485 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			485 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			C++
		
	
	
	
| // dear imgui: Renderer for Kiwano (DirectX10)
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| 
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| #include "../kiwano-imgui.h"
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| #include "imgui_impl_dx10.h"
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| 
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| // DirectX
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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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| 
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| #ifdef _MSC_VER
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| #pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
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| #endif
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| 
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| // DirectX data
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| static ID3D10Device*            g_pd3dDevice = NULL;
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| static IDXGIFactory*            g_pFactory = NULL;
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| static ID3D10Buffer*            g_pVB = NULL;
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| static ID3D10Buffer*            g_pIB = NULL;
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| static ID3D10Blob*              g_pVertexShaderBlob = NULL;
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| static ID3D10VertexShader*      g_pVertexShader = NULL;
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| static ID3D10InputLayout*       g_pInputLayout = NULL;
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| static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
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| static ID3D10Blob*              g_pPixelShaderBlob = NULL;
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| static ID3D10PixelShader*       g_pPixelShader = NULL;
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| static ID3D10SamplerState*      g_pFontSampler = NULL;
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| static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
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| static ID3D10RasterizerState*   g_pRasterizerState = NULL;
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| static ID3D10BlendState*        g_pBlendState = NULL;
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| static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
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| static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
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| 
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| struct VERTEX_CONSTANT_BUFFER
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| {
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|     float   mvp[4][4];
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| };
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| 
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| // Render function
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| // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
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| void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
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| {
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|     ID3D10Device* ctx = g_pd3dDevice;
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| 
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|     // Create and grow vertex/index buffers if needed
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|     if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
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|     {
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|         if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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|         g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
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|         D3D10_BUFFER_DESC desc;
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|         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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|         desc.Usage = D3D10_USAGE_DYNAMIC;
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|         desc.ByteWidth = g_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 (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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|             return;
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|     }
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| 
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|     if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
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|     {
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|         if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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|         g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
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|         D3D10_BUFFER_DESC desc;
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|         memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
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|         desc.Usage = D3D10_USAGE_DYNAMIC;
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|         desc.ByteWidth = g_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 (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0)
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|             return;
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|     }
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| 
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|     // Copy and convert all vertices into a single contiguous buffer
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|     ImDrawVert* vtx_dst = NULL;
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|     ImDrawIdx* idx_dst = NULL;
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|     g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
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|     g_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* cmd_list = draw_data->CmdLists[n];
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|         memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
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|         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
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|         vtx_dst += cmd_list->VtxBuffer.Size;
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|         idx_dst += cmd_list->IdxBuffer.Size;
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|     }
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|     g_pVB->Unmap();
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|     g_pIB->Unmap();
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| 
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|     // Setup orthographic projection matrix into our constant buffer
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|     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
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|     {
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|         void* mapped_resource;
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|         if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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|             return;
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|         VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)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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|         g_pVertexConstantBuffer->Unmap();
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|     }
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| 
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|     // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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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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|         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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|     ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
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|     ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
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|     ctx->RSGetState(&old.RS);
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|     ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
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|     ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
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|     ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
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|     ctx->PSGetSamplers(0, 1, &old.PSSampler);
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|     ctx->PSGetShader(&old.PS);
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|     ctx->VSGetShader(&old.VS);
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|     ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
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|     ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
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|     ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
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|     ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
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|     ctx->IAGetInputLayout(&old.InputLayout);
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| 
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|     // Setup viewport
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|     D3D10_VIEWPORT vp;
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|     memset(&vp, 0, sizeof(D3D10_VIEWPORT));
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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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|     ctx->RSSetViewports(1, &vp);
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| 
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|     // Bind shader and vertex buffers
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|     unsigned int stride = sizeof(ImDrawVert);
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|     unsigned int offset = 0;
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|     ctx->IASetInputLayout(g_pInputLayout);
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|     ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
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|     ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
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|     ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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|     ctx->VSSetShader(g_pVertexShader);
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|     ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
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|     ctx->PSSetShader(g_pPixelShader);
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|     ctx->PSSetSamplers(0, 1, &g_pFontSampler);
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| 
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|     // Setup render state
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|     const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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|     ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
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|     ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
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|     ctx->RSSetState(g_pRasterizerState);
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| 
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|     // Render command lists
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|     int vtx_offset = 0;
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|     int idx_offset = 0;
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|     ImVec2 pos = 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* cmd_list = draw_data->CmdLists[n];
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|         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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|         {
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|             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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|             if (pcmd->UserCallback)
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|             {
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|                 // User callback (registered via ImDrawList::AddCallback)
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|                 pcmd->UserCallback(cmd_list, pcmd);
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|             }
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|             else
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|             {
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|                 // Apply scissor/clipping rectangle
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|                 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)};
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|                 ctx->RSSetScissorRects(1, &r);
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| 
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|                 // Bind texture, Draw
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|                 ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
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|                 ctx->PSSetShaderResources(0, 1, &texture_srv);
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|                 ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
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|             }
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|             idx_offset += pcmd->ElemCount;
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|         }
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|         vtx_offset += cmd_list->VtxBuffer.Size;
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|     }
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| 
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|     // Restore modified DX state
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|     ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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|     ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
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|     ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
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|     ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
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|     ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
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|     ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
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|     ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
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|     ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
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|     ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
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|     ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
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|     ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
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|     ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
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|     ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
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|     ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
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| }
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| 
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| static void ImGui_ImplDX10_CreateFontsTexture()
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| {
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|     // Build texture atlas
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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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|     // Upload texture to graphics system
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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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| 
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|         ID3D10Texture2D *pTexture = NULL;
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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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|         g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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| 
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|         // Create texture view
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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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|         g_pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &g_pFontTextureView);
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|         pTexture->Release();
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|     }
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| 
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|     // Store our identifier
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|     io.Fonts->TexID = (ImTextureID)g_pFontTextureView;
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| 
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|     // Create texture sampler
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|     {
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|         D3D10_SAMPLER_DESC desc;
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|         ZeroMemory(&desc, sizeof(desc));
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|         desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
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|         desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
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|         desc.MipLODBias = 0.f;
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|         desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
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|         desc.MinLOD = 0.f;
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|         desc.MaxLOD = 0.f;
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|         g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
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|     }
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| }
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| 
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| bool    ImGui_ImplDX10_CreateDeviceObjects()
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| {
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|     if (!g_pd3dDevice)
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|         return false;
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|     if (g_pFontSampler)
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|         ImGui_ImplDX10_InvalidateDeviceObjects();
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| 
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|     // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
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|     // If you would like to use this DX10 sample code but remove this dependency you can:
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|     //  1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
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|     //  2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
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|     // See https://github.com/ocornut/imgui/pull/638 for sources and details.
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| 
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|     // Create the vertex shader
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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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| 
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|         D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
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|         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!
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|             return false;
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|         if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
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|             return false;
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| 
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|         // Create the input layout
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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, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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|             { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
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|             { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
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|         };
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|         if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
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|             return false;
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| 
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|         // Create the constant buffer
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|         {
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|             D3D10_BUFFER_DESC desc;
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|             desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
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|             desc.Usage = D3D10_USAGE_DYNAMIC;
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|             desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
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|             desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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|             desc.MiscFlags = 0;
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|             g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVertexConstantBuffer);
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|         }
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|     }
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| 
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|     // Create the pixel shader
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|     {
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|         static const char* pixelShader =
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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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|             sampler sampler0;\
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|             Texture2D texture0;\
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|             \
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|             float4 main(PS_INPUT input) : SV_Target\
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|             {\
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|             float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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|             return out_col; \
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|             }";
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| 
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|         D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
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|         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!
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|             return false;
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|         if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
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|             return false;
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|     }
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| 
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|     // Create the blending setup
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|     {
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|         D3D10_BLEND_DESC desc;
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|         ZeroMemory(&desc, sizeof(desc));
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|         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();
 | |
| }
 |