude Include="..\imgui_impl_dx12.h" />
<ClInclude Include="..\imgui_impl_win32.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_dx12.cpp" />
<ClCompile Include="..\imgui_impl_dx12.cpp" />
<ClCompile Include="..\imgui_impl_win32.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>

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@ -15,12 +15,15 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_dx12.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_dx12.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_win32.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
@ -29,15 +32,18 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_dx12.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_dx12.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_win32.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />

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@ -3,7 +3,8 @@
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"
#include "imgui_impl_dx12.h"
#include "../imgui_impl_win32.h"
#include "../imgui_impl_dx12.h"
#include <d3d12.h>
#include <dxgi1_4.h>
#include <tchar.h>
@ -289,10 +290,9 @@ int main(int, char**)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
ImGui_ImplDX12_Init(hwnd, NUM_FRAMES_IN_FLIGHT, g_pd3dDevice,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup style
ImGui::StyleColorsDark();
@ -333,6 +333,7 @@ int main(int, char**)
continue;
}
ImGui_ImplDX12_NewFrame(g_pd3dCommandList);
ImGui_ImplWin32_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@ -409,6 +410,7 @@ int main(int, char**)
WaitForLastSubmittedFrame();
ImGui_ImplDX12_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);

View File

@ -20,12 +20,6 @@
#include <d3d12.h>
#include <d3dcompiler.h>
// Win32 data
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_Count_;
// DirectX data
static ID3D12Device* g_pd3dDevice = NULL;
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
@ -221,110 +215,6 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data)
}
}
static void ImGui_ImplWin32_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
ImGuiMouseCursor imgui_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(NULL);
}
else
{
// Hardware cursor type
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor)
{
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
}
::SetCursor(::LoadCursor(NULL, win32_cursor));
}
}
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui::GetCurrentContext() == NULL)
return 0;
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
{
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
return 0;
}
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEHWHEEL:
io.MouseWheelH += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP:
case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return 0;
case WM_SETCURSOR:
if (LOWORD(lParam) == HTCLIENT)
{
ImGui_ImplWin32_UpdateMouseCursor();
return 1;
}
return 0;
}
return 0;
}
static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
@ -690,13 +580,9 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
}
}
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
ID3D12Device* device,
DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_RTVFormat = rtv_format;
g_hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
@ -713,36 +599,6 @@ bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
g_pFrameResources[i].IndexBufferSize = 10000;
}
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Insert] = VK_INSERT;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.ImeWindowHandle = g_hWnd;
return true;
}
@ -751,7 +607,6 @@ void ImGui_ImplDX12_Shutdown()
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] g_pFrameResources;
g_pd3dDevice = NULL;
g_hWnd = (HWND)0;
g_pd3dCommandList = NULL;
g_hFontSrvCpuDescHandle.ptr = 0;
g_hFontSrvGpuDescHandle.ptr = 0;
@ -766,46 +621,4 @@ void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* command_list)
ImGui_ImplDX12_CreateDeviceObjects();
g_pd3dCommandList = command_list;
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (g_LastMouseCursor != mouse_cursor)
{
g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Start the frame. This call will update the io.WantCaptureMouse, io.WantCaptureKeyboard flag that you can use to dispatch inputs (or not) to your application.
ImGui::NewFrame();
}

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@ -19,22 +19,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_API bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
ID3D12Device* device,
DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle,
D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_API void ImGui_ImplDX12_Shutdown();
IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
IMGUI_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_API void ImGui_ImplDX12_Shutdown();
IMGUI_API void ImGui_ImplDX12_NewFrame(ID3D12GraphicsCommandList* cmd_list);
IMGUI_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
IMGUI_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX12_CreateDeviceObjects();