485 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			485 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | // dear imgui: Renderer for Kiwano (DirectX10)
 | ||
|  | 
 | ||
|  | #include "../kiwano-imgui.h"
 | ||
|  | #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
 | ||
|  | static ID3D10Device*            g_pd3dDevice = NULL; | ||
|  | static IDXGIFactory*            g_pFactory = 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 ID3D10DepthStencilState* g_pDepthStencilState = NULL; | ||
|  | static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000; | ||
|  | 
 | ||
|  | struct VERTEX_CONSTANT_BUFFER | ||
|  | { | ||
|  |     float   mvp[4][4]; | ||
|  | }; | ||
|  | 
 | ||
|  | // Render function
 | ||
|  | // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
 | ||
|  | void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) | ||
|  | { | ||
|  |     ID3D10Device* ctx = g_pd3dDevice; | ||
|  | 
 | ||
|  |     // 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 (ctx->CreateBuffer(&desc, NULL, &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 desc; | ||
|  |         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); | ||
|  |         desc.Usage = D3D10_USAGE_DYNAMIC; | ||
|  |         desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); | ||
|  |         desc.BindFlags = D3D10_BIND_INDEX_BUFFER; | ||
|  |         desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; | ||
|  |         if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) | ||
|  |             return; | ||
|  |     } | ||
|  | 
 | ||
|  |     // 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]; | ||
|  |         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); | ||
|  |         memcpy(idx_dst, cmd_list->IdxBuffer.Data, 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
 | ||
|  |     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
 | ||
|  |     { | ||
|  |         void* mapped_resource; | ||
|  |         if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) | ||
|  |             return; | ||
|  |         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)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)); | ||
|  |         g_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; | ||
|  |         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; | ||
|  |     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); | ||
|  |     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); | ||
|  |     ctx->RSGetState(&old.RS); | ||
|  |     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); | ||
|  |     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); | ||
|  |     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); | ||
|  |     ctx->PSGetSamplers(0, 1, &old.PSSampler); | ||
|  |     ctx->PSGetShader(&old.PS); | ||
|  |     ctx->VSGetShader(&old.VS); | ||
|  |     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); | ||
|  |     ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); | ||
|  |     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); | ||
|  |     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); | ||
|  |     ctx->IAGetInputLayout(&old.InputLayout); | ||
|  | 
 | ||
|  |     // 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; | ||
|  |     ctx->RSSetViewports(1, &vp); | ||
|  | 
 | ||
|  |     // Bind shader and vertex buffers
 | ||
|  |     unsigned int stride = sizeof(ImDrawVert); | ||
|  |     unsigned int offset = 0; | ||
|  |     ctx->IASetInputLayout(g_pInputLayout); | ||
|  |     ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); | ||
|  |     ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); | ||
|  |     ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | ||
|  |     ctx->VSSetShader(g_pVertexShader); | ||
|  |     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); | ||
|  |     ctx->PSSetShader(g_pPixelShader); | ||
|  |     ctx->PSSetSamplers(0, 1, &g_pFontSampler); | ||
|  | 
 | ||
|  |     // Setup render state
 | ||
|  |     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; | ||
|  |     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); | ||
|  |     ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); | ||
|  |     ctx->RSSetState(g_pRasterizerState); | ||
|  | 
 | ||
|  |     // Render command lists
 | ||
|  |     int vtx_offset = 0; | ||
|  |     int idx_offset = 0; | ||
|  |     ImVec2 pos = draw_data->DisplayPos; | ||
|  |     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) | ||
|  |             { | ||
|  |                 // User callback (registered via ImDrawList::AddCallback)
 | ||
|  |                 pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // Apply scissor/clipping rectangle
 | ||
|  |                 const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)}; | ||
|  |                 ctx->RSSetScissorRects(1, &r); | ||
|  | 
 | ||
|  |                 // Bind texture, Draw
 | ||
|  |                 ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId; | ||
|  |                 ctx->PSSetShaderResources(0, 1, &texture_srv); | ||
|  |                 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); | ||
|  |             } | ||
|  |             idx_offset += pcmd->ElemCount; | ||
|  |         } | ||
|  |         vtx_offset += cmd_list->VtxBuffer.Size; | ||
|  |     } | ||
|  | 
 | ||
|  |     // Restore modified DX state
 | ||
|  |     ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); | ||
|  |     ctx->RSSetViewports(old.ViewportsCount, old.Viewports); | ||
|  |     ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); | ||
|  |     ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); | ||
|  |     ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); | ||
|  |     ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); | ||
|  |     ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); | ||
|  |     ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); | ||
|  |     ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); | ||
|  |     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); | ||
|  |     ctx->IASetPrimitiveTopology(old.PrimitiveTopology); | ||
|  |     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); | ||
|  |     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); | ||
|  |     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplDX10_CreateFontsTexture() | ||
|  | { | ||
|  |     // Build texture atlas
 | ||
|  |     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 = NULL; | ||
|  |         D3D10_SUBRESOURCE_DATA subResource; | ||
|  |         subResource.pSysMem = pixels; | ||
|  |         subResource.SysMemPitch = desc.Width * 4; | ||
|  |         subResource.SysMemSlicePitch = 0; | ||
|  |         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); | ||
|  | 
 | ||
|  |         // 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; | ||
|  |         g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView); | ||
|  |         pTexture->Release(); | ||
|  |     } | ||
|  | 
 | ||
|  |     // Store our identifier
 | ||
|  |     io.Fonts->TexID = (ImTextureID)g_pFontTextureView; | ||
|  | 
 | ||
|  |     // Create texture sampler
 | ||
|  |     { | ||
|  |         D3D10_SAMPLER_DESC desc; | ||
|  |         ZeroMemory(&desc, sizeof(desc)); | ||
|  |         desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; | ||
|  |         desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; | ||
|  |         desc.MipLODBias = 0.f; | ||
|  |         desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; | ||
|  |         desc.MinLOD = 0.f; | ||
|  |         desc.MaxLOD = 0.f; | ||
|  |         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler); | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | bool    ImGui_ImplDX10_CreateDeviceObjects() | ||
|  | { | ||
|  |     if (!g_pd3dDevice) | ||
|  |         return false; | ||
|  |     if (g_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;\ | ||
|  |             }"; | ||
|  | 
 | ||
|  |         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 local_layout[] = | ||
|  |         { | ||
|  |             { "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(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) | ||
|  |             return false; | ||
|  | 
 | ||
|  |         // Create the constant buffer
 | ||
|  |         { | ||
|  |             D3D10_BUFFER_DESC desc; | ||
|  |             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER); | ||
|  |             desc.Usage = D3D10_USAGE_DYNAMIC; | ||
|  |             desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; | ||
|  |             desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; | ||
|  |             desc.MiscFlags = 0; | ||
|  |             g_pd3dDevice->CreateBuffer(&desc, NULL, &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); | ||
|  |     } | ||
|  | 
 | ||
|  |     // 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; | ||
|  |         g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState); | ||
|  |     } | ||
|  | 
 | ||
|  |     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 = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
 | ||
|  |     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_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = 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(ID3D10Device* device) | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     io.BackendRendererName = "imgui_impl_dx10"; | ||
|  | 
 | ||
|  |     // Get factory from device
 | ||
|  |     IDXGIDevice* pDXGIDevice = NULL; | ||
|  |     IDXGIAdapter* pDXGIAdapter = NULL; | ||
|  |     IDXGIFactory* pFactory = NULL; | ||
|  | 
 | ||
|  |     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) | ||
|  |             { | ||
|  |                 g_pd3dDevice = device; | ||
|  |                 g_pFactory = pFactory; | ||
|  |             } | ||
|  |     if (pDXGIDevice) pDXGIDevice->Release(); | ||
|  |     if (pDXGIAdapter) pDXGIAdapter->Release(); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX10_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplDX10_InvalidateDeviceObjects(); | ||
|  |     if (g_pFactory) { g_pFactory->Release(); g_pFactory = NULL; } | ||
|  |     g_pd3dDevice = NULL; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplDX10_NewFrame() | ||
|  | { | ||
|  |     if (!g_pFontSampler) | ||
|  |         ImGui_ImplDX10_CreateDeviceObjects(); | ||
|  | } |