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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_dx10.h" |
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#include <stdio.h> |
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#include <d3d10_1.h> |
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#include <d3d10.h> |
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#include <d3dcompiler.h> |
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#ifdef _MSC_VER |
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#pragma comment(lib, "d3dcompiler") |
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#endif |
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struct ImGui_ImplDX10_Data |
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{ |
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ID3D10Device* pd3dDevice; |
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IDXGIFactory* pFactory; |
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ID3D10Buffer* pVB; |
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ID3D10Buffer* pIB; |
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ID3D10VertexShader* pVertexShader; |
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ID3D10InputLayout* pInputLayout; |
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ID3D10Buffer* pVertexConstantBuffer; |
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ID3D10PixelShader* pPixelShader; |
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ID3D10SamplerState* pFontSampler; |
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ID3D10ShaderResourceView* pFontTextureView; |
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ID3D10RasterizerState* pRasterizerState; |
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ID3D10BlendState* pBlendState; |
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ID3D10DepthStencilState* pDepthStencilState; |
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int VertexBufferSize; |
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int IndexBufferSize; |
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ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } |
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}; |
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struct VERTEX_CONSTANT_BUFFER_DX10 |
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{ |
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float mvp[4][4]; |
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}; |
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static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) |
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{ |
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); |
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D3D10_VIEWPORT vp = {}; |
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vp.Width = (UINT)draw_data->DisplaySize.x; |
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vp.Height = (UINT)draw_data->DisplaySize.y; |
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vp.MinDepth = 0.0f; |
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vp.MaxDepth = 1.0f; |
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vp.TopLeftX = vp.TopLeftY = 0; |
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device->RSSetViewports(1, &vp); |
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void* mapped_resource; |
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if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) |
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{ |
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VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; |
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float L = draw_data->DisplayPos.x; |
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; |
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float T = draw_data->DisplayPos.y; |
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; |
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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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{ 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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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); |
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bd->pVertexConstantBuffer->Unmap(); |
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} |
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unsigned int stride = sizeof(ImDrawVert); |
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unsigned int offset = 0; |
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device->IASetInputLayout(bd->pInputLayout); |
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device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); |
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device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); |
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device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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device->VSSetShader(bd->pVertexShader); |
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device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); |
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device->PSSetShader(bd->pPixelShader); |
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device->PSSetSamplers(0, 1, &bd->pFontSampler); |
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device->GSSetShader(nullptr); |
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; |
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device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); |
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device->OMSetDepthStencilState(bd->pDepthStencilState, 0); |
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device->RSSetState(bd->pRasterizerState); |
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} |
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void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) |
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{ |
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if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) |
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return; |
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); |
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ID3D10Device* device = bd->pd3dDevice; |
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if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) |
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{ |
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if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } |
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bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; |
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D3D10_BUFFER_DESC desc = {}; |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert); |
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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 (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) |
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return; |
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} |
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if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) |
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{ |
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if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } |
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bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; |
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D3D10_BUFFER_DESC desc = {}; |
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desc.Usage = D3D10_USAGE_DYNAMIC; |
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desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx); |
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desc.BindFlags = D3D10_BIND_INDEX_BUFFER; |
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desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; |
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if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) |
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return; |
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} |
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ImDrawVert* vtx_dst = nullptr; |
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ImDrawIdx* idx_dst = nullptr; |
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bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); |
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bd->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* draw_list = draw_data->CmdLists[n]; |
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memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); |
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memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); |
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vtx_dst += draw_list->VtxBuffer.Size; |
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idx_dst += draw_list->IdxBuffer.Size; |
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} |
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bd->pVB->Unmap(); |
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bd->pIB->Unmap(); |
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struct BACKUP_DX10_STATE |
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{ |
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UINT ScissorRectsCount, ViewportsCount; |
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D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; |
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ID3D10RasterizerState* RS; |
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ID3D10BlendState* BlendState; |
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FLOAT BlendFactor[4]; |
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UINT SampleMask; |
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UINT StencilRef; |
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ID3D10DepthStencilState* DepthStencilState; |
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ID3D10ShaderResourceView* PSShaderResource; |
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ID3D10SamplerState* PSSampler; |
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ID3D10PixelShader* PS; |
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ID3D10VertexShader* VS; |
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ID3D10GeometryShader* GS; |
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D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; |
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ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; |
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UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; |
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DXGI_FORMAT IndexBufferFormat; |
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ID3D10InputLayout* InputLayout; |
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}; |
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BACKUP_DX10_STATE old = {}; |
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old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; |
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device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); |
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device->RSGetViewports(&old.ViewportsCount, old.Viewports); |
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device->RSGetState(&old.RS); |
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device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); |
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device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); |
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device->PSGetShaderResources(0, 1, &old.PSShaderResource); |
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device->PSGetSamplers(0, 1, &old.PSSampler); |
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device->PSGetShader(&old.PS); |
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device->VSGetShader(&old.VS); |
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device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); |
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device->GSGetShader(&old.GS); |
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device->IAGetPrimitiveTopology(&old.PrimitiveTopology); |
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device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); |
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device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); |
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device->IAGetInputLayout(&old.InputLayout); |
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ImGui_ImplDX10_SetupRenderState(draw_data, device); |
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); |
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ImGui_ImplDX10_RenderState render_state; |
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render_state.Device = bd->pd3dDevice; |
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render_state.SamplerDefault = bd->pFontSampler; |
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; |
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platform_io.Renderer_RenderState = &render_state; |
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int global_vtx_offset = 0; |
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int global_idx_offset = 0; |
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ImVec2 clip_off = draw_data->DisplayPos; |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* draw_list = draw_data->CmdLists[n]; |
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for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback != nullptr) |
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{ |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplDX10_SetupRenderState(draw_data, device); |
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else |
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pcmd->UserCallback(draw_list, pcmd); |
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} |
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else |
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{ |
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); |
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; |
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device->RSSetScissorRects(1, &r); |
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ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); |
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device->PSSetShaderResources(0, 1, &texture_srv); |
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device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); |
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} |
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} |
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global_idx_offset += draw_list->IdxBuffer.Size; |
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global_vtx_offset += draw_list->VtxBuffer.Size; |
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} |
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platform_io.Renderer_RenderState = nullptr; |
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); |
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device->RSSetViewports(old.ViewportsCount, old.Viewports); |
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device->RSSetState(old.RS); if (old.RS) old.RS->Release(); |
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device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); |
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device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); |
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device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); |
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device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); |
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device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); |
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device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); |
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device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); |
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device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); |
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device->IASetPrimitiveTopology(old.PrimitiveTopology); |
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device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); |
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device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); |
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device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); |
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} |
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static void ImGui_ImplDX10_CreateFontsTexture() |
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{ |
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); |
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ImGuiIO& io = ImGui::GetIO(); |
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unsigned char* pixels; |
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int width, height; |
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); |
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{ |
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D3D10_TEXTURE2D_DESC desc; |
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ZeroMemory(&desc, sizeof(desc)); |
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desc.Width = width; |
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desc.Height = height; |
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desc.MipLevels = 1; |
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desc.ArraySize = 1; |
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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desc.SampleDesc.Count = 1; |
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desc.Usage = D3D10_USAGE_DEFAULT; |
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desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; |
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desc.CPUAccessFlags = 0; |
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ID3D10Texture2D* pTexture = nullptr; |
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D3D10_SUBRESOURCE_DATA subResource; |
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subResource.pSysMem = pixels; |
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subResource.SysMemPitch = desc.Width * 4; |
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subResource.SysMemSlicePitch = 0; |
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bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); |
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IM_ASSERT(pTexture != nullptr); |
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; |
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ZeroMemory(&srv_desc, sizeof(srv_desc)); |
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srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; |
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; |
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srv_desc.Texture2D.MipLevels = desc.MipLevels; |
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srv_desc.Texture2D.MostDetailedMip = 0; |
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bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); |
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pTexture->Release(); |
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} |
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io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); |
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} |
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static void ImGui_ImplDX10_DestroyFontsTexture() |
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{ |
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); |
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if (bd->pFontTextureView) |
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{ |
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bd->pFontTextureView->Release(); |
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bd->pFontTextureView = nullptr; |
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ImGui::GetIO().Fonts->SetTexID(0); |
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} |
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} |
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bool ImGui_ImplDX10_CreateDeviceObjects() |
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{ |
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ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); |
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if (!bd->pd3dDevice) |
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return false; |
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if (bd->pFontSampler) |
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ImGui_ImplDX10_InvalidateDeviceObjects(); |
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{ |
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static const char* vertexShader = |
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"cbuffer vertexBuffer : register(b0) \ |
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{\ |
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float4x4 ProjectionMatrix; \ |
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};\ |
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struct VS_INPUT\ |
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{\ |
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float2 pos : POSITION;\ |
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float4 col : COLOR0;\ |
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float2 uv : TEXCOORD0;\ |
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};\ |
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\ |
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struct PS_INPUT\ |
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{\ |
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float4 pos : SV_POSITION;\ |
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float4 col : COLOR0;\ |
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float2 uv : TEXCOORD0;\ |
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};\ |
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\ |
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PS_INPUT main(VS_INPUT input)\ |
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{\ |
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PS_INPUT output;\ |
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output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ |
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output.col = input.col;\ |
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output.uv = input.uv;\ |
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return output;\ |
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}"; |
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ID3DBlob* vertexShaderBlob; |
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if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) |
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return false; |
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if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) |
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{ |
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vertexShaderBlob->Release(); |
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return false; |
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} |
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D3D10_INPUT_ELEMENT_DESC local_layout[] = |
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{ |
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "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(); |
|
|
|
|
|
|
|
|
{ |
|
|
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); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
{ |
|
|
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; |
|
|
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) |
|
|
{ |
|
|
pixelShaderBlob->Release(); |
|
|
return false; |
|
|
} |
|
|
pixelShaderBlob->Release(); |
|
|
} |
|
|
|
|
|
|
|
|
{ |
|
|
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); |
|
|
} |
|
|
|
|
|
|
|
|
{ |
|
|
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); |
|
|
} |
|
|
|
|
|
|
|
|
{ |
|
|
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); |
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
{ |
|
|
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!"); |
|
|
|
|
|
|
|
|
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); |
|
|
io.BackendRendererUserData = (void*)bd; |
|
|
io.BackendRendererName = "imgui_impl_dx10"; |
|
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; |
|
|
|
|
|
|
|
|
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 |
|
|
|