// ImGui Win32 + DirectX10 binding // You can copy and use unmodified imgui_impl_* files in your project. // 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. // https://github.com/ocornut/imgui #include "imgui.h" #include "imgui_impl_dx10.h" // DirectX #include #include #include #define DIRECTINPUT_VERSION 0x0800 #include // Data static INT64 g_Time = 0; static INT64 g_TicksPerSecond = 0; static HWND g_hWnd = 0; static ID3D10Device* g_pd3dDevice = NULL; static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pIB = NULL; static ID3D10Blob * g_pVertexShaderBlob = NULL; static ID3D10VertexShader* g_pVertexShader = NULL; static ID3D10InputLayout* g_pInputLayout = NULL; static ID3D10Buffer* g_pVertexConstantBuffer = NULL; static ID3D10Blob * g_pPixelShaderBlob = 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; static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; struct VERTEX_CONSTANT_BUFFER { float mvp[4][4]; }; // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - 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) { 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; if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0) return; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } g_IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC)); bufferDesc.Usage = D3D10_USAGE_DYNAMIC; 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) 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; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); 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); VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource; 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, }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f }, }; memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp)); g_pVertexConstantBuffer->Unmap(); } // Setup viewport { D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); vp.Width = (UINT)ImGui::GetIO().DisplaySize.x; vp.Height = (UINT)ImGui::GetIO().DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDevice->RSSetViewports(1, &vp); } // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; g_pd3dDevice->IASetInputLayout(g_pInputLayout); g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_pd3dDevice->VSSetShader(g_pVertexShader); g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); g_pd3dDevice->PSSetShader(g_pPixelShader); g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler); // Setup render state const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f }; g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff); g_pd3dDevice->RSSetState(g_pRasterizerState); // Render command lists int vtx_offset = 0; int idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId); g_pd3dDevice->RSSetScissorRects(1, &r); g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.size(); } // Restore modified state g_pd3dDevice->IASetInputLayout(NULL); g_pd3dDevice->PSSetShader(NULL); g_pd3dDevice->VSSetShader(NULL); } IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam) { ImGuiIO& io = ImGui::GetIO(); switch (msg) { case WM_LBUTTONDOWN: io.MouseDown[0] = true; return true; case WM_LBUTTONUP: io.MouseDown[0] = false; return true; case WM_RBUTTONDOWN: io.MouseDown[1] = true; return true; case WM_RBUTTONUP: io.MouseDown[1] = false; return true; case WM_MBUTTONDOWN: io.MouseDown[2] = true; return true; case WM_MBUTTONUP: 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); return true; case WM_KEYDOWN: if (wParam < 256) io.KeysDown[wParam] = 1; return true; case WM_KEYUP: if (wParam < 256) io.KeysDown[wParam] = 0; return true; case WM_CHAR: // You can also use ToAscii()+GetKeyboardState() to retrieve characters. if (wParam > 0 && wParam < 0x10000) io.AddInputCharacter((unsigned short)wParam); return true; } return 0; } static void ImGui_ImplDX10_CreateFontsTexture() { ImGuiIO& io = ImGui::GetIO(); // Build unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Create DX10 texture { D3D10_TEXTURE2D_DESC texDesc; ZeroMemory(&texDesc, sizeof(texDesc)); texDesc.Width = width; texDesc.Height = height; texDesc.MipLevels = 1; texDesc.ArraySize = 1; texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texDesc.SampleDesc.Count = 1; texDesc.Usage = D3D10_USAGE_DEFAULT; texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; ID3D10Texture2D *pTexture = NULL; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = texDesc.Width * 4; subResource.SysMemSlicePitch = 0; g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = texDesc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView); pTexture->Release(); } // Store our identifier io.Fonts->TexID = (void *)g_pFontTextureView; // Create texture sampler { D3D10_SAMPLER_DESC samplerDesc; ZeroMemory(&samplerDesc, sizeof(samplerDesc)); samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; samplerDesc.MipLODBias = 0.f; samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; samplerDesc.MinLOD = 0.f; samplerDesc.MaxLOD = 0.f; g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler); } // Cleanup (don't clear the input data if you want to append new fonts later) io.Fonts->ClearInputData(); io.Fonts->ClearTexData(); } bool ImGui_ImplDX10_CreateDeviceObjects() { if (!g_pd3dDevice) return false; if (g_pFontSampler) ImGui_ImplDX10_InvalidateDeviceObjects(); // 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;\ }"; D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) return false; // Create the input layout D3D10_INPUT_ELEMENT_DESC localLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) return false; // Create the constant buffer { D3D10_BUFFER_DESC cbDesc; cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_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; \ }"; D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) return false; } // 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); } ImGui_ImplDX10_CreateFontsTexture(); return true; } void ImGui_ImplDX10_InvalidateDeviceObjects() { if (!g_pd3dDevice) return; if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } 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; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = 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; } if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; } } bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device) { g_hWnd = (HWND)hwnd; g_pd3dDevice = device; 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_Delete] = VK_DELETE; io.KeyMap[ImGuiKey_Backspace] = VK_BACK; 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.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.ImeWindowHandle = g_hWnd; return true; } void ImGui_ImplDX10_Shutdown() { ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui::Shutdown(); g_pd3dDevice = NULL; g_hWnd = (HWND)0; } void ImGui_ImplDX10_NewFrame() { if (!g_pVB) ImGui_ImplDX10_CreateDeviceObjects(); 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 *)¤t_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.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 // Hide OS mouse cursor if ImGui is drawing it SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW)); // Start the frame ImGui::NewFrame(); }