mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-23 22:05:51 +12:00
Initial commit (I really need to remove Boost)
This commit is contained in:
commit
b5371dc66c
3226 changed files with 668081 additions and 0 deletions
9
third_party/imgui/examples/example_win32_directx12/build_win32.bat
vendored
Normal file
9
third_party/imgui/examples/example_win32_directx12/build_win32.bat
vendored
Normal file
|
@ -0,0 +1,9 @@
|
|||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Important: to build on 32-bit systems, the DX12 backends needs '#define ImTextureID ImU64', so we pass it here.
|
||||
@set OUT_DIR=Debug
|
||||
@set OUT_EXE=example_win32_directx12
|
||||
@set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared"
|
||||
@set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
|
||||
@set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD %INCLUDES% /D ImTextureID=ImU64 /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
|
172
third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
vendored
Normal file
172
third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj
vendored
Normal file
|
@ -0,0 +1,172 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
|
||||
<RootNamespace>example_win32_directx12</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..\..\backends;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d12.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx12.h" />
|
||||
<ClInclude Include="..\..\backends\imgui_impl_win32.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_tables.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx12.cpp" />
|
||||
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
57
third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
vendored
Normal file
57
third_party/imgui/examples/example_win32_directx12/example_win32_directx12.vcxproj.filters
vendored
Normal file
|
@ -0,0 +1,57 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{fb3d294f-51ec-478e-a627-25831c80fefd}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{4f33ddea-9910-456d-b868-4267eb3c2b19}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_dx12.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\backends\imgui_impl_win32.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_dx12.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_tables.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
488
third_party/imgui/examples/example_win32_directx12/main.cpp
vendored
Normal file
488
third_party/imgui/examples/example_win32_directx12/main.cpp
vendored
Normal file
|
@ -0,0 +1,488 @@
|
|||
// Dear ImGui: standalone example application for DirectX 12
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is set in the example .vcxproj file and need to be replicated in your app or by adding it to your imconfig.h file.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
#include "imgui_impl_dx12.h"
|
||||
#include <d3d12.h>
|
||||
#include <dxgi1_4.h>
|
||||
#include <tchar.h>
|
||||
|
||||
#ifdef _DEBUG
|
||||
#define DX12_ENABLE_DEBUG_LAYER
|
||||
#endif
|
||||
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
#include <dxgidebug.h>
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
#endif
|
||||
|
||||
struct FrameContext
|
||||
{
|
||||
ID3D12CommandAllocator* CommandAllocator;
|
||||
UINT64 FenceValue;
|
||||
};
|
||||
|
||||
// Data
|
||||
static int const NUM_FRAMES_IN_FLIGHT = 3;
|
||||
static FrameContext g_frameContext[NUM_FRAMES_IN_FLIGHT] = {};
|
||||
static UINT g_frameIndex = 0;
|
||||
|
||||
static int const NUM_BACK_BUFFERS = 3;
|
||||
static ID3D12Device* g_pd3dDevice = NULL;
|
||||
static ID3D12DescriptorHeap* g_pd3dRtvDescHeap = NULL;
|
||||
static ID3D12DescriptorHeap* g_pd3dSrvDescHeap = NULL;
|
||||
static ID3D12CommandQueue* g_pd3dCommandQueue = NULL;
|
||||
static ID3D12GraphicsCommandList* g_pd3dCommandList = NULL;
|
||||
static ID3D12Fence* g_fence = NULL;
|
||||
static HANDLE g_fenceEvent = NULL;
|
||||
static UINT64 g_fenceLastSignaledValue = 0;
|
||||
static IDXGISwapChain3* g_pSwapChain = NULL;
|
||||
static HANDLE g_hSwapChainWaitableObject = NULL;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
void WaitForLastSubmittedFrame();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
//ImGui_ImplWin32_EnableDpiAwareness();
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
|
||||
::RegisterClassEx(&wc);
|
||||
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
|
||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX12_NewFrame();
|
||||
ImGui_ImplWin32_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
|
||||
FrameContext* frameCtx = WaitForNextFrameResources();
|
||||
UINT backBufferIdx = g_pSwapChain->GetCurrentBackBufferIndex();
|
||||
frameCtx->CommandAllocator->Reset();
|
||||
|
||||
D3D12_RESOURCE_BARRIER barrier = {};
|
||||
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
|
||||
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
|
||||
barrier.Transition.pResource = g_mainRenderTargetResource[backBufferIdx];
|
||||
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
g_pd3dCommandList->Reset(frameCtx->CommandAllocator, NULL);
|
||||
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
||||
|
||||
// Render Dear ImGui graphics
|
||||
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
||||
g_pd3dCommandList->ClearRenderTargetView(g_mainRenderTargetDescriptor[backBufferIdx], clear_color_with_alpha, 0, NULL);
|
||||
g_pd3dCommandList->OMSetRenderTargets(1, &g_mainRenderTargetDescriptor[backBufferIdx], FALSE, NULL);
|
||||
g_pd3dCommandList->SetDescriptorHeaps(1, &g_pd3dSrvDescHeap);
|
||||
ImGui_ImplDX12_RenderDrawData(ImGui::GetDrawData(), g_pd3dCommandList);
|
||||
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET;
|
||||
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT;
|
||||
g_pd3dCommandList->ResourceBarrier(1, &barrier);
|
||||
g_pd3dCommandList->Close();
|
||||
|
||||
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&g_pd3dCommandList);
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
|
||||
UINT64 fenceValue = g_fenceLastSignaledValue + 1;
|
||||
g_pd3dCommandQueue->Signal(g_fence, fenceValue);
|
||||
g_fenceLastSignaledValue = fenceValue;
|
||||
frameCtx->FenceValue = fenceValue;
|
||||
}
|
||||
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX12_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
// [DEBUG] Enable debug interface
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
ID3D12Debug* pdx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
||||
pdx12Debug->EnableDebugLayer();
|
||||
#endif
|
||||
|
||||
// Create device
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return false;
|
||||
|
||||
// [DEBUG] Setup debug interface to break on any warnings/errors
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
if (pdx12Debug != NULL)
|
||||
{
|
||||
ID3D12InfoQueue* pInfoQueue = NULL;
|
||||
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
||||
pInfoQueue->Release();
|
||||
pdx12Debug->Release();
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return false;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return false;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return false;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK)
|
||||
return false;
|
||||
if (dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK)
|
||||
return false;
|
||||
if (swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return false;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
IDXGIDebug1* pDebug = NULL;
|
||||
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
|
||||
{
|
||||
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
|
||||
pDebug->Release();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
ID3D12Resource* pBackBuffer = NULL;
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtx = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtx->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtx->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtx = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtx->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtx->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtx;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
// Forward declare message handler from imgui_impl_win32.cpp
|
||||
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Win32 message handler
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue