This commit is contained in:
黄 杰 2025-06-05 10:55:16 +08:00
commit 2de36f3f48
41 changed files with 67979 additions and 0 deletions

63
.gitattributes vendored Normal file
View File

@ -0,0 +1,63 @@
###############################################################################
# Set default behavior to automatically normalize line endings.
###############################################################################
* text=auto
###############################################################################
# Set default behavior for command prompt diff.
#
# This is need for earlier builds of msysgit that does not have it on by
# default for csharp files.
# Note: This is only used by command line
###############################################################################
#*.cs diff=csharp
###############################################################################
# Set the merge driver for project and solution files
#
# Merging from the command prompt will add diff markers to the files if there
# are conflicts (Merging from VS is not affected by the settings below, in VS
# the diff markers are never inserted). Diff markers may cause the following
# file extensions to fail to load in VS. An alternative would be to treat
# these files as binary and thus will always conflict and require user
# intervention with every merge. To do so, just uncomment the entries below
###############################################################################
#*.sln merge=binary
#*.csproj merge=binary
#*.vbproj merge=binary
#*.vcxproj merge=binary
#*.vcproj merge=binary
#*.dbproj merge=binary
#*.fsproj merge=binary
#*.lsproj merge=binary
#*.wixproj merge=binary
#*.modelproj merge=binary
#*.sqlproj merge=binary
#*.wwaproj merge=binary
###############################################################################
# behavior for image files
#
# image files are treated as binary by default.
###############################################################################
#*.jpg binary
#*.png binary
#*.gif binary
###############################################################################
# diff behavior for common document formats
#
# Convert binary document formats to text before diffing them. This feature
# is only available from the command line. Turn it on by uncommenting the
# entries below.
###############################################################################
#*.doc diff=astextplain
#*.DOC diff=astextplain
#*.docx diff=astextplain
#*.DOCX diff=astextplain
#*.dot diff=astextplain
#*.DOT diff=astextplain
#*.pdf diff=astextplain
#*.PDF diff=astextplain
#*.rtf diff=astextplain
#*.RTF diff=astextplain

363
.gitignore vendored Normal file
View File

@ -0,0 +1,363 @@
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Oo]ut/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd

31
ScreenRecoder.sln Normal file
View File

@ -0,0 +1,31 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.11.35312.102
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "ScreenRecoder", "ScreenRecoder\ScreenRecoder.vcxproj", "{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Debug|x64.ActiveCfg = Debug|x64
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Debug|x64.Build.0 = Debug|x64
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Debug|x86.ActiveCfg = Debug|Win32
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Debug|x86.Build.0 = Debug|Win32
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Release|x64.ActiveCfg = Release|x64
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Release|x64.Build.0 = Release|x64
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Release|x86.ActiveCfg = Release|Win32
{F70F08D0-3A56-4E00-9941-A7B95D07EF2F}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {FAD60BC3-1307-4DAB-8F22-F5B51948EBC7}
EndGlobalSection
EndGlobal

614
ScreenRecoder/CursorData.h Normal file
View File

@ -0,0 +1,614 @@
#pragma once
typedef struct CursorDefine
{
bool Center;
const unsigned int Data[32];
};
const CursorDefine _CURSOR_32512 =
{
false,
{
0b00000000000000000000000000000000,
0b10000000000000000000000000000000,
0b11000000000000000000000000000000,
0b11100000000000000000000000000000,
0b11110000000000000000000000000000,
0b11111000000000000000000000000000,
0b11111100000000000000000000000000,
0b11111110000000000000000000000000,
0b11111111000000000000000000000000,
0b11111111100000000000000000000000,
0b11111111110000000000000000000000,
0b11111111111000000000000000000000,
0b11111111111100000000000000000000,
0b11111110000000000000000000000000,
0b11111110000000000000000000000000,
0b11001111000000000000000000000000,
0b10000111000000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000011110000000000000000000000,
0b00000001100000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32513 =
{
false,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000001110111000000000000,
0b00000000000001111111000000000000,
0b00000000000001111111000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000000011100000000000000,
0b00000000000001111111000000000000,
0b00000000000001110111000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32514 =
{
false,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000011111111111111000000000,
0b00000000011111111111111000000000,
0b00000000011111111111111000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000000111111111100000000000,
0b00000000000111111111000000000000,
0b00000000000001111110000000000000,
0b00000000000001111100000000000000,
0b00000000000001111100000000000000,
0b00000000000001111110000000000000,
0b00000000000011111111000000000000,
0b00000000000111111111100000000000,
0b00000000001111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111110000000000,
0b00000000011111111111111000000000,
0b00000000011111111111111000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32515 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000001111111111111111100000000,
0b00000001111111111111111100000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32516 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000010000000000000000,
0b00000000000000011000000000000000,
0b00000000000001111100000000000000,
0b00000000000001111110000000000000,
0b00000000000111111111000000000000,
0b00000000000111111111100000000000,
0b00000000000111111111100000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32642 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111100000000000000000,
0b00000000000001110000000000000000,
0b00000000000000111000000000000000,
0b00000000000000011100000000000000,
0b00000000000000001110010000000000,
0b00000000000000000111110000000000,
0b00000000000000000011110000000000,
0b00000000000000000011110000000000,
0b00000000000000000111110000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32643 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000111110000000000,
0b00000000000000000111110000000000,
0b00000000000000000011110000000000,
0b00000000000000000011110000000000,
0b00000000000000000111110000000000,
0b00000000000000001100000000000000,
0b00000000000000011100000000000000,
0b00000000000000110000000000000000,
0b00000000011001110000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000011111000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32644 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000011000000000011000000000,
0b00000000111000000000011100000000,
0b00000001111111111111111110000000,
0b00000001111111111111111100000000,
0b00000000111000000000011100000000,
0b00000000011000000000010000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32645 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000010000000000000000,
0b00000000000000011000000000000000,
0b00000000000001111100000000000000,
0b00000000000001111110000000000000,
0b00000000000001111110000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000001111110000000000000,
0b00000000000001111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000010000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32646 =
{
true,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000011000000000000000,
0b00000000000000111100000000000000,
0b00000000000001111110000000000000,
0b00000000000001111110000000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000011000011000011000000000,
0b00000000111000011000011100000000,
0b00000001111111111111111110000000,
0b00000001111111111111111100000000,
0b00000000111000011000011100000000,
0b00000000011000011000010000000000,
0b00000000000000011000000000000000,
0b00000000000000011000000000000000,
0b00000000000001111110000000000000,
0b00000000000001111100000000000000,
0b00000000000000111100000000000000,
0b00000000000000010000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32648 =
{
false,
{
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000001111110000000000000,
0b00000000000111111111110000000000,
0b00000000001111111111110000000000,
0b00000000011111111111111100000000,
0b00000000111110000001111100000000,
0b00000001111111000000011110000000,
0b00000001111111000000001111000000,
0b00000011111111110000001111000000,
0b00000011110111110000000111000000,
0b00000011110011111100000111000000,
0b00000011110001111100000111000000,
0b00000011110000111111000111000000,
0b00000011110000011111001111000000,
0b00000001111000001111111111000000,
0b00000001111000000111111110000000,
0b00000001111110000011111110000000,
0b00000000011111000011111100000000,
0b00000000011111111111111000000000,
0b00000000000111111111110000000000,
0b00000000000011111111000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32649 =
{
false,
{
0b00000011000000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111110000000000000000000000,
0b00000111111110000000000000000000,
0b00000111111111110000000000000000,
0b00000111111111111000000000000000,
0b00000111111111111000000000000000,
0b00000111111111111000000000000000,
0b11110111111111111000000000000000,
0b11111111111111111000000000000000,
0b11111111111111111000000000000000,
0b01111111111111111000000000000000,
0b00111111111111111000000000000000,
0b00011111111111111000000000000000,
0b00001111111111110000000000000000,
0b00000111111111110000000000000000,
0b00000111111111110000000000000000,
0b00000001111111000000000000000000,
0b00000000011110000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32650 =
{
false,
{
0b00000000000000000000000000000000,
0b11000000000000000000000000000000,
0b11000000000000000000000000000000,
0b11110000000011111111100000000000,
0b11110000000011111111100000000000,
0b11111100000011111111100000000000,
0b11111100000001111111000000000000,
0b11111111000001111111000000000000,
0b11111111000001111111000000000000,
0b11111111110001111111000000000000,
0b11111111110000011100000000000000,
0b11111111111100111110000000000000,
0b11111111111101111111000000000000,
0b11111111000001111111000000000000,
0b11101111000001111111000000000000,
0b11000111000001111111000000000000,
0b10000111100011111111100000000000,
0b00000111110011111111100000000000,
0b00000011110000000000000000000000,
0b00000001110000000000000000000000,
0b00000001110000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32651 =
{
false,
{
0b00000000000000000000000000000000,
0b11000000000000000000000000000000,
0b11000000000000000000000000000000,
0b11110000000000000000000000000000,
0b11110000000000000000000000000000,
0b11111100000011111111000000000000,
0b11111100000111111111000000000000,
0b11111111000111101111100000000000,
0b11111111000111101111100000000000,
0b11111111110111101111100000000000,
0b11111111110111111111000000000000,
0b11111111111100111110000000000000,
0b11111111111100111100000000000000,
0b11111111000000111100000000000000,
0b11101111000000011100000000000000,
0b11000111000001111110000000000000,
0b10000111100000111100000000000000,
0b00000111110000011100000000000000,
0b00000011110000000000000000000000,
0b00000001110000000000000000000000,
0b00000001110000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
0b00000000000000000000000000000000,
}
};
const CursorDefine _CURSOR_32671 =
{
false,
{
0b00000001100000000000000000000000,
0b00000011110000000000000000000000,
0b00000011110000000000000000000000,
0b00000011110000000000000000000000,
0b00000011110000000000000000000000,
0b00000011111100000000000000000000,
0b00000011111111100000000000000000,
0b00000011111111111100000000000000,
0b00000011111111111100000000000000,
0b00000011111111111100000000000000,
0b00000011111111111100000000000000,
0b01111011111111111100000000000000,
0b01111111111111111100000000000000,
0b01111111111111111100000000000000,
0b01111111111111111100000000000000,
0b00111111111111111100000000000000,
0b00011111111111111100000000000000,
0b00001111111111111101111110000000,
0b00001111111111111001111111000000,
0b00000111111111111111111111100000,
0b00000011111111111111111111100000,
0b00000000111111100111111111100000,
0b00000000000100000111111111100000,
0b00000000000000000111111111100000,
0b00000000000000000111111111100000,
0b00000000000000000011111111000000,
0b00000000000000000001111111000000,
0b00000000000000000001111110000000,
0b00000000000000000001111110000000,
0b00000000000000000000011100000000,
0b00000000000000000000011100000000,
0b00000000000000000000011000000000,
}
};
const CursorDefine _CURSOR_32672 =
{
false,
{
0b00000011000000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111100000000000000000000000,
0b00000111111010000000000000000000,
0b00000111111111000000000000000000,
0b00000111111111111000000000000000,
0b00000111111111111000000000000000,
0b00000111111111111000000000000000,
0b01100111111111111000000000000000,
0b11111111111111111000000000000000,
0b11111111111111111000000000000000,
0b01111111111111111000000000000000,
0b01111111111111111000000000000000,
0b00111111111111111000000000000000,
0b00011111111111111000000000000000,
0b00001111111111110001111110000000,
0b00000111111111110001111110000000,
0b00000011111111100011111111000000,
0b00000001111111000011111111000000,
0b00000000000000000011111111000000,
0b00000000000000000011111111000000,
0b00000000000000000001111110000000,
0b00000000000000000001111110000000,
0b00000000000000000011111111100000,
0b00000000000000000111111111100000,
0b00000000000000000111111111100000,
0b00000000000000000111111111110000,
0b00000000000000001111111111110000,
0b00000000000000000111111111100000,
0b00000000000000000001111111000000,
}
};

74
ScreenRecoder/D3DX11.h Normal file
View File

@ -0,0 +1,74 @@
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx11.h
// Content: D3DX11 utility library
//
//////////////////////////////////////////////////////////////////////////////
#ifdef __D3DX11_INTERNAL__
#error Incorrect D3DX11 header used
#endif
#ifndef __D3DX11_H__
#define __D3DX11_H__
// Defines
#include <limits.h>
#include <float.h>
#ifdef ALLOW_THROWING_NEW
#include <new>
#endif
#define D3DX11_DEFAULT ((UINT) -1)
#define D3DX11_FROM_FILE ((UINT) -3)
#define DXGI_FORMAT_FROM_FILE ((DXGI_FORMAT) -3)
#ifndef D3DX11INLINE
#ifdef _MSC_VER
#if (_MSC_VER >= 1200)
#define D3DX11INLINE __forceinline
#else
#define D3DX11INLINE __inline
#endif
#else
#ifdef __cplusplus
#define D3DX11INLINE inline
#else
#define D3DX11INLINE
#endif
#endif
#endif
// Includes
#include "d3d11.h"
#include "d3dx11.h"
#include "d3dx11core.h"
#include "d3dx11tex.h"
#include "d3dx11async.h"
// Errors
#define _FACDD 0x876
#define MAKE_DDHRESULT( code ) MAKE_HRESULT( 1, _FACDD, code )
enum _D3DX11_ERR {
D3DX11_ERR_CANNOT_MODIFY_INDEX_BUFFER = MAKE_DDHRESULT(2900),
D3DX11_ERR_INVALID_MESH = MAKE_DDHRESULT(2901),
D3DX11_ERR_CANNOT_ATTR_SORT = MAKE_DDHRESULT(2902),
D3DX11_ERR_SKINNING_NOT_SUPPORTED = MAKE_DDHRESULT(2903),
D3DX11_ERR_TOO_MANY_INFLUENCES = MAKE_DDHRESULT(2904),
D3DX11_ERR_INVALID_DATA = MAKE_DDHRESULT(2905),
D3DX11_ERR_LOADED_MESH_HAS_NO_DATA = MAKE_DDHRESULT(2906),
D3DX11_ERR_DUPLICATE_NAMED_FRAGMENT = MAKE_DDHRESULT(2907),
D3DX11_ERR_CANNOT_REMOVE_LAST_ITEM = MAKE_DDHRESULT(2908),
};
#endif //__D3DX11_H__

164
ScreenRecoder/D3DX11async.h Normal file
View File

@ -0,0 +1,164 @@
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// File: D3DX11Async.h
// Content: D3DX11 Asynchronous Shader loaders / compilers
//
//////////////////////////////////////////////////////////////////////////////
#ifndef __D3DX11ASYNC_H__
#define __D3DX11ASYNC_H__
#include "d3dx11.h"
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//----------------------------------------------------------------------------
// D3DX11Compile:
// ------------------
// Compiles an effect or shader.
//
// Parameters:
// pSrcFile
// Source file name.
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module.
// pSrcData
// Pointer to source code.
// SrcDataLen
// Size of source code, in bytes.
// pDefines
// Optional NULL-terminated array of preprocessor macro definitions.
// pInclude
// Optional interface pointer to use for handling #include directives.
// If this parameter is NULL, #includes will be honored when compiling
// from file, and will error when compiling from resource or memory.
// pFunctionName
// Name of the entrypoint function where execution should begin.
// pProfile
// Instruction set to be used when generating code. Currently supported
// profiles are "vs_1_1", "vs_2_0", "vs_2_a", "vs_2_sw", "vs_3_0",
// "vs_3_sw", "vs_4_0", "vs_4_1",
// "ps_2_0", "ps_2_a", "ps_2_b", "ps_2_sw", "ps_3_0",
// "ps_3_sw", "ps_4_0", "ps_4_1",
// "gs_4_0", "gs_4_1",
// "tx_1_0",
// "fx_4_0", "fx_4_1"
// Note that this entrypoint does not compile fx_2_0 targets, for that
// you need to use the D3DX9 function.
// Flags1
// See D3D10_SHADER_xxx flags.
// Flags2
// See D3D10_EFFECT_xxx flags.
// ppShader
// Returns a buffer containing the created shader. This buffer contains
// the compiled shader code, as well as any embedded debug and symbol
// table info. (See D3D10GetShaderConstantTable)
// ppErrorMsgs
// Returns a buffer containing a listing of errors and warnings that were
// encountered during the compile. If you are running in a debugger,
// these are the same messages you will see in your debug output.
// pHResult
// Pointer to a memory location to receive the return value upon completion.
// Maybe NULL if not needed.
// If pPump != NULL, pHResult must be a valid memory location until the
// the asynchronous execution completes.
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX11CompileFromFileA(LPCSTR pSrcFile,CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11CompileFromFileW(LPCWSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CompileFromFile D3DX11CompileFromFileW
#else
#define D3DX11CompileFromFile D3DX11CompileFromFileA
#endif
HRESULT WINAPI D3DX11CompileFromResourceA(HMODULE hSrcModule, LPCSTR pSrcResource, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11CompileFromResourceW(HMODULE hSrcModule, LPCWSTR pSrcResource, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CompileFromResource D3DX11CompileFromResourceW
#else
#define D3DX11CompileFromResource D3DX11CompileFromResourceA
#endif
HRESULT WINAPI D3DX11CompileFromMemory(LPCSTR pSrcData, SIZE_T SrcDataLen, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11PreprocessShaderFromFileA(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11PreprocessShaderFromFileW(LPCWSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11PreprocessShaderFromMemory(LPCSTR pSrcData, SIZE_T SrcDataSize, LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11PreprocessShaderFromResourceA(HMODULE hModule, LPCSTR pResourceName, LPCSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
HRESULT WINAPI D3DX11PreprocessShaderFromResourceW(HMODULE hModule, LPCWSTR pResourceName, LPCWSTR pSrcFileName, CONST D3D10_SHADER_MACRO* pDefines,
LPD3D10INCLUDE pInclude, ID3DX11ThreadPump *pPump, ID3D10Blob** ppShaderText, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileW
#define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceW
#else
#define D3DX11PreprocessShaderFromFile D3DX11PreprocessShaderFromFileA
#define D3DX11PreprocessShaderFromResource D3DX11PreprocessShaderFromResourceA
#endif
//----------------------------------------------------------------------------
// Async processors
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX11CreateAsyncCompilerProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2,
ID3D10Blob **ppCompiledShader, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor);
HRESULT WINAPI D3DX11CreateAsyncShaderPreprocessProcessor(LPCSTR pFileName, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
ID3D10Blob** ppShaderText, ID3D10Blob **ppErrorBuffer, ID3DX11DataProcessor **ppProcessor);
//----------------------------------------------------------------------------
// D3DX11 Asynchronous texture I/O (advanced mode)
//----------------------------------------------------------------------------
HRESULT WINAPI D3DX11CreateAsyncFileLoaderW(LPCWSTR pFileName, ID3DX11DataLoader **ppDataLoader);
HRESULT WINAPI D3DX11CreateAsyncFileLoaderA(LPCSTR pFileName, ID3DX11DataLoader **ppDataLoader);
HRESULT WINAPI D3DX11CreateAsyncMemoryLoader(LPCVOID pData, SIZE_T cbData, ID3DX11DataLoader **ppDataLoader);
HRESULT WINAPI D3DX11CreateAsyncResourceLoaderW(HMODULE hSrcModule, LPCWSTR pSrcResource, ID3DX11DataLoader **ppDataLoader);
HRESULT WINAPI D3DX11CreateAsyncResourceLoaderA(HMODULE hSrcModule, LPCSTR pSrcResource, ID3DX11DataLoader **ppDataLoader);
#ifdef UNICODE
#define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderW
#define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderW
#else
#define D3DX11CreateAsyncFileLoader D3DX11CreateAsyncFileLoaderA
#define D3DX11CreateAsyncResourceLoader D3DX11CreateAsyncResourceLoaderA
#endif
HRESULT WINAPI D3DX11CreateAsyncTextureProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor);
HRESULT WINAPI D3DX11CreateAsyncTextureInfoProcessor(D3DX11_IMAGE_INFO *pImageInfo, ID3DX11DataProcessor **ppDataProcessor);
HRESULT WINAPI D3DX11CreateAsyncShaderResourceViewProcessor(ID3D11Device *pDevice, D3DX11_IMAGE_LOAD_INFO *pLoadInfo, ID3DX11DataProcessor **ppDataProcessor);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3DX11ASYNC_H__

128
ScreenRecoder/D3DX11core.h Normal file
View File

@ -0,0 +1,128 @@
///////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx11core.h
// Content: D3DX11 core types and functions
//
///////////////////////////////////////////////////////////////////////////
#include "d3dx11.h"
#ifndef __D3DX11CORE_H__
#define __D3DX11CORE_H__
// Current name of the DLL shipped in the same SDK as this header.
#define D3DX11_DLL_W L"d3dx11_43.dll"
#define D3DX11_DLL_A "d3dx11_43.dll"
#ifdef UNICODE
#define D3DX11_DLL D3DX11_DLL_W
#else
#define D3DX11_DLL D3DX11_DLL_A
#endif
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
///////////////////////////////////////////////////////////////////////////
// D3DX11_SDK_VERSION:
// -----------------
// This identifier is passed to D3DX11CheckVersion in order to ensure that an
// application was built against the correct header files and lib files.
// This number is incremented whenever a header (or other) change would
// require applications to be rebuilt. If the version doesn't match,
// D3DX11CreateVersion will return FALSE. (The number itself has no meaning.)
///////////////////////////////////////////////////////////////////////////
#define D3DX11_SDK_VERSION 43
#ifdef D3D_DIAG_DLL
BOOL WINAPI D3DX11DebugMute(BOOL Mute);
#endif
HRESULT WINAPI D3DX11CheckVersion(UINT D3DSdkVersion, UINT D3DX11SdkVersion);
#ifdef __cplusplus
}
#endif //__cplusplus
//////////////////////////////////////////////////////////////////////////////
// ID3DX11ThreadPump:
//////////////////////////////////////////////////////////////////////////////
#undef INTERFACE
#define INTERFACE ID3DX11DataLoader
DECLARE_INTERFACE(ID3DX11DataLoader)
{
STDMETHOD(Load)(THIS) PURE;
STDMETHOD(Decompress)(THIS_ void **ppData, SIZE_T *pcBytes) PURE;
STDMETHOD(Destroy)(THIS) PURE;
};
#undef INTERFACE
#define INTERFACE ID3DX11DataProcessor
DECLARE_INTERFACE(ID3DX11DataProcessor)
{
STDMETHOD(Process)(THIS_ void *pData, SIZE_T cBytes) PURE;
STDMETHOD(CreateDeviceObject)(THIS_ void **ppDataObject) PURE;
STDMETHOD(Destroy)(THIS) PURE;
};
// {C93FECFA-6967-478a-ABBC-402D90621FCB}
DEFINE_GUID(IID_ID3DX11ThreadPump,
0xc93fecfa, 0x6967, 0x478a, 0xab, 0xbc, 0x40, 0x2d, 0x90, 0x62, 0x1f, 0xcb);
#undef INTERFACE
#define INTERFACE ID3DX11ThreadPump
DECLARE_INTERFACE_(ID3DX11ThreadPump, IUnknown)
{
// IUnknown
STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
STDMETHOD_(ULONG, AddRef)(THIS) PURE;
STDMETHOD_(ULONG, Release)(THIS) PURE;
// ID3DX11ThreadPump
STDMETHOD(AddWorkItem)(THIS_ ID3DX11DataLoader *pDataLoader, ID3DX11DataProcessor *pDataProcessor, HRESULT *pHResult, void **ppDeviceObject) PURE;
STDMETHOD_(UINT, GetWorkItemCount)(THIS) PURE;
STDMETHOD(WaitForAllItems)(THIS) PURE;
STDMETHOD(ProcessDeviceWorkItems)(THIS_ UINT iWorkItemCount);
STDMETHOD(PurgeAllItems)(THIS) PURE;
STDMETHOD(GetQueueStatus)(THIS_ UINT *pIoQueue, UINT *pProcessQueue, UINT *pDeviceQueue) PURE;
};
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
HRESULT WINAPI D3DX11CreateThreadPump(UINT cIoThreads, UINT cProcThreads, ID3DX11ThreadPump **ppThreadPump);
HRESULT WINAPI D3DX11UnsetAllDeviceObjects(ID3D11DeviceContext *pContext);
#ifdef __cplusplus
}
#endif //__cplusplus
///////////////////////////////////////////////////////////////////////////
#define _FACD3D 0x876
#define MAKE_D3DHRESULT( code ) MAKE_HRESULT( 1, _FACD3D, code )
#define MAKE_D3DSTATUS( code ) MAKE_HRESULT( 0, _FACD3D, code )
#define D3DERR_INVALIDCALL MAKE_D3DHRESULT(2156)
#define D3DERR_WASSTILLDRAWING MAKE_D3DHRESULT(540)
#endif //__D3DX11CORE_H__

772
ScreenRecoder/D3DX11tex.h Normal file
View File

@ -0,0 +1,772 @@
//////////////////////////////////////////////////////////////////////////////
//
// Copyright (C) Microsoft Corporation. All Rights Reserved.
//
// File: d3dx11tex.h
// Content: D3DX11 texturing APIs
//
//////////////////////////////////////////////////////////////////////////////
#include "d3dx11.h"
#ifndef __D3DX11TEX_H__
#define __D3DX11TEX_H__
//----------------------------------------------------------------------------
// D3DX11_FILTER flags:
// ------------------
//
// A valid filter must contain one of these values:
//
// D3DX11_FILTER_NONE
// No scaling or filtering will take place. Pixels outside the bounds
// of the source image are assumed to be transparent black.
// D3DX11_FILTER_POINT
// Each destination pixel is computed by sampling the nearest pixel
// from the source image.
// D3DX11_FILTER_LINEAR
// Each destination pixel is computed by linearly interpolating between
// the nearest pixels in the source image. This filter works best
// when the scale on each axis is less than 2.
// D3DX11_FILTER_TRIANGLE
// Every pixel in the source image contributes equally to the
// destination image. This is the slowest of all the filters.
// D3DX11_FILTER_BOX
// Each pixel is computed by averaging a 2x2(x2) box pixels from
// the source image. Only works when the dimensions of the
// destination are half those of the source. (as with mip maps)
//
// And can be OR'd with any of these optional flags:
//
// D3DX11_FILTER_MIRROR_U
// Indicates that pixels off the edge of the texture on the U-axis
// should be mirrored, not wraped.
// D3DX11_FILTER_MIRROR_V
// Indicates that pixels off the edge of the texture on the V-axis
// should be mirrored, not wraped.
// D3DX11_FILTER_MIRROR_W
// Indicates that pixels off the edge of the texture on the W-axis
// should be mirrored, not wraped.
// D3DX11_FILTER_MIRROR
// Same as specifying D3DX11_FILTER_MIRROR_U | D3DX11_FILTER_MIRROR_V |
// D3DX11_FILTER_MIRROR_V
// D3DX11_FILTER_DITHER
// Dithers the resulting image using a 4x4 order dither pattern.
// D3DX11_FILTER_SRGB_IN
// Denotes that the input data is in sRGB (gamma 2.2) colorspace.
// D3DX11_FILTER_SRGB_OUT
// Denotes that the output data is in sRGB (gamma 2.2) colorspace.
// D3DX11_FILTER_SRGB
// Same as specifying D3DX11_FILTER_SRGB_IN | D3DX11_FILTER_SRGB_OUT
//
//----------------------------------------------------------------------------
typedef enum D3DX11_FILTER_FLAG
{
D3DX11_FILTER_NONE = (1 << 0),
D3DX11_FILTER_POINT = (2 << 0),
D3DX11_FILTER_LINEAR = (3 << 0),
D3DX11_FILTER_TRIANGLE = (4 << 0),
D3DX11_FILTER_BOX = (5 << 0),
D3DX11_FILTER_MIRROR_U = (1 << 16),
D3DX11_FILTER_MIRROR_V = (2 << 16),
D3DX11_FILTER_MIRROR_W = (4 << 16),
D3DX11_FILTER_MIRROR = (7 << 16),
D3DX11_FILTER_DITHER = (1 << 19),
D3DX11_FILTER_DITHER_DIFFUSION= (2 << 19),
D3DX11_FILTER_SRGB_IN = (1 << 21),
D3DX11_FILTER_SRGB_OUT = (2 << 21),
D3DX11_FILTER_SRGB = (3 << 21),
} D3DX11_FILTER_FLAG;
//----------------------------------------------------------------------------
// D3DX11_NORMALMAP flags:
// ---------------------
// These flags are used to control how D3DX11ComputeNormalMap generates normal
// maps. Any number of these flags may be OR'd together in any combination.
//
// D3DX11_NORMALMAP_MIRROR_U
// Indicates that pixels off the edge of the texture on the U-axis
// should be mirrored, not wraped.
// D3DX11_NORMALMAP_MIRROR_V
// Indicates that pixels off the edge of the texture on the V-axis
// should be mirrored, not wraped.
// D3DX11_NORMALMAP_MIRROR
// Same as specifying D3DX11_NORMALMAP_MIRROR_U | D3DX11_NORMALMAP_MIRROR_V
// D3DX11_NORMALMAP_INVERTSIGN
// Inverts the direction of each normal
// D3DX11_NORMALMAP_COMPUTE_OCCLUSION
// Compute the per pixel Occlusion term and encodes it into the alpha.
// An Alpha of 1 means that the pixel is not obscured in anyway, and
// an alpha of 0 would mean that the pixel is completly obscured.
//
//----------------------------------------------------------------------------
typedef enum D3DX11_NORMALMAP_FLAG
{
D3DX11_NORMALMAP_MIRROR_U = (1 << 16),
D3DX11_NORMALMAP_MIRROR_V = (2 << 16),
D3DX11_NORMALMAP_MIRROR = (3 << 16),
D3DX11_NORMALMAP_INVERTSIGN = (8 << 16),
D3DX11_NORMALMAP_COMPUTE_OCCLUSION = (16 << 16),
} D3DX11_NORMALMAP_FLAG;
//----------------------------------------------------------------------------
// D3DX11_CHANNEL flags:
// -------------------
// These flags are used by functions which operate on or more channels
// in a texture.
//
// D3DX11_CHANNEL_RED
// Indicates the red channel should be used
// D3DX11_CHANNEL_BLUE
// Indicates the blue channel should be used
// D3DX11_CHANNEL_GREEN
// Indicates the green channel should be used
// D3DX11_CHANNEL_ALPHA
// Indicates the alpha channel should be used
// D3DX11_CHANNEL_LUMINANCE
// Indicates the luminaces of the red green and blue channels should be
// used.
//
//----------------------------------------------------------------------------
typedef enum D3DX11_CHANNEL_FLAG
{
D3DX11_CHANNEL_RED = (1 << 0),
D3DX11_CHANNEL_BLUE = (1 << 1),
D3DX11_CHANNEL_GREEN = (1 << 2),
D3DX11_CHANNEL_ALPHA = (1 << 3),
D3DX11_CHANNEL_LUMINANCE = (1 << 4),
} D3DX11_CHANNEL_FLAG;
//----------------------------------------------------------------------------
// D3DX11_IMAGE_FILE_FORMAT:
// ---------------------
// This enum is used to describe supported image file formats.
//
//----------------------------------------------------------------------------
typedef enum D3DX11_IMAGE_FILE_FORMAT
{
D3DX11_IFF_BMP = 0,
D3DX11_IFF_JPG = 1,
D3DX11_IFF_PNG = 3,
D3DX11_IFF_DDS = 4,
D3DX11_IFF_TIFF = 10,
D3DX11_IFF_GIF = 11,
D3DX11_IFF_WMP = 12,
D3DX11_IFF_FORCE_DWORD = 0x7fffffff
} D3DX11_IMAGE_FILE_FORMAT;
//----------------------------------------------------------------------------
// D3DX11_SAVE_TEXTURE_FLAG:
// ---------------------
// This enum is used to support texture saving options.
//
//----------------------------------------------------------------------------
typedef enum D3DX11_SAVE_TEXTURE_FLAG
{
D3DX11_STF_USEINPUTBLOB = 0x0001,
} D3DX11_SAVE_TEXTURE_FLAG;
//----------------------------------------------------------------------------
// D3DX11_IMAGE_INFO:
// ---------------
// This structure is used to return a rough description of what the
// the original contents of an image file looked like.
//
// Width
// Width of original image in pixels
// Height
// Height of original image in pixels
// Depth
// Depth of original image in pixels
// ArraySize
// Array size in textures
// MipLevels
// Number of mip levels in original image
// MiscFlags
// Miscellaneous flags
// Format
// D3D format which most closely describes the data in original image
// ResourceDimension
// D3D11_RESOURCE_DIMENSION representing the dimension of texture stored in the file.
// D3D11_RESOURCE_DIMENSION_TEXTURE1D, 2D, 3D
// ImageFileFormat
// D3DX11_IMAGE_FILE_FORMAT representing the format of the image file.
//----------------------------------------------------------------------------
typedef struct D3DX11_IMAGE_INFO
{
UINT Width;
UINT Height;
UINT Depth;
UINT ArraySize;
UINT MipLevels;
UINT MiscFlags;
DXGI_FORMAT Format;
D3D11_RESOURCE_DIMENSION ResourceDimension;
D3DX11_IMAGE_FILE_FORMAT ImageFileFormat;
} D3DX11_IMAGE_INFO;
#ifdef __cplusplus
extern "C" {
#endif //__cplusplus
//////////////////////////////////////////////////////////////////////////////
// Image File APIs ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DX11_IMAGE_LOAD_INFO:
// ---------------
// This structure can be optionally passed in to texture loader APIs to
// control how textures get loaded. Pass in D3DX11_DEFAULT for any of these
// to have D3DX automatically pick defaults based on the source file.
//
// Width
// Rescale texture to Width texels wide
// Height
// Rescale texture to Height texels high
// Depth
// Rescale texture to Depth texels deep
// FirstMipLevel
// First mip level to load
// MipLevels
// Number of mip levels to load after the first level
// Usage
// D3D11_USAGE flag for the new texture
// BindFlags
// D3D11 Bind flags for the new texture
// CpuAccessFlags
// D3D11 CPU Access flags for the new texture
// MiscFlags
// Reserved. Must be 0
// Format
// Resample texture to the specified format
// Filter
// Filter the texture using the specified filter (only when resampling)
// MipFilter
// Filter the texture mip levels using the specified filter (only if
// generating mips)
// pSrcInfo
// (optional) pointer to a D3DX11_IMAGE_INFO structure that will get
// populated with source image information
//----------------------------------------------------------------------------
typedef struct D3DX11_IMAGE_LOAD_INFO
{
UINT Width;
UINT Height;
UINT Depth;
UINT FirstMipLevel;
UINT MipLevels;
D3D11_USAGE Usage;
UINT BindFlags;
UINT CpuAccessFlags;
UINT MiscFlags;
DXGI_FORMAT Format;
UINT Filter;
UINT MipFilter;
D3DX11_IMAGE_INFO* pSrcInfo;
#ifdef __cplusplus
D3DX11_IMAGE_LOAD_INFO()
{
Width = D3DX11_DEFAULT;
Height = D3DX11_DEFAULT;
Depth = D3DX11_DEFAULT;
FirstMipLevel = D3DX11_DEFAULT;
MipLevels = D3DX11_DEFAULT;
Usage = (D3D11_USAGE) D3DX11_DEFAULT;
BindFlags = D3DX11_DEFAULT;
CpuAccessFlags = D3DX11_DEFAULT;
MiscFlags = D3DX11_DEFAULT;
Format = DXGI_FORMAT_FROM_FILE;
Filter = D3DX11_DEFAULT;
MipFilter = D3DX11_DEFAULT;
pSrcInfo = NULL;
}
#endif
} D3DX11_IMAGE_LOAD_INFO;
//-------------------------------------------------------------------------------
// GetImageInfoFromFile/Resource/Memory:
// ------------------------------
// Fills in a D3DX11_IMAGE_INFO struct with information about an image file.
//
// Parameters:
// pSrcFile
// File name of the source image.
// pSrcModule
// Module where resource is located, or NULL for module associated
// with image the os used to create the current process.
// pSrcResource
// Resource name.
// pSrcData
// Pointer to file in memory.
// SrcDataSize
// Size in bytes of file in memory.
// pPump
// Optional pointer to a thread pump object to use.
// pSrcInfo
// Pointer to a D3DX11_IMAGE_INFO structure to be filled in with the
// description of the data in the source image file.
// pHResult
// Pointer to a memory location to receive the return value upon completion.
// Maybe NULL if not needed.
// If pPump != NULL, pHResult must be a valid memory location until the
// the asynchronous execution completes.
//-------------------------------------------------------------------------------
HRESULT WINAPI
D3DX11GetImageInfoFromFileA(
LPCSTR pSrcFile,
ID3DX11ThreadPump* pPump,
D3DX11_IMAGE_INFO* pSrcInfo,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11GetImageInfoFromFileW(
LPCWSTR pSrcFile,
ID3DX11ThreadPump* pPump,
D3DX11_IMAGE_INFO* pSrcInfo,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11GetImageInfoFromFile D3DX11GetImageInfoFromFileW
#else
#define D3DX11GetImageInfoFromFile D3DX11GetImageInfoFromFileA
#endif
HRESULT WINAPI
D3DX11GetImageInfoFromResourceA(
HMODULE hSrcModule,
LPCSTR pSrcResource,
ID3DX11ThreadPump* pPump,
D3DX11_IMAGE_INFO* pSrcInfo,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11GetImageInfoFromResourceW(
HMODULE hSrcModule,
LPCWSTR pSrcResource,
ID3DX11ThreadPump* pPump,
D3DX11_IMAGE_INFO* pSrcInfo,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11GetImageInfoFromResource D3DX11GetImageInfoFromResourceW
#else
#define D3DX11GetImageInfoFromResource D3DX11GetImageInfoFromResourceA
#endif
HRESULT WINAPI
D3DX11GetImageInfoFromMemory(
LPCVOID pSrcData,
SIZE_T SrcDataSize,
ID3DX11ThreadPump* pPump,
D3DX11_IMAGE_INFO* pSrcInfo,
HRESULT* pHResult);
//////////////////////////////////////////////////////////////////////////////
// Create/Save Texture APIs //////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DX11CreateTextureFromFile/Resource/Memory:
// D3DX11CreateShaderResourceViewFromFile/Resource/Memory:
// -----------------------------------
// Create a texture object from a file or resource.
//
// Parameters:
//
// pDevice
// The D3D device with which the texture is going to be used.
// pSrcFile
// File name.
// hSrcModule
// Module handle. if NULL, current module will be used.
// pSrcResource
// Resource name in module
// pvSrcData
// Pointer to file in memory.
// SrcDataSize
// Size in bytes of file in memory.
// pLoadInfo
// Optional pointer to a D3DX11_IMAGE_LOAD_INFO structure that
// contains additional loader parameters.
// pPump
// Optional pointer to a thread pump object to use.
// ppTexture
// [out] Created texture object.
// ppShaderResourceView
// [out] Shader resource view object created.
// pHResult
// Pointer to a memory location to receive the return value upon completion.
// Maybe NULL if not needed.
// If pPump != NULL, pHResult must be a valid memory location until the
// the asynchronous execution completes.
//
//----------------------------------------------------------------------------
// FromFile
HRESULT WINAPI
D3DX11CreateShaderResourceViewFromFileA(
ID3D11Device* pDevice,
LPCSTR pSrcFile,
D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11ShaderResourceView** ppShaderResourceView,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11CreateShaderResourceViewFromFileW(
ID3D11Device* pDevice,
LPCWSTR pSrcFile,
D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11ShaderResourceView** ppShaderResourceView,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CreateShaderResourceViewFromFile D3DX11CreateShaderResourceViewFromFileW
#else
#define D3DX11CreateShaderResourceViewFromFile D3DX11CreateShaderResourceViewFromFileA
#endif
HRESULT WINAPI
D3DX11CreateTextureFromFileA(
ID3D11Device* pDevice,
LPCSTR pSrcFile,
D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11CreateTextureFromFileW(
ID3D11Device* pDevice,
LPCWSTR pSrcFile,
D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CreateTextureFromFile D3DX11CreateTextureFromFileW
#else
#define D3DX11CreateTextureFromFile D3DX11CreateTextureFromFileA
#endif
// FromResource (resources in dll/exes)
HRESULT WINAPI
D3DX11CreateShaderResourceViewFromResourceA(
ID3D11Device* pDevice,
HMODULE hSrcModule,
LPCSTR pSrcResource,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11ShaderResourceView** ppShaderResourceView,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11CreateShaderResourceViewFromResourceW(
ID3D11Device* pDevice,
HMODULE hSrcModule,
LPCWSTR pSrcResource,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11ShaderResourceView** ppShaderResourceView,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CreateShaderResourceViewFromResource D3DX11CreateShaderResourceViewFromResourceW
#else
#define D3DX11CreateShaderResourceViewFromResource D3DX11CreateShaderResourceViewFromResourceA
#endif
HRESULT WINAPI
D3DX11CreateTextureFromResourceA(
ID3D11Device* pDevice,
HMODULE hSrcModule,
LPCSTR pSrcResource,
D3DX11_IMAGE_LOAD_INFO *pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11CreateTextureFromResourceW(
ID3D11Device* pDevice,
HMODULE hSrcModule,
LPCWSTR pSrcResource,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
HRESULT* pHResult);
#ifdef UNICODE
#define D3DX11CreateTextureFromResource D3DX11CreateTextureFromResourceW
#else
#define D3DX11CreateTextureFromResource D3DX11CreateTextureFromResourceA
#endif
// FromFileInMemory
HRESULT WINAPI
D3DX11CreateShaderResourceViewFromMemory(
ID3D11Device* pDevice,
LPCVOID pSrcData,
SIZE_T SrcDataSize,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11ShaderResourceView** ppShaderResourceView,
HRESULT* pHResult);
HRESULT WINAPI
D3DX11CreateTextureFromMemory(
ID3D11Device* pDevice,
LPCVOID pSrcData,
SIZE_T SrcDataSize,
D3DX11_IMAGE_LOAD_INFO* pLoadInfo,
ID3DX11ThreadPump* pPump,
ID3D11Resource** ppTexture,
HRESULT* pHResult);
//////////////////////////////////////////////////////////////////////////////
// Misc Texture APIs /////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//----------------------------------------------------------------------------
// D3DX11_TEXTURE_LOAD_INFO:
// ------------------------
//
//----------------------------------------------------------------------------
typedef struct _D3DX11_TEXTURE_LOAD_INFO
{
D3D11_BOX *pSrcBox;
D3D11_BOX *pDstBox;
UINT SrcFirstMip;
UINT DstFirstMip;
UINT NumMips;
UINT SrcFirstElement;
UINT DstFirstElement;
UINT NumElements;
UINT Filter;
UINT MipFilter;
#ifdef __cplusplus
_D3DX11_TEXTURE_LOAD_INFO()
{
pSrcBox = NULL;
pDstBox = NULL;
SrcFirstMip = 0;
DstFirstMip = 0;
NumMips = D3DX11_DEFAULT;
SrcFirstElement = 0;
DstFirstElement = 0;
NumElements = D3DX11_DEFAULT;
Filter = D3DX11_DEFAULT;
MipFilter = D3DX11_DEFAULT;
}
#endif
} D3DX11_TEXTURE_LOAD_INFO;
//----------------------------------------------------------------------------
// D3DX11LoadTextureFromTexture:
// ----------------------------
// Load a texture from a texture.
//
// Parameters:
//
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DX11LoadTextureFromTexture(
ID3D11DeviceContext *pContext,
ID3D11Resource *pSrcTexture,
D3DX11_TEXTURE_LOAD_INFO *pLoadInfo,
ID3D11Resource *pDstTexture);
//----------------------------------------------------------------------------
// D3DX11FilterTexture:
// ------------------
// Filters mipmaps levels of a texture.
//
// Parameters:
// pBaseTexture
// The texture object to be filtered
// SrcLevel
// The level whose image is used to generate the subsequent levels.
// MipFilter
// D3DX11_FILTER flags controlling how each miplevel is filtered.
// Or D3DX11_DEFAULT for D3DX11_FILTER_BOX,
//
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DX11FilterTexture(
ID3D11DeviceContext *pContext,
ID3D11Resource *pTexture,
UINT SrcLevel,
UINT MipFilter);
//----------------------------------------------------------------------------
// D3DX11SaveTextureToFile:
// ----------------------
// Save a texture to a file.
//
// Parameters:
// pDestFile
// File name of the destination file
// DestFormat
// D3DX11_IMAGE_FILE_FORMAT specifying file format to use when saving.
// pSrcTexture
// Source texture, containing the image to be saved
//
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DX11SaveTextureToFileA(
ID3D11DeviceContext *pContext,
ID3D11Resource *pSrcTexture,
D3DX11_IMAGE_FILE_FORMAT DestFormat,
LPCSTR pDestFile);
HRESULT WINAPI
D3DX11SaveTextureToFileW(
ID3D11DeviceContext *pContext,
ID3D11Resource *pSrcTexture,
D3DX11_IMAGE_FILE_FORMAT DestFormat,
LPCWSTR pDestFile);
#ifdef UNICODE
#define D3DX11SaveTextureToFile D3DX11SaveTextureToFileW
#else
#define D3DX11SaveTextureToFile D3DX11SaveTextureToFileA
#endif
//----------------------------------------------------------------------------
// D3DX11SaveTextureToMemory:
// ----------------------
// Save a texture to a blob.
//
// Parameters:
// pSrcTexture
// Source texture, containing the image to be saved
// DestFormat
// D3DX11_IMAGE_FILE_FORMAT specifying file format to use when saving.
// ppDestBuf
// address of a d3dxbuffer pointer to return the image data
// Flags
// optional flags
//----------------------------------------------------------------------------
HRESULT WINAPI
D3DX11SaveTextureToMemory(
ID3D11DeviceContext *pContext,
ID3D11Resource* pSrcTexture,
D3DX11_IMAGE_FILE_FORMAT DestFormat,
ID3D10Blob** ppDestBuf,
UINT Flags);
//----------------------------------------------------------------------------
// D3DX11ComputeNormalMap:
// ---------------------
// Converts a height map into a normal map. The (x,y,z) components of each
// normal are mapped to the (r,g,b) channels of the output texture.
//
// Parameters
// pSrcTexture
// Pointer to the source heightmap texture
// Flags
// D3DX11_NORMALMAP flags
// Channel
// D3DX11_CHANNEL specifying source of height information
// Amplitude
// The constant value which the height information is multiplied by.
// pDestTexture
// Pointer to the destination texture
//---------------------------------------------------------------------------
HRESULT WINAPI
D3DX11ComputeNormalMap(
ID3D11DeviceContext *pContext,
ID3D11Texture2D *pSrcTexture,
UINT Flags,
UINT Channel,
FLOAT Amplitude,
ID3D11Texture2D *pDestTexture);
//----------------------------------------------------------------------------
// D3DX11SHProjectCubeMap:
// ----------------------
// Projects a function represented in a cube map into spherical harmonics.
//
// Parameters:
// Order
// Order of the SH evaluation, generates Order^2 coefs, degree is Order-1
// pCubeMap
// CubeMap that is going to be projected into spherical harmonics
// pROut
// Output SH vector for Red.
// pGOut
// Output SH vector for Green
// pBOut
// Output SH vector for Blue
//
//---------------------------------------------------------------------------
HRESULT WINAPI
D3DX11SHProjectCubeMap(
ID3D11DeviceContext *pContext,
__in_range(2,6) UINT Order,
ID3D11Texture2D *pCubeMap,
__out_ecount(Order*Order) FLOAT *pROut,
__out_ecount_opt(Order*Order) FLOAT *pGOut,
__out_ecount_opt(Order*Order) FLOAT *pBOut);
#ifdef __cplusplus
}
#endif //__cplusplus
#endif //__D3DX11TEX_H__

View File

@ -0,0 +1,190 @@
#include "DXGIDuplicator.h"
#include "Utils/Utils.h"
DXGIDuplicator::DXGIDuplicator()
{
}
DXGIDuplicator::~DXGIDuplicator()
{
if (duplication_)
{
duplication_->Release();
}
if (device_)
{
device_->Release();
}
if (deviceContext_)
{
deviceContext_->Release();
}
}
bool DXGIDuplicator::InitD3D11Device(ID3D11Device* g_pd3dDevice, ID3D11DeviceContext* g_pImmediateContext)
{
device_ = g_pd3dDevice;
deviceContext_ = g_pImmediateContext;
return true;
}
bool DXGIDuplicator::InitDuplication()
{
HRESULT hr = S_OK;
IDXGIDevice* dxgiDevice = nullptr;
hr = device_->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (FAILED(hr))
{
return false;
}
IDXGIAdapter* dxgiAdapter = nullptr;
hr = dxgiDevice->GetAdapter(&dxgiAdapter);
dxgiDevice->Release();
if (FAILED(hr))
{
return false;
}
UINT output = 0;
IDXGIOutput* dxgiOutput = nullptr;
while (true)
{
hr = dxgiAdapter->EnumOutputs(output++, &dxgiOutput);
if (hr == DXGI_ERROR_NOT_FOUND)
{
return false;
}
else
{
DXGI_OUTPUT_DESC desc;
dxgiOutput->GetDesc(&desc);
Width = desc.DesktopCoordinates.right - desc.DesktopCoordinates.left;
Height = desc.DesktopCoordinates.bottom - desc.DesktopCoordinates.top;
break;
}
}
dxgiAdapter->Release();
IDXGIOutput1* dxgiOutput1 = nullptr;
hr = dxgiOutput->QueryInterface(__uuidof(IDXGIOutput1), reinterpret_cast<void**>(&dxgiOutput1));
dxgiOutput->Release();
if (FAILED(hr))
{
return false;
}
hr = dxgiOutput1->DuplicateOutput(device_, &duplication_);
dxgiOutput1->Release();
if (FAILED(hr))
{
return false;
}
return true;
}
HRESULT DXGIDuplicator::GetDesktopFrame(ID3D11Texture2D*& texture, UINT TimeoutInMilliseconds)
{
HRESULT hr = S_OK;
DXGI_OUTDUPL_FRAME_INFO frameInfo;
IDXGIResource* resource = NULL;
FreeFrame();
hr = duplication_->AcquireNextFrame(TimeoutInMilliseconds, &frameInfo, &resource);
if (FAILED(hr))
return hr;
frameRef += 1;
hr = resource->QueryInterface(IID_PPV_ARGS(&texture));
resource->Release();
if (FAILED(hr))
return hr;
if (frameInfo.LastPresentTime.QuadPart == 0)
return DXGI_ERROR_WAIT_TIMEOUT;
return hr;
}
ID3D11Texture2D* DXGIDuplicator::ConvertFormat(ID3D11Texture2D* pSrcTexture, DXGI_FORMAT fmt)
{
static ID3D11Texture2D* pDestTexture = NULL;
if (pDestTexture == NULL)
{
HRESULT hr = S_OK;
D3D11_TEXTURE2D_DESC desc;
pSrcTexture->GetDesc(&desc);
desc.Format = fmt;
desc.Usage = D3D11_USAGE_STAGING;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = 0;
desc.MiscFlags = 0;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
hr = device_->CreateTexture2D(&desc, NULL, &pDestTexture);
if (FAILED(hr))
{
pDestTexture = NULL;
return NULL;
}
}
deviceContext_->CopyResource(pDestTexture, pSrcTexture);
return pDestTexture;
}
void* DXGIDuplicator::MapBuffer(ID3D11Texture2D* texture2D)
{
HRESULT hr = S_OK;
D3D11_MAPPED_SUBRESOURCE mappedResource{};
hr = this->deviceContext_->Map(texture2D, 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(hr))
return NULL;
return mappedResource.pData;
}
void DXGIDuplicator::UnMapBuffer(ID3D11Texture2D* texture2D)
{
this->deviceContext_->Unmap(texture2D, 0);
}
std::vector<uint8_t> DXGIDuplicator::GenerateBitmapFile(ID3D11Texture2D* texture2D)
{
D3D11_TEXTURE2D_DESC desc{};
texture2D->GetDesc(&desc);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = this->deviceContext_->Map(texture2D, 0, D3D11_MAP_READ, 0, &mappedResource);
if (FAILED(hr))
return std::vector<uint8_t>();
size_t bmpSize = desc.Width * desc.Height * 4;
std::vector<uint8_t> result(sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + bmpSize, 0);
BITMAPFILEHEADER* bmpHeader = (BITMAPFILEHEADER*)(&result[0]);
BITMAPINFOHEADER* bmiHeader = (BITMAPINFOHEADER*)(&result[0] + sizeof(BITMAPFILEHEADER));
uint8_t* rgba = (uint8_t*)(&result[0] + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER));
bmpHeader->bfSize = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER) + bmpSize;
bmpHeader->bfType = 0x4D42;
bmpHeader->bfOffBits = sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER);
bmpHeader->bfReserved1 = 0;
bmpHeader->bfReserved2 = 0;
bmiHeader->biSize = sizeof(BITMAPINFOHEADER);
bmiHeader->biWidth = desc.Width;
bmiHeader->biHeight = 0 - desc.Height;
bmiHeader->biPlanes = 1;
bmiHeader->biBitCount = 32;
bmiHeader->biCompression = 0;
bmiHeader->biSizeImage = bmpSize;
bmiHeader->biXPelsPerMeter = 0;
bmiHeader->biYPelsPerMeter = 0;
bmiHeader->biClrUsed = 0;
bmiHeader->biClrImportant = 0;
memcpy(rgba, mappedResource.pData, bmpSize);
this->deviceContext_->Unmap(texture2D, 0);
return result;
}
HRESULT DXGIDuplicator::FreeFrame()
{
if (frameRef > 0)
{
frameRef -= 1;
return duplication_->ReleaseFrame();
}
return DXGI_ERROR_NOT_CURRENTLY_AVAILABLE;
}

View File

@ -0,0 +1,32 @@
#pragma once
#include <d3d11.h>
#include <dxgi1_2.h>
#include <string>
#include <vector>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
class DXGIDuplicator
{
public:
int Width;
int Height;
DXGIDuplicator();
~DXGIDuplicator();
bool InitD3D11Device(ID3D11Device* g_pd3dDevice,ID3D11DeviceContext* g_pImmediateContext);
bool InitDuplication();
HRESULT GetDesktopFrame(ID3D11Texture2D*& texture, UINT TimeoutInMilliseconds = 0);
ID3D11Texture2D* ConvertFormat(ID3D11Texture2D* pSrcTexture, DXGI_FORMAT fmt = DXGI_FORMAT_R8G8B8A8_UNORM);
std::vector<uint8_t> GenerateBitmapFile(ID3D11Texture2D* texture2D);
void* MapBuffer(ID3D11Texture2D* texture2D);
void UnMapBuffer(ID3D11Texture2D* texture2D);
HRESULT FreeFrame();
private:
int frameRef = 0;
ID3D11Device* device_ = nullptr;
ID3D11DeviceContext* deviceContext_ = nullptr;
IDXGIOutputDuplication* duplication_ = nullptr;
};

BIN
ScreenRecoder/Delogo.ico Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

View File

@ -0,0 +1,136 @@
//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default io.PlatformOpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)
// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

16263
ScreenRecoder/ImGui/imgui.cpp Normal file

File diff suppressed because it is too large Load Diff

3643
ScreenRecoder/ImGui/imgui.h Normal file

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,590 @@
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer.
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX10: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#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
struct ImGui_ImplDX10_Data
{
ID3D10Device* pd3dDevice;
IDXGIFactory* pFactory;
ID3D10Buffer* pVB;
ID3D10Buffer* pIB;
ID3D10VertexShader* pVertexShader;
ID3D10InputLayout* pInputLayout;
ID3D10Buffer* pVertexConstantBuffer;
ID3D10PixelShader* pPixelShader;
ID3D10SamplerState* pFontSampler;
ID3D10ShaderResourceView* pFontTextureView;
ID3D10RasterizerState* pRasterizerState;
ID3D10BlendState* pBlendState;
ID3D10DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX10
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* ctx)
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
// 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(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr);
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
ID3D10Device* ctx = bd->pd3dDevice;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D10_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D10_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
if (ctx->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vtx_dst = nullptr;
ImDrawIdx* idx_dst = nullptr;
bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
bd->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;
}
bd->pVB->Unmap();
bd->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). DisplayPos is (0,0) for single viewport apps.
{
void* mapped_resource;
if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)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));
bd->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;
ID3D10GeometryShader* GS;
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->GSGetShader(&old.GS);
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 desired DX state
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = 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()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_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->GSSetShader(old.GS); if (old.GS) old.GS->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
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
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 = nullptr;
D3D10_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != nullptr);
// 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;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
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;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX10_CreateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (bd->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;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D10_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10);
desc.Usage = D3D10_USAGE_DYNAMIC;
desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer);
}
}
// 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; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// 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_ONE;
desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// 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;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->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;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
return true;
}
void ImGui_ImplDX10_InvalidateDeviceObjects()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX10_Init(ID3D10Device* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx10";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX10_Shutdown()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX10_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX10_NewFrame()
{
ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX10_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,32 @@
// dear imgui: Renderer Backend for DirectX10
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D10Device;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device);
IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,606 @@
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer.
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example.
// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2016-05-07: DirectX11: Disabling depth-write.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx11.h"
// DirectX
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX11 data
struct ImGui_ImplDX11_Data
{
ID3D11Device* pd3dDevice;
ID3D11DeviceContext* pd3dDeviceContext;
IDXGIFactory* pFactory;
ID3D11Buffer* pVB;
ID3D11Buffer* pIB;
ID3D11VertexShader* pVertexShader;
ID3D11InputLayout* pInputLayout;
ID3D11Buffer* pVertexConstantBuffer;
ID3D11PixelShader* pPixelShader;
ID3D11SamplerState* pFontSampler;
ID3D11ShaderResourceView* pFontTextureView;
ID3D11RasterizerState* pRasterizerState;
ID3D11BlendState* pBlendState;
ID3D11DepthStencilState* pDepthStencilState;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct VERTEX_CONSTANT_BUFFER_DX11
{
float mvp[4][4];
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceContext* ctx)
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
// Setup viewport
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
// Setup shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
ctx->IASetInputLayout(bd->pInputLayout);
ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset);
ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(bd->pVertexShader, nullptr, 0);
ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer);
ctx->PSSetShader(bd->pPixelShader, nullptr, 0);
ctx->PSSetSamplers(0, 1, &bd->pFontSampler);
ctx->GSSetShader(nullptr, nullptr, 0);
ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
// Setup blend state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
ctx->RSSetState(bd->pRasterizerState);
}
// Render function
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
ID3D11DeviceContext* ctx = bd->pd3dDeviceContext;
// Create and grow vertex/index buffers if needed
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = bd->IndexBufferSize * sizeof(ImDrawIdx);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (ctx->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
if (ctx->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
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;
}
ctx->Unmap(bd->pVB, 0);
ctx->Unmap(bd->pIB, 0);
// 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). DisplayPos is (0,0) for single viewport apps.
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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));
ctx->Unmap(bd->pVertexConstantBuffer, 0);
}
// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
struct BACKUP_DX11_STATE
{
UINT ScissorRectsCount, ViewportsCount;
D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState* RS;
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
ID3D11VertexShader* VS;
ID3D11GeometryShader* GS;
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
DXGI_FORMAT IndexBufferFormat;
ID3D11InputLayout* InputLayout;
};
BACKUP_DX11_STATE old = {};
old.ScissorRectsCount = old.ViewportsCount = D3D11_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);
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
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 desired DX state
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_idx_offset = 0;
int global_vtx_offset = 0;
ImVec2 clip_off = 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 != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID();
ctx->PSSetShaderResources(0, 1, &texture_srv);
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_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, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->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_ImplDX11_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D11_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 = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D* pTexture = nullptr;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
IM_ASSERT(pTexture != nullptr);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView);
// Create texture sampler
// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return false;
if (bd->pFontSampler)
ImGui_ImplDX11_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 DX11 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;\
}";
ID3DBlob* vertexShaderBlob;
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false;
}
vertexShaderBlob->Release();
// Create the constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11);
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->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; \
}";
ID3DBlob* pixelShaderBlob;
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false;
}
pixelShaderBlob->Release();
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState);
}
// Create the rasterizer state
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.ScissorEnable = true;
desc.DepthClipEnable = true;
bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
if (!bd->pd3dDevice)
return;
if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; }
if (bd->pFontTextureView) { bd->pFontTextureView->Release(); bd->pFontTextureView = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; }
if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; }
if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; }
if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; }
if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; }
if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; }
if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; }
}
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx11";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
// Get factory from device
IDXGIDevice* pDXGIDevice = nullptr;
IDXGIAdapter* pDXGIAdapter = nullptr;
IDXGIFactory* pFactory = nullptr;
if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK)
if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK)
if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK)
{
bd->pd3dDevice = device;
bd->pd3dDeviceContext = device_context;
bd->pFactory = pFactory;
}
if (pDXGIDevice) pDXGIDevice->Release();
if (pDXGIAdapter) pDXGIAdapter->Release();
bd->pd3dDevice->AddRef();
bd->pd3dDeviceContext->AddRef();
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX11_InvalidateDeviceObjects();
if (bd->pFactory) { bd->pFactory->Release(); }
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX11_NewFrame()
{
ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?");
if (!bd->pFontSampler)
ImGui_ImplDX11_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,33 @@
// dear imgui: Renderer Backend for DirectX11
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct ID3D11Device;
struct ID3D11DeviceContext;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,762 @@
// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this 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*.
// To build this on 32-bit systems:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer.
// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically.
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Various minor tidying up.
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport).
// 2018-02-22: Merged into master with all Win32 code synchronized to other examples.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx12.h"
// DirectX
#include <d3d12.h>
#include <dxgi1_4.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
struct ImGui_ImplDX12_RenderBuffers;
struct ImGui_ImplDX12_Data
{
ID3D12Device* pd3dDevice;
ID3D12RootSignature* pRootSignature;
ID3D12PipelineState* pPipelineState;
DXGI_FORMAT RTVFormat;
ID3D12Resource* pFontTextureResource;
D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle;
D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle;
ID3D12DescriptorHeap* pd3dSrvDescHeap;
UINT numFramesInFlight;
ImGui_ImplDX12_RenderBuffers* pFrameResources;
UINT frameIndex;
ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); frameIndex = UINT_MAX; }
};
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Buffers used during the rendering of a frame
struct ImGui_ImplDX12_RenderBuffers
{
ID3D12Resource* IndexBuffer;
ID3D12Resource* VertexBuffer;
int IndexBufferSize;
int VertexBufferSize;
};
struct VERTEX_CONSTANT_BUFFER_DX12
{
float mvp[4][4];
};
// Functions
static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx, ImGui_ImplDX12_RenderBuffers* fr)
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
// 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).
VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer;
{
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(&vertex_constant_buffer.mvp, mvp, sizeof(mvp));
}
// Setup viewport
D3D12_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D12_VIEWPORT));
vp.Width = draw_data->DisplaySize.x;
vp.Height = draw_data->DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = vp.TopLeftY = 0.0f;
ctx->RSSetViewports(1, &vp);
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
D3D12_VERTEX_BUFFER_VIEW vbv;
memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset;
vbv.SizeInBytes = fr->VertexBufferSize * stride;
vbv.StrideInBytes = stride;
ctx->IASetVertexBuffers(0, 1, &vbv);
D3D12_INDEX_BUFFER_VIEW ibv;
memset(&ibv, 0, sizeof(D3D12_INDEX_BUFFER_VIEW));
ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress();
ibv.SizeInBytes = fr->IndexBufferSize * sizeof(ImDrawIdx);
ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT;
ctx->IASetIndexBuffer(&ibv);
ctx->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->SetPipelineState(bd->pPipelineState);
ctx->SetGraphicsRootSignature(bd->pRootSignature);
ctx->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0);
// Setup blend factor
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendFactor(blend_factor);
}
template<typename T>
static inline void SafeRelease(T*& res)
{
if (res)
res->Release();
res = nullptr;
}
// Render function
void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* ctx)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// FIXME: I'm assuming that this only gets called once per frame!
// If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator.
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
bd->frameIndex = bd->frameIndex + 1;
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight];
// Create and grow vertex/index buffers if needed
if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount)
{
SafeRelease(fr->VertexBuffer);
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0)
return;
}
if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount)
{
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
memset(&desc, 0, sizeof(D3D12_RESOURCE_DESC));
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx);
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0)
return;
}
// Upload vertex/index data into a single contiguous GPU buffer
void* vtx_resource, *idx_resource;
D3D12_RANGE range;
memset(&range, 0, sizeof(D3D12_RANGE));
if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK)
return;
if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource;
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;
}
fr->VertexBuffer->Unmap(0, &range);
fr->IndexBuffer->Unmap(0, &range);
// Setup desired DX state
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = 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 != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw
const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {};
texture_handle.ptr = (UINT64)pcmd->GetTexID();
ctx->SetGraphicsRootDescriptorTable(1, texture_handle);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
}
static void ImGui_ImplDX12_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
{
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
props.Type = D3D12_HEAP_TYPE_DEFAULT;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
desc.Alignment = 0;
desc.Width = width;
desc.Height = height;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
ID3D12Resource* pTexture = nullptr;
bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture));
UINT uploadPitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u);
UINT uploadSize = height * uploadPitch;
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Alignment = 0;
desc.Width = uploadSize;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
desc.Flags = D3D12_RESOURCE_FLAG_NONE;
props.Type = D3D12_HEAP_TYPE_UPLOAD;
props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
ID3D12Resource* uploadBuffer = nullptr;
HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
IM_ASSERT(SUCCEEDED(hr));
void* mapped = nullptr;
D3D12_RANGE range = { 0, uploadSize };
hr = uploadBuffer->Map(0, &range, &mapped);
IM_ASSERT(SUCCEEDED(hr));
for (int y = 0; y < height; y++)
memcpy((void*) ((uintptr_t) mapped + y * uploadPitch), pixels + y * width * 4, width * 4);
uploadBuffer->Unmap(0, &range);
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = uploadBuffer;
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srcLocation.PlacedFootprint.Footprint.Width = width;
srcLocation.PlacedFootprint.Footprint.Height = height;
srcLocation.PlacedFootprint.Footprint.Depth = 1;
srcLocation.PlacedFootprint.Footprint.RowPitch = uploadPitch;
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = pTexture;
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
barrier.Transition.pResource = pTexture;
barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE;
ID3D12Fence* fence = nullptr;
hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
IM_ASSERT(SUCCEEDED(hr));
HANDLE event = CreateEvent(0, 0, 0, 0);
IM_ASSERT(event != nullptr);
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.NodeMask = 1;
ID3D12CommandQueue* cmdQueue = nullptr;
hr = bd->pd3dDevice->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&cmdQueue));
IM_ASSERT(SUCCEEDED(hr));
ID3D12CommandAllocator* cmdAlloc = nullptr;
hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc));
IM_ASSERT(SUCCEEDED(hr));
ID3D12GraphicsCommandList* cmdList = nullptr;
hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList));
IM_ASSERT(SUCCEEDED(hr));
cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr);
cmdList->ResourceBarrier(1, &barrier);
hr = cmdList->Close();
IM_ASSERT(SUCCEEDED(hr));
cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList);
hr = cmdQueue->Signal(fence, 1);
IM_ASSERT(SUCCEEDED(hr));
fence->SetEventOnCompletion(1, event);
WaitForSingleObject(event, INFINITE);
cmdList->Release();
cmdAlloc->Release();
cmdQueue->Release();
CloseHandle(event);
fence->Release();
uploadBuffer->Release();
// Create texture view
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, bd->hFontSrvCpuDescHandle);
SafeRelease(bd->pFontTextureResource);
bd->pFontTextureResource = pTexture;
}
// Store our identifier
// READ THIS IF THE STATIC_ASSERT() TRIGGERS:
// - Important: to compile on 32-bit systems, this 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*.
// [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in the 'example_win32_direct12/example_win32_direct12.vcxproj' project file)
// [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in the example_win32_direct12/build_win32.bat file)
static_assert(sizeof(ImTextureID) >= sizeof(bd->hFontSrvGpuDescHandle.ptr), "Can't pack descriptor handle into TexID, 32-bit not supported yet.");
io.Fonts->SetTexID((ImTextureID)bd->hFontSrvGpuDescHandle.ptr);
}
bool ImGui_ImplDX12_CreateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
if (bd->pPipelineState)
ImGui_ImplDX12_InvalidateDeviceObjects();
// Create the root signature
{
D3D12_DESCRIPTOR_RANGE descRange = {};
descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
descRange.NumDescriptors = 1;
descRange.BaseShaderRegister = 0;
descRange.RegisterSpace = 0;
descRange.OffsetInDescriptorsFromTableStart = 0;
D3D12_ROOT_PARAMETER param[2] = {};
param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS;
param[0].Constants.ShaderRegister = 0;
param[0].Constants.RegisterSpace = 0;
param[0].Constants.Num32BitValues = 16;
param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX;
param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
param[1].DescriptorTable.NumDescriptorRanges = 1;
param[1].DescriptorTable.pDescriptorRanges = &descRange;
param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.
D3D12_STATIC_SAMPLER_DESC staticSampler = {};
staticSampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
staticSampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
staticSampler.MipLODBias = 0.f;
staticSampler.MaxAnisotropy = 0;
staticSampler.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;
staticSampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
staticSampler.MinLOD = 0.f;
staticSampler.MaxLOD = 0.f;
staticSampler.ShaderRegister = 0;
staticSampler.RegisterSpace = 0;
staticSampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
D3D12_ROOT_SIGNATURE_DESC desc = {};
desc.NumParameters = _countof(param);
desc.pParameters = param;
desc.NumStaticSamplers = 1;
desc.pStaticSamplers = &staticSampler;
desc.Flags =
D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |
D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS;
// Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7.
// See if any version of d3d12.dll is already loaded in the process. If so, give preference to that.
static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll");
if (d3d12_dll == nullptr)
{
// Attempt to load d3d12.dll from local directories. This will only succeed if
// (1) the current OS is Windows 7, and
// (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories.
// See https://github.com/ocornut/imgui/pull/3696 for details.
const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample
for (int i = 0; i < IM_ARRAYSIZE(localD3d12Paths); i++)
if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr)
break;
// If failed, we are on Windows >= 10.
if (d3d12_dll == nullptr)
d3d12_dll = ::LoadLibraryA("d3d12.dll");
if (d3d12_dll == nullptr)
return false;
}
PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature");
if (D3D12SerializeRootSignatureFn == nullptr)
return false;
ID3DBlob* blob = nullptr;
if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK)
return false;
bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignature));
blob->Release();
}
// 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 DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [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.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;
memset(&psoDesc, 0, sizeof(D3D12_GRAPHICS_PIPELINE_STATE_DESC));
psoDesc.NodeMask = 1;
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.pRootSignature = bd->pRootSignature;
psoDesc.SampleMask = UINT_MAX;
psoDesc.NumRenderTargets = 1;
psoDesc.RTVFormats[0] = bd->RTVFormat;
psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
ID3DBlob* vertexShaderBlob;
ID3DBlob* pixelShaderBlob;
// 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;\
}";
if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr)))
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
// Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
};
psoDesc.InputLayout = { local_layout, 3 };
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
SamplerState sampler0 : register(s0);\
Texture2D texture0 : register(t0);\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr)))
{
vertexShaderBlob->Release();
return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
}
// Create the blending setup
{
D3D12_BLEND_DESC& desc = psoDesc.BlendState;
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE;
desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL;
}
// Create the rasterizer state
{
D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState;
desc.FillMode = D3D12_FILL_MODE_SOLID;
desc.CullMode = D3D12_CULL_MODE_NONE;
desc.FrontCounterClockwise = FALSE;
desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS;
desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP;
desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS;
desc.DepthClipEnable = true;
desc.MultisampleEnable = FALSE;
desc.AntialiasedLineEnable = FALSE;
desc.ForcedSampleCount = 0;
desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF;
}
// Create depth-stencil State
{
D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState;
desc.DepthEnable = false;
desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS;
desc.BackFace = desc.FrontFace;
}
HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
return false;
ImGui_ImplDX12_CreateFontsTexture();
return true;
}
void ImGui_ImplDX12_InvalidateDeviceObjects()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
ImGuiIO& io = ImGui::GetIO();
SafeRelease(bd->pRootSignature);
SafeRelease(bd->pPipelineState);
SafeRelease(bd->pFontTextureResource);
io.Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < bd->numFramesInFlight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
SafeRelease(fr->IndexBuffer);
SafeRelease(fr->VertexBuffer);
}
}
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx12";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->pd3dDevice = device;
bd->RTVFormat = rtv_format;
bd->hFontSrvCpuDescHandle = font_srv_cpu_desc_handle;
bd->hFontSrvGpuDescHandle = font_srv_gpu_desc_handle;
bd->pFrameResources = new ImGui_ImplDX12_RenderBuffers[num_frames_in_flight];
bd->numFramesInFlight = num_frames_in_flight;
bd->pd3dSrvDescHeap = cbv_srv_heap;
bd->frameIndex = UINT_MAX;
// Create buffers with a default size (they will later be grown as needed)
for (int i = 0; i < num_frames_in_flight; i++)
{
ImGui_ImplDX12_RenderBuffers* fr = &bd->pFrameResources[i];
fr->IndexBuffer = nullptr;
fr->VertexBuffer = nullptr;
fr->IndexBufferSize = 10000;
fr->VertexBufferSize = 5000;
}
return true;
}
void ImGui_ImplDX12_Shutdown()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Clean up windows and device objects
ImGui_ImplDX12_InvalidateDeviceObjects();
delete[] bd->pFrameResources;
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
void ImGui_ImplDX12_NewFrame()
{
ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?");
if (!bd->pPipelineState)
ImGui_ImplDX12_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,46 @@
// dear imgui: Renderer Backend for DirectX12
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'.
// See imgui_impl_dx12.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
#include <dxgiformat.h> // DXGI_FORMAT
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,411 @@
// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_dx9.h"
// DirectX
#include <d3d9.h>
// DirectX data
struct ImGui_ImplDX9_Data
{
LPDIRECT3DDEVICE9 pd3dDevice;
LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
LPDIRECT3DTEXTURE9 FontTexture;
int VertexBufferSize;
int IndexBufferSize;
ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
};
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL)
#else
#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
#endif
// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)draw_data->DisplaySize.x;
vp.Height = (DWORD)draw_data->DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
bd->pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling.
bd->pd3dDevice->SetPixelShader(nullptr);
bd->pd3dDevice->SetVertexShader(nullptr);
bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
float L = draw_data->DisplayPos.x + 0.5f;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{ { {
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,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
}
// Render function.
void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized
if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
return;
// Create and grow buffers if needed
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
{
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0)
return;
}
if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
{
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = nullptr;
if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
if (d3d9_state_block->Capture() < 0)
{
d3d9_state_block->Release();
return;
}
// Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
D3DMATRIX last_world, last_view, last_projection;
bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
// Allocate buffers
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
{
d3d9_state_block->Release();
return;
}
if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
{
bd->pVB->Unlock();
d3d9_state_block->Release();
return;
}
// Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
// FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
// 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR
// 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
bd->pVB->Unlock();
bd->pIB->Unlock();
bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
bd->pd3dDevice->SetIndices(bd->pIB);
bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup desired DX state
ImGui_ImplDX9_SetupRenderState(draw_data);
// Render command lists
// (Because we merged all buffers into a single one, we maintain our own offset into them)
int global_vtx_offset = 0;
int global_idx_offset = 0;
ImVec2 clip_off = 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 != nullptr)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
ImGui_ImplDX9_SetupRenderState(draw_data);
else
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// Apply Scissor/clipping rectangle, Bind texture, Draw
const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
bd->pd3dDevice->SetTexture(0, texture);
bd->pd3dDevice->SetScissorRect(&r);
bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
}
}
global_idx_offset += cmd_list->IdxBuffer.Size;
global_vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore the DX9 transform
bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "imgui_impl_dx9";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
bd->pd3dDevice = device;
bd->pd3dDevice->AddRef();
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_InvalidateDeviceObjects();
if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
IM_DELETE(bd);
}
static bool ImGui_ImplDX9_CheckFormatSupport(IDirect3DDevice9* pDevice, D3DFORMAT format)
{
IDirect3D9* pd3d = nullptr;
if (pDevice->GetDirect3D(&pd3d) != D3D_OK)
return false;
D3DDEVICE_CREATION_PARAMETERS param = {};
D3DDISPLAYMODE mode = {};
if (pDevice->GetCreationParameters(&param) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK)
{
pd3d->Release();
return false;
}
// Font texture should support linear filter, color blend and write to render-target
bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK;
pd3d->Release();
return support;
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
const bool rgba_support = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8);
if (!rgba_support && io.Fonts->TexPixelsUseColors)
{
ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
pixels = (unsigned char*)dst_start;
}
#else
const bool rgba_support = false;
#endif
// Upload texture to graphics system
bd->FontTexture = nullptr;
if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, rgba_support ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
bd->FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
if (!rgba_support && io.Fonts->TexPixelsUseColors)
ImGui::MemFree(pixels);
#endif
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
if (!bd || !bd->pd3dDevice)
return;
if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; }
if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; }
if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
}
void ImGui_ImplDX9_NewFrame()
{
ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?");
if (!bd->FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
}
//-----------------------------------------------------------------------------
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,32 @@
// dear imgui: Renderer Backend for DirectX9
// This needs to be used along with a Platform Backend (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct IDirect3DDevice9;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device);
IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,925 @@
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant.
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768)
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode).
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness.
// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages.
// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events).
// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1).
// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS).
// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi).
// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1.
// 2021-01-25: Inputs: Dynamically loading XInput DLL.
// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed.
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples.
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling).
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set.
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <windowsx.h> // GET_X_LPARAM(), GET_Y_LPARAM()
#include <tchar.h>
#include <dwmapi.h>
// Using XInput for gamepad (will load DLL dynamically)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <xinput.h>
typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*);
typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*);
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader)
#endif
struct ImGui_ImplWin32_Data
{
HWND hWnd;
HWND MouseHwnd;
int MouseTrackedArea; // 0: not tracked, 1: client are, 2: non-client area
int MouseButtonsDown;
INT64 Time;
INT64 TicksPerSecond;
ImGuiMouseCursor LastMouseCursor;
UINT32 KeyboardCodePage;
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bool HasGamepad;
bool WantUpdateHasGamepad;
HMODULE XInputDLL;
PFN_XInputGetCapabilities XInputGetCapabilities;
PFN_XInputGetState XInputGetState;
#endif
ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
{
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
HKL keyboard_layout = ::GetKeyboardLayout(0);
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
}
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
{
ImGuiIO& io = ImGui::GetIO();
IMGUI_CHECKVERSION();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
INT64 perf_frequency, perf_counter;
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency))
return false;
if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter))
return false;
// Setup backend capabilities flags
ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)();
io.BackendPlatformUserData = (void*)bd;
io.BackendPlatformName = "imgui_impl_win32";
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->hWnd = (HWND)hwnd;
bd->TicksPerSecond = perf_frequency;
bd->Time = perf_counter;
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
ImGui_ImplWin32_UpdateKeyboardCodePage();
// Set platform dependent data in viewport
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd;
IM_UNUSED(platform_has_own_dc); // Used in 'docking' branch
// Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
bd->WantUpdateHasGamepad = true;
const char* xinput_dll_names[] =
{
"xinput1_4.dll", // Windows 8+
"xinput1_3.dll", // DirectX SDK
"xinput9_1_0.dll", // Windows Vista, Windows 7
"xinput1_2.dll", // DirectX SDK
"xinput1_1.dll" // DirectX SDK
};
for (int n = 0; n < IM_ARRAYSIZE(xinput_dll_names); n++)
if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n]))
{
bd->XInputDLL = dll;
bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities");
bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState");
break;
}
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
return true;
}
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_InitEx(hwnd, false);
}
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_InitEx(hwnd, true);
}
void ImGui_ImplWin32_Shutdown()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
// Unload XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if (bd->XInputDLL)
::FreeLibrary(bd->XInputDLL);
#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
IM_DELETE(bd);
}
static bool ImGui_ImplWin32_UpdateMouseCursor()
{
ImGuiIO& io = ImGui::GetIO();
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return false;
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
{
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
::SetCursor(nullptr);
}
else
{
// Show OS mouse cursor
LPTSTR win32_cursor = IDC_ARROW;
switch (imgui_cursor)
{
case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break;
case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break;
case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break;
case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break;
case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break;
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(nullptr, win32_cursor));
}
return true;
}
static bool IsVkDown(int vk)
{
return (::GetKeyState(vk) & 0x8000) != 0;
}
static void ImGui_ImplWin32_AddKeyEvent(ImGuiKey key, bool down, int native_keycode, int native_scancode = -1)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(key, down);
io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code)
IM_UNUSED(native_scancode);
}
static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
{
// Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one.
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, false, VK_LSHIFT);
if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, false, VK_RSHIFT);
// Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW).
if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftSuper, false, VK_LWIN);
if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN))
ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightSuper, false, VK_RWIN);
}
static void ImGui_ImplWin32_UpdateKeyModifiers()
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL));
io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT));
io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU));
io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN));
}
static void ImGui_ImplWin32_UpdateMouseData()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(bd->hWnd != 0);
HWND focused_window = ::GetForegroundWindow();
const bool is_app_focused = (focused_window == bd->hWnd);
if (is_app_focused)
{
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
if (::ClientToScreen(bd->hWnd, &pos))
::SetCursorPos(pos.x, pos.y);
}
// (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured)
// This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE
if (!io.WantSetMousePos && bd->MouseTrackedArea == 0)
{
POINT pos;
if (::GetCursorPos(&pos) && ::ScreenToClient(bd->hWnd, &pos))
io.AddMousePosEvent((float)pos.x, (float)pos.y);
}
}
}
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
//if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
// return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (bd->WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps = {};
bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false;
bd->WantUpdateHasGamepad = false;
}
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
XINPUT_STATE xinput_state;
XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS)
return;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); }
#define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); }
MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START);
MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X);
MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B);
MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y);
MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A);
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER);
MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER);
MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255);
MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB);
MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
#undef MAP_BUTTON
#undef MAP_ANALOG
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
void ImGui_ImplWin32_NewFrame()
{
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect = { 0, 0, 0, 0 };
::GetClientRect(bd->hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time = 0;
::QueryPerformanceCounter((LARGE_INTEGER*)&current_time);
io.DeltaTime = (float)(current_time - bd->Time) / bd->TicksPerSecond;
bd->Time = current_time;
// Update OS mouse position
ImGui_ImplWin32_UpdateMouseData();
// Process workarounds for known Windows key handling issues
ImGui_ImplWin32_ProcessKeyEventsWorkarounds();
// Update OS mouse cursor with the cursor requested by imgui
ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor();
if (bd->LastMouseCursor != mouse_cursor)
{
bd->LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Update game controllers (if enabled and available)
ImGui_ImplWin32_UpdateGamepads();
}
// There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED, we assign it an arbitrary value to make code more readable (VK_ codes go up to 255)
#define IM_VK_KEYPAD_ENTER (VK_RETURN + 256)
// Map VK_xxx to ImGuiKey_xxx.
static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
{
switch (wParam)
{
case VK_TAB: return ImGuiKey_Tab;
case VK_LEFT: return ImGuiKey_LeftArrow;
case VK_RIGHT: return ImGuiKey_RightArrow;
case VK_UP: return ImGuiKey_UpArrow;
case VK_DOWN: return ImGuiKey_DownArrow;
case VK_PRIOR: return ImGuiKey_PageUp;
case VK_NEXT: return ImGuiKey_PageDown;
case VK_HOME: return ImGuiKey_Home;
case VK_END: return ImGuiKey_End;
case VK_INSERT: return ImGuiKey_Insert;
case VK_DELETE: return ImGuiKey_Delete;
case VK_BACK: return ImGuiKey_Backspace;
case VK_SPACE: return ImGuiKey_Space;
case VK_RETURN: return ImGuiKey_Enter;
case VK_ESCAPE: return ImGuiKey_Escape;
case VK_OEM_7: return ImGuiKey_Apostrophe;
case VK_OEM_COMMA: return ImGuiKey_Comma;
case VK_OEM_MINUS: return ImGuiKey_Minus;
case VK_OEM_PERIOD: return ImGuiKey_Period;
case VK_OEM_2: return ImGuiKey_Slash;
case VK_OEM_1: return ImGuiKey_Semicolon;
case VK_OEM_PLUS: return ImGuiKey_Equal;
case VK_OEM_4: return ImGuiKey_LeftBracket;
case VK_OEM_5: return ImGuiKey_Backslash;
case VK_OEM_6: return ImGuiKey_RightBracket;
case VK_OEM_3: return ImGuiKey_GraveAccent;
case VK_CAPITAL: return ImGuiKey_CapsLock;
case VK_SCROLL: return ImGuiKey_ScrollLock;
case VK_NUMLOCK: return ImGuiKey_NumLock;
case VK_SNAPSHOT: return ImGuiKey_PrintScreen;
case VK_PAUSE: return ImGuiKey_Pause;
case VK_NUMPAD0: return ImGuiKey_Keypad0;
case VK_NUMPAD1: return ImGuiKey_Keypad1;
case VK_NUMPAD2: return ImGuiKey_Keypad2;
case VK_NUMPAD3: return ImGuiKey_Keypad3;
case VK_NUMPAD4: return ImGuiKey_Keypad4;
case VK_NUMPAD5: return ImGuiKey_Keypad5;
case VK_NUMPAD6: return ImGuiKey_Keypad6;
case VK_NUMPAD7: return ImGuiKey_Keypad7;
case VK_NUMPAD8: return ImGuiKey_Keypad8;
case VK_NUMPAD9: return ImGuiKey_Keypad9;
case VK_DECIMAL: return ImGuiKey_KeypadDecimal;
case VK_DIVIDE: return ImGuiKey_KeypadDivide;
case VK_MULTIPLY: return ImGuiKey_KeypadMultiply;
case VK_SUBTRACT: return ImGuiKey_KeypadSubtract;
case VK_ADD: return ImGuiKey_KeypadAdd;
case IM_VK_KEYPAD_ENTER: return ImGuiKey_KeypadEnter;
case VK_LSHIFT: return ImGuiKey_LeftShift;
case VK_LCONTROL: return ImGuiKey_LeftCtrl;
case VK_LMENU: return ImGuiKey_LeftAlt;
case VK_LWIN: return ImGuiKey_LeftSuper;
case VK_RSHIFT: return ImGuiKey_RightShift;
case VK_RCONTROL: return ImGuiKey_RightCtrl;
case VK_RMENU: return ImGuiKey_RightAlt;
case VK_RWIN: return ImGuiKey_RightSuper;
case VK_APPS: return ImGuiKey_Menu;
case '0': return ImGuiKey_0;
case '1': return ImGuiKey_1;
case '2': return ImGuiKey_2;
case '3': return ImGuiKey_3;
case '4': return ImGuiKey_4;
case '5': return ImGuiKey_5;
case '6': return ImGuiKey_6;
case '7': return ImGuiKey_7;
case '8': return ImGuiKey_8;
case '9': return ImGuiKey_9;
case 'A': return ImGuiKey_A;
case 'B': return ImGuiKey_B;
case 'C': return ImGuiKey_C;
case 'D': return ImGuiKey_D;
case 'E': return ImGuiKey_E;
case 'F': return ImGuiKey_F;
case 'G': return ImGuiKey_G;
case 'H': return ImGuiKey_H;
case 'I': return ImGuiKey_I;
case 'J': return ImGuiKey_J;
case 'K': return ImGuiKey_K;
case 'L': return ImGuiKey_L;
case 'M': return ImGuiKey_M;
case 'N': return ImGuiKey_N;
case 'O': return ImGuiKey_O;
case 'P': return ImGuiKey_P;
case 'Q': return ImGuiKey_Q;
case 'R': return ImGuiKey_R;
case 'S': return ImGuiKey_S;
case 'T': return ImGuiKey_T;
case 'U': return ImGuiKey_U;
case 'V': return ImGuiKey_V;
case 'W': return ImGuiKey_W;
case 'X': return ImGuiKey_X;
case 'Y': return ImGuiKey_Y;
case 'Z': return ImGuiKey_Z;
case VK_F1: return ImGuiKey_F1;
case VK_F2: return ImGuiKey_F2;
case VK_F3: return ImGuiKey_F3;
case VK_F4: return ImGuiKey_F4;
case VK_F5: return ImGuiKey_F5;
case VK_F6: return ImGuiKey_F6;
case VK_F7: return ImGuiKey_F7;
case VK_F8: return ImGuiKey_F8;
case VK_F9: return ImGuiKey_F9;
case VK_F10: return ImGuiKey_F10;
case VK_F11: return ImGuiKey_F11;
case VK_F12: return ImGuiKey_F12;
case VK_F13: return ImGuiKey_F13;
case VK_F14: return ImGuiKey_F14;
case VK_F15: return ImGuiKey_F15;
case VK_F16: return ImGuiKey_F16;
case VK_F17: return ImGuiKey_F17;
case VK_F18: return ImGuiKey_F18;
case VK_F19: return ImGuiKey_F19;
case VK_F20: return ImGuiKey_F20;
case VK_F21: return ImGuiKey_F21;
case VK_F22: return ImGuiKey_F22;
case VK_F23: return ImGuiKey_F23;
case VK_F24: return ImGuiKey_F24;
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
default: return ImGuiKey_None;
}
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
#ifndef DBT_DEVNODES_CHANGED
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
// When implementing your own backend, 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, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages
// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
LPARAM extra_info = ::GetMessageExtraInfo();
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
return ImGuiMouseSource_Pen;
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
return ImGuiMouseSource_TouchScreen;
return ImGuiMouseSource_Mouse;
}
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
// We silently allow both context or just only backend data to be nullptr.
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
if (bd == nullptr)
return 0;
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_MOUSEMOVE:
case WM_NCMOUSEMOVE:
{
// We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
const int area = (msg == WM_MOUSEMOVE) ? 1 : 2;
bd->MouseHwnd = hwnd;
if (bd->MouseTrackedArea != area)
{
TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 };
TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 };
if (bd->MouseTrackedArea != 0)
::TrackMouseEvent(&tme_cancel);
::TrackMouseEvent(&tme_track);
bd->MouseTrackedArea = area;
}
POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) };
if (msg == WM_NCMOUSEMOVE && ::ScreenToClient(hwnd, &mouse_pos) == FALSE) // WM_NCMOUSEMOVE are provided in absolute coordinates.
return 0;
io.AddMouseSourceEvent(mouse_source);
io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y);
return 0;
}
case WM_MOUSELEAVE:
case WM_NCMOUSELEAVE:
{
const int area = (msg == WM_MOUSELEAVE) ? 1 : 2;
if (bd->MouseTrackedArea == area)
{
if (bd->MouseHwnd == hwnd)
bd->MouseHwnd = nullptr;
bd->MouseTrackedArea = 0;
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
}
return 0;
}
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (bd->MouseButtonsDown == 0 && ::GetCapture() == nullptr)
::SetCapture(hwnd);
bd->MouseButtonsDown |= 1 << button;
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, true);
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
ImGuiMouseSource mouse_source = GetMouseSourceFromMessageExtraInfo();
int button = 0;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
bd->MouseButtonsDown &= ~(1 << button);
if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd)
::ReleaseCapture();
io.AddMouseSourceEvent(mouse_source);
io.AddMouseButtonEvent(button, false);
return 0;
}
case WM_MOUSEWHEEL:
io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA);
return 0;
case WM_MOUSEHWHEEL:
io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f);
return 0;
case WM_KEYDOWN:
case WM_KEYUP:
case WM_SYSKEYDOWN:
case WM_SYSKEYUP:
{
const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN);
if (wParam < 256)
{
// Submit modifiers
ImGui_ImplWin32_UpdateKeyModifiers();
// Obtain virtual key code
// (keypad enter doesn't have its own... VK_RETURN with KF_EXTENDED flag means keypad enter, see IM_VK_KEYPAD_ENTER definition for details, it is mapped to ImGuiKey_KeyPadEnter.)
int vk = (int)wParam;
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
vk = IM_VK_KEYPAD_ENTER;
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
const int scancode = (int)LOBYTE(HIWORD(lParam));
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
if (key == ImGuiKey_PrintScreen && !is_key_down)
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
// Submit key event
if (key != ImGuiKey_None)
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
// Submit individual left/right modifier events
if (vk == VK_SHIFT)
{
// Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds()
if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); }
if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); }
}
else if (vk == VK_CONTROL)
{
if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); }
if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); }
}
else if (vk == VK_MENU)
{
if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); }
if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); }
}
}
return 0;
}
case WM_SETFOCUS:
case WM_KILLFOCUS:
io.AddFocusEvent(msg == WM_SETFOCUS);
return 0;
case WM_INPUTLANGCHANGE:
ImGui_ImplWin32_UpdateKeyboardCodePage();
return 0;
case WM_CHAR:
if (::IsWindowUnicode(hwnd))
{
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam);
}
else
{
wchar_t wch = 0;
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
io.AddInputCharacter(wch);
}
return 0;
case WM_SETCURSOR:
// This is required to restore cursor when transitioning from e.g resize borders to client area.
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
return 0;
case WM_DEVICECHANGE:
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
bd->WantUpdateHasGamepad = true;
#endif
return 0;
}
return 0;
}
//--------------------------------------------------------------------------------------------------------
// DPI-related helpers (optional)
//--------------------------------------------------------------------------------------------------------
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
//---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// If you are trying to implement your own backend for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Perform our own check with RtlVerifyVersionInfo() instead of using functions from <VersionHelpers.h> as they
// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200
static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD)
{
typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG);
static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr;
if (RtlVerifyVersionInfoFn == nullptr)
if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll"))
RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo");
if (RtlVerifyVersionInfoFn == nullptr)
return FALSE;
RTL_OSVERSIONINFOEXW versionInfo = { };
ULONGLONG conditionMask = 0;
versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW);
versionInfo.dwMajorVersion = major;
versionInfo.dwMinorVersion = minor;
VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL);
return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE;
}
#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA
#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8
#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE
#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
#endif
#ifndef _DPI_AWARENESS_CONTEXTS_
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
#endif
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
if (_IsWindows10OrGreater())
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
{
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
}
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
{
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
return;
}
}
#if _WIN32_WINNT >= 0x0600
::SetProcessDPIAware();
#endif
}
#if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32'
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
if (_IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr;
if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr)
GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor");
if (GetDpiForMonitorFn != nullptr)
{
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
}
#ifndef NOGDI
const HDC dc = ::GetDC(nullptr);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
::ReleaseDC(nullptr, dc);
#endif
return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
//---------------------------------------------------------------------------------------------------------
// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
#if defined(_MSC_VER)
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
// [experimental]
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
if (!_IsWindowsVistaOrGreater())
return;
BOOL composition;
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
return;
BOOL opaque;
DWORD color;
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = region;
bb.fEnable = TRUE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
::DeleteObject(region);
}
else
{
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
//---------------------------------------------------------------------------------------------------------
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -0,0 +1,53 @@
// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen.
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor
// Transparency related helpers (optional) [experimental]
// - Use to enable alpha compositing transparency with the desktop.
// - Use together with e.g. clearing your framebuffer with zero-alpha.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd
#endif // #ifndef IMGUI_DISABLE

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,627 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

191
ScreenRecoder/ImHelper.cpp Normal file
View File

@ -0,0 +1,191 @@
#include "ImHelper.h"
#include "Utils/Utils.h"
#include "d3dx11.h"
#pragma comment(lib,"D3Dx11.lib")
void ImDrawLine(float x1, float y1, float x2, float y2, ImU32 clr, float thickness)
{
ImGui::GetBackgroundDrawList()->AddLine(ImVec2(x1, y1), ImVec2(x2, y2), clr, thickness);
}
void ImDrawCircle(float x, float y, float rad, ImU32 clr, float thickness)
{
int line = rad / 2;
ImGui::GetBackgroundDrawList()->AddCircle(ImVec2(x, y), rad, clr, line, thickness);
}
void ImDrawRect(float x, float y, float width, float height, ImU32 clr, float thickness)
{
ImVec2 min = ImVec2(x, y);
ImVec2 max = ImVec2(x + width, y + height);
ImGui::GetBackgroundDrawList()->AddRect(min, max, clr, 0.0F, -1, thickness);
}
void ImFillRect(float x, float y, float width, float height, ImU32 clr)
{
ImVec2 min = ImVec2(x, y);
ImVec2 max = ImVec2(x + width, y + height);
ImGui::GetBackgroundDrawList()->AddRectFilled(min, max, clr, 0.0F, -1);
}
void ImDrawString(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...)
{
char output[1024] = {};
va_list args;
va_start(args, message);
vsprintf_s(output, message, args);
va_end(args);
auto coord = ImVec2(x, y);
auto size = ImGui::CalcTextSize(output);
auto coord_out = ImVec2{ coord.x + 1.f, coord.y + 1.f };
ImColor black = ImColor(0, 0, 0);
auto _msg = Convert::AnsiToUtf8(message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x - 1, y), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y - 1), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x + 1, y), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y + 1), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y), color, _msg.c_str());
}
void ImDrawStringCenter(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...)
{
char output[1024] = {};
va_list args;
va_start(args, message);
vsprintf_s(output, message, args);
va_end(args);
auto coord = ImVec2(x, y);
auto size = ImGui::CalcTextSize(output);
auto coord_out = ImVec2{ coord.x + 1.f, coord.y + 1.f };
ImColor black = ImColor(0, 0, 0);
x -= (size.x * 0.5f);
y -= (size.y * 0.5f);
auto _msg = Convert::AnsiToUtf8(message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x - 1, y), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y - 1), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x + 1, y), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y + 1), black, _msg.c_str());
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y), color, _msg.c_str());
}
void ImDrawStringU8(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...)
{
char output[1024] = {};
va_list args;
va_start(args, message);
vsprintf_s(output, message, args);
va_end(args);
auto coord = ImVec2(x, y);
auto size = ImGui::CalcTextSize(output);
auto coord_out = ImVec2{ coord.x + 1.f, coord.y + 1.f };
ImColor black = ImColor(0, 0, 0);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x - 1, y), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y - 1), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x + 1, y), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y + 1), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y), color, message);
}
void ImDrawStringCenterU8(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...)
{
char output[1024] = {};
va_list args;
va_start(args, message);
vsprintf_s(output, message, args);
va_end(args);
auto coord = ImVec2(x, y);
auto size = ImGui::CalcTextSize(output);
auto coord_out = ImVec2{ coord.x + 1.f, coord.y + 1.f };
ImColor black = ImColor(0, 0, 0);
x -= (size.x * 0.5f);
y -= (size.y * 0.5f);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x - 1, y), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y - 1), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x + 1, y), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y + 1), black, message);
ImGui::GetBackgroundDrawList()->AddText(font, sizez, ImVec2(x, y), color, message);
}
ID3D11Texture2D* LoadTextureFromMem(ID3D11Device* d3dDevice, const unsigned char* mem, int size)
{
ID3D11Texture2D* pFontTextureView = NULL;
D3DX11_IMAGE_LOAD_INFO loadInfo{};
HRESULT hr = D3DX11CreateTextureFromMemory(d3dDevice, mem, size, &loadInfo, NULL, (ID3D11Resource**)&pFontTextureView, NULL);
if (hr != S_OK)
return NULL;
return pFontTextureView;
}
ID3D11Texture2D* LoadTextureFromMem(const unsigned char* mem, int size)
{
ID3D11Device* d3dDevice = *(ID3D11Device**)ImGui::GetIO().BackendRendererUserData;
ID3D11Texture2D* pFontTextureView = NULL;
D3DX11_IMAGE_LOAD_INFO loadInfo{};
HRESULT hr = D3DX11CreateTextureFromMemory(d3dDevice, mem, size, &loadInfo, NULL, (ID3D11Resource**)&pFontTextureView, NULL);
if (hr != S_OK)
return NULL;
return pFontTextureView;
}
ID3D11ShaderResourceView* ToShaderResourceView(ID3D11Texture2D* texture)
{
ID3D11Device* d3dDevice = *(ID3D11Device**)ImGui::GetIO().BackendRendererUserData;
ID3D11ShaderResourceView* pView = NULL;
D3D11_SHADER_RESOURCE_VIEW_DESC loadInfo = {};
D3D11_TEXTURE2D_DESC dec{};
texture->GetDesc(&dec);
loadInfo.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
loadInfo.Format = dec.Format;
loadInfo.Texture2D.MostDetailedMip = 0;
loadInfo.Texture2D.MipLevels = dec.MipLevels;
HRESULT hr = d3dDevice->CreateShaderResourceView(texture, &loadInfo, &pView);
if (hr != S_OK)
return NULL;
return pView;
}
ID3D11ShaderResourceView* ToShaderResourceView(ID3D11Device* d3dDevice, ID3D11Texture2D* texture)
{
ID3D11ShaderResourceView* pView = NULL;
D3D11_SHADER_RESOURCE_VIEW_DESC loadInfo = {};
D3D11_TEXTURE2D_DESC dec{};
texture->GetDesc(&dec);
loadInfo.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
loadInfo.Format = dec.Format;
loadInfo.Texture2D.MostDetailedMip = 0;
loadInfo.Texture2D.MipLevels = dec.MipLevels;
HRESULT hr = d3dDevice->CreateShaderResourceView(texture, &loadInfo, &pView);
if (hr != S_OK)
return NULL;
return pView;
}
ID3D11ShaderResourceView* LoadImageFromMem(const unsigned char* mem, int size)
{
ID3D11Device* d3dDevice = *(ID3D11Device**)ImGui::GetIO().BackendRendererUserData;
ID3D11ShaderResourceView* pView = NULL;
D3DX11_IMAGE_LOAD_INFO loadInfo;
ZeroMemory(&loadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO));
loadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
loadInfo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
loadInfo.MipLevels = D3DX11_DEFAULT;
loadInfo.MipFilter = D3DX11_FILTER_LINEAR;
HRESULT hr = D3DX11CreateShaderResourceViewFromMemory(d3dDevice, mem, size, &loadInfo, NULL, &pView, NULL);
if (hr != S_OK)
return NULL;
return pView;
}
ID3D11ShaderResourceView* LoadImageFromTexture(ID3D11Texture2D* pTexture2D)
{
ID3D11Device* d3dDevice = *(ID3D11Device**)ImGui::GetIO().BackendRendererUserData;
D3D11_TEXTURE2D_DESC dec{};
pTexture2D->GetDesc(&dec);
ID3D11ShaderResourceView* pView = NULL;
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = dec.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = dec.MipLevels;
HRESULT hr = d3dDevice->CreateShaderResourceView(pTexture2D, &srvDesc, &pView);
if (FAILED(hr))
return NULL;
return pView;
}
void ImImage(ID3D11ShaderResourceView* img, ImVec2 location, ImVec2 size)
{
ImGui::GetBackgroundDrawList()->AddImage(img, location, size);
}

28
ScreenRecoder/ImHelper.h Normal file
View File

@ -0,0 +1,28 @@
#pragma once
#include "imgui/imgui.h"
#include "imgui/imgui_impl_win32.h"
#include "imgui/imgui_impl_dx11.h"
#include <d3d11.h>
struct ResourceView
{
ID3D11ShaderResourceView* view;
float width;
float height;
};
void ImDrawLine(float x1, float y1, float x2, float y2, ImU32 clr, float thickness = 1.0f);
void ImDrawCircle(float x, float y, float rad, ImU32 clr, float thickness);
void ImDrawRect(float x, float y, float width, float height, ImU32 clr, float thickness);
void ImFillRect(float x, float y, float width, float height, ImU32 clr);
void ImDrawString(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...);
void ImDrawStringCenter(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...);
void ImDrawStringU8(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...);
void ImDrawStringCenterU8(ImFont* font, float sizez, float x, float y, ImU32 color, const char* message, ...);
ID3D11Texture2D* LoadTextureFromMem(ID3D11Device* d3dDevice, const unsigned char* mem, int size);
ID3D11Texture2D* LoadTextureFromMem(const unsigned char* mem, int size);
ID3D11ShaderResourceView* ToShaderResourceView(ID3D11Device* d3dDevice, ID3D11Texture2D* texture);
ID3D11ShaderResourceView* ToShaderResourceView(ID3D11Texture2D* texture);
ID3D11ShaderResourceView* LoadImageFromMem(const unsigned char* mem, int size);
ID3D11ShaderResourceView* LoadImageFromTexture(ID3D11Texture2D* pTexture2D);
void ImImage(ID3D11ShaderResourceView* img, ImVec2 location, ImVec2 size);

18
ScreenRecoder/List.natvis Normal file
View File

@ -0,0 +1,18 @@
<?xml version="1.0" encoding="utf-8" ?>
<AutoVisualizer xmlns="http://schemas.microsoft.com/vstudio/debugger/natvis/2010">
<Type Name="List&lt;*&gt;">
<DisplayString>Count = {_size}</DisplayString>
<Expand>
<Item Name="[Count]">_size</Item>
<Item Name="[Capacity]">_capacity</Item>
<Synthetic Name="Items">
<Expand>
<ArrayItems>
<Size>_size</Size>
<ValuePointer>_data</ValuePointer>
</ArrayItems>
</Expand>
</Synthetic>
</Expand>
</Type>
</AutoVisualizer>

View File

@ -0,0 +1,588 @@
#include <iostream>
#include <thread>
#include <mutex>
#include "Graphics/Graphics.h"
#include "Utils/Utils.h"
#include "Media/H264Encoder.h"
#include "DXGIDuplicator.h"
#include "ImGui/imgui.h"
#include "imgui/imgui_impl_win32.h"
#include "imgui/imgui_impl_dx11.h"
#include "ImHelper.h"
#include "CursorData.h"
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dcompiler.lib")
//#pragma comment( linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" )
#define u8s(x) reinterpret_cast<const char*>(u8##x)
HWND hwnd = NULL;
ID3D11Device* pD3DDevice_Duplicator = nullptr;
ID3D11DeviceContext* pContext_Duplicator = nullptr;
ID3D11Device* g_pd3dDevice = NULL;
ID3D11DeviceContext* g_pImmediateContext = NULL;
ID3D11RenderTargetView* g_pRenderTargetView = NULL;
IDXGISwapChain* g_pSwapChain = NULL;
DXGIDuplicator* duplicator = NULL;
ID3D11Texture2D* desktopTexture2D = NULL;
IWICBitmap* WIC = NULL;
//鼠标样式表
std::vector <Tuple<HANDLE, const CursorDefine&>> CURSOR_DATA = std::vector<Tuple<HANDLE, const CursorDefine&>>();
#define GENERATE_CURSOR_DATA(d) CURSOR_DATA.push_back(Tuple<HANDLE, const CursorDefine&>(LoadCursor(NULL,MAKEINTRESOURCE(d)), _CURSOR_##d))
LONGLONG StartTime = 0;
//是否正在录制
bool _CaptureFrames = false;
//是否录制音频
bool captureSound = true;
//
int FPS = 25;
std::wstring MP4_PATH = L"./output.mp4";
//系统音频输出捕获对象
AudioCapture* _audioCap = NULL;
//H264编码对象
H264Encoder* _encoder = NULL;
//音频数据缓存
BYTE _buffer_Audio[0x40000]{};
//空白音频
BYTE _zero_buffer_Audio[38400]{};
//码率(影响视频质量和文件大小)
int VIDEOBITRATE = 0;
const char* VIDEOBITRATE_Names[] =
{
"4M",
"8M",
"16M",
"32M",
"64M",
"128M",
"256M"
};
const int VIDEOBITRATE_Values[] =
{
4000000,
8000000,
16000000,
32000000,
64000000,
128000000,
256000000,
};
DWORD capture_AudioThread(LPVOID lpThreadParameter)
{
AudioCapture* _audioCap = (AudioCapture*)lpThreadParameter;
while (_CaptureFrames)
{
UINT32 bufferSize = 0;
LONGLONG duration = 0;
auto hr = _audioCap->Capture(_buffer_Audio, &bufferSize, &duration);
if (SUCCEEDED(hr) && bufferSize > 0)
_encoder->AddAudioFrame(_buffer_Audio, bufferSize, duration);
else
std::this_thread::sleep_for(std::chrono::microseconds(10));
}
return NULL;
}
DWORD captureThread(LPVOID lpThreadParameter)
{
ID3D11Texture2D* cnv = NULL;
int screenWidth = duplicator->Width;
int screenHeight = duplicator->Height;
WIC = Factory::CreateWICBitmap(duplicator->Width, duplicator->Height);
_audioCap = new AudioCapture();
//mp4编码对象
_encoder = new H264Encoder(MP4_PATH, screenWidth, screenHeight, FPS, VIDEOBITRATE_Values[VIDEOBITRATE]);
//设置流音频格式
_encoder->SetCurrentAudioType(_audioCap->GetMediaType());
//开始
_encoder->Begin();
_audioCap->Start();
int currFrame = 0;
auto startTime = std::chrono::high_resolution_clock::now();
StartTime = GetTickCount64();
CreateThread(
NULL, NULL, capture_AudioThread, _audioCap, NULL, NULL
);
while (_CaptureFrames)
{
HRESULT hr = duplicator->GetDesktopFrame(desktopTexture2D);
if (SUCCEEDED(hr)) {
WICRect lockRect = { 0, 0, screenWidth, screenHeight };
IWICBitmapLock* pLock = NULL;
hr = WIC->Lock(&lockRect, WICBitmapLockWrite, &pLock);
if (SUCCEEDED(hr))
{
UINT cbBufferSize = 0;
BYTE* pPixels = NULL;
hr = pLock->GetDataPointer(&cbBufferSize, &pPixels);
if (SUCCEEDED(hr))
{
//转换一下格式否则Map失败(事实上是为了将GPU内存Map到了CPU内存中做准备转换后的对象具备了D3D11_USAGE_STAGING)
cnv = duplicator->ConvertFormat(desktopTexture2D, DXGI_FORMAT_B8G8R8A8_UNORM);
BYTE* buffer = (BYTE*)duplicator->MapBuffer(cnv);
int dst_rowpitch = screenWidth * 4;
for (int h = 0; h < screenHeight; h++) {
memcpy(pPixels + h * dst_rowpitch, buffer + ((screenHeight - (h + 1)) * dst_rowpitch), dst_rowpitch);
}
duplicator->UnMapBuffer(cnv);
#pragma region 绘制鼠标光标
uint32_t* pixels = (uint32_t*)pPixels;
auto _setpixel = [&](int xx, int yy, bool mdown)
{
yy = screenHeight - (yy + 1);
if (xx < screenWidth && yy < screenHeight)
{
uint32_t oldC = pixels[(yy * screenWidth) + xx];
if (mdown)
pixels[(yy * screenWidth) + xx] = RGB(0, 0, 255);
else
pixels[(yy * screenWidth) + xx] = RGB(255 - GetRValue(oldC), 255 - GetGValue(oldC), 255 - GetBValue(oldC));
}
};
auto drawMouseArrow = [&](int startX, int startY, bool mdown, const CursorDefine& cursorPattern)
{
if (cursorPattern.Center)
{
startX -= 16;
startY -= 16;
}
for (int y = 0; y < 32; ++y)
{
for (int x = 0; x < 32; ++x)
{
if (cursorPattern.Data[y] & (1 << (31 - x)))
{
_setpixel(startX + x, startY + y, mdown);
}
}
}
};
bool mdown = GetAsyncKeyState(VK_LBUTTON) & 0x8000;
CURSORINFO cursorInfo = { sizeof(CURSORINFO) };
GetCursorInfo(&cursorInfo);
HCURSOR hCursor = cursorInfo.hCursor;
for (auto cur : CURSOR_DATA)
{
if (hCursor == cur.Item1)
{
drawMouseArrow(cursorInfo.ptScreenPos.x, cursorInfo.ptScreenPos.y, mdown, cur.Item2);
hCursor = NULL;
break;
}
}
if (hCursor) drawMouseArrow(cursorInfo.ptScreenPos.x, cursorInfo.ptScreenPos.y, mdown, CURSOR_DATA[0].Item2);
#pragma endregion
}
pLock->Release();
}
_encoder->AddVideoFrame(WIC);
desktopTexture2D->Release();
}
else if (cnv)
{
_encoder->AddVideoFrame(WIC);
}
currFrame++;
while ((_encoder->VideoTimeStamp - _encoder->AudioTimeStamp) >= 100'000)
{
_encoder->AddAudioFrame(_zero_buffer_Audio, 3840, 100'000);
}
//等待FPS间隔
while (1)
{
auto now = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::microseconds>(now - startTime).count();
ULONGLONG frameTime = currFrame * (1000000 / FPS);
if (duration >= frameTime)
break;
else
std::this_thread::sleep_for(std::chrono::microseconds(10));
}
}
//结束全部流,关闭音频捕获
_encoder->EndAudio();
_encoder->End();
_audioCap->Stop();
delete _encoder;
delete _audioCap;
WIC->Release();
WIC = NULL;
return NULL;
}
void RenderGui(SIZE windowSize)
{
ImGui::Text(u8s("帧率:"));
ImGui::SameLine();
ImGui::SetNextItemWidth(windowSize.cx - (ImGui::GetCursorPos().x + 5));
ImGui::InputInt("##input_FPS", &FPS, 1, 100, _CaptureFrames ? ImGuiInputTextFlags_ReadOnly : 0);
ImGui::Text(u8s("码率:"));
ImGui::SameLine();
auto pos = ImGui::GetCursorPos();
ImGui::SetNextItemWidth(windowSize.cx - (ImGui::GetCursorPos().x + 5));
if (_CaptureFrames)
{
ImGui::Text(VIDEOBITRATE_Names[VIDEOBITRATE]);
}
else
{
if (ImGui::BeginCombo("##GenerateAudio_GPT_weights_Sel", VIDEOBITRATE_Names[VIDEOBITRATE])) {
for (int n = 0; n < 7; n++) {
bool is_selected = (VIDEOBITRATE == n);
if (ImGui::Selectable(VIDEOBITRATE_Names[n], is_selected)) {
VIDEOBITRATE = n;
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
}
ImGui::Checkbox(u8s("录制声音##CaptureSound"), &captureSound);
ImGui::SameLine();
if (!_CaptureFrames)
{
if (ImGui::Button(u8s("开始##CaptureStart"), ImVec2(windowSize.cx - (ImGui::GetCursorPos().x + 5), 0)))
{
_CaptureFrames = true;
auto cTime = DateTime::Now().ToString();
cTime = StringHelper::Replace(cTime, "-", "_");
cTime = StringHelper::Replace(cTime, " ", "_");
cTime = StringHelper::Replace(cTime, ".", "_");
cTime = StringHelper::Replace(cTime, ":", "_");
MP4_PATH = Convert::string_to_wstring(cTime + ".mp4");
auto dskPath = Environment::GetFolderPath(SpecialFolder::Desktop);
MP4_PATH = Convert::string_to_wstring(dskPath) + L"\\" + MP4_PATH;
CreateThread(
NULL, NULL, captureThread, NULL, NULL, NULL
//NULL, NULL, captureWin32Thread, NULL, NULL, NULL
);
StartTime = GetTickCount64() * 2;
}
}
else
{
if (ImGui::Button(u8s("停止##CaptureEnd"), ImVec2(windowSize.cx - (ImGui::GetCursorPos().x + 5), 0)))
{
_CaptureFrames = false;
}
}
if (_CaptureFrames)
{
LONGLONG now = GetTickCount64();
if (now > StartTime)
{
static ID3D11Texture2D* texture = NULL;
static ID3D11ShaderResourceView* image = NULL;
if (WIC)
{
if (texture == NULL)
{
D3D11_TEXTURE2D_DESC texDesc = {};
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = GetSystemMetrics(SM_CXSCREEN);
texDesc.Height = GetSystemMetrics(SM_CYSCREEN);
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DYNAMIC;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
texDesc.MiscFlags = 0;
g_pd3dDevice->CreateTexture2D(&texDesc, nullptr, &texture);
// 创建着色器资源视图
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(texture, &srvDesc, &image);
}
if (texture && image)
{
BYTE* pData = NULL;
D3D11_MAPPED_SUBRESOURCE mappedResource{};
HRESULT hr = g_pImmediateContext->Map(texture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (SUCCEEDED(hr))
{
WIC->CopyPixels(
NULL,
duplicator->Width * 4,
duplicator->Width * duplicator->Height * 4,
(BYTE*)mappedResource.pData);
g_pImmediateContext->Unmap(texture, 0);
}
if (image)
{
auto pos = ImGui::GetCursorPos();
float ww = windowSize.cx - (pos.x + 5);
float hh = ww * 0.5625;
ImGui::Image(image, ImVec2(ww, hh), ImVec2(0.0f, 1.0f), ImVec2(1.0f, 0.0f));
double SoundTime = (double(now) - double(StartTime)) / 1000.0;
int hours = SoundTime / 3600;
int remainingSeconds = fmod(SoundTime, 3600);
int minutes = remainingSeconds / 60;
int seconds = remainingSeconds % 60;
int mseconds = fmod(SoundTime, 1) * 1000;
auto tx = StringHelper::Format("%02d:%02d:%02d,%03d",
hours, minutes, seconds, mseconds
);
ImGui::Text(tx.c_str());
}
else
{
ImGui::Text(u8s("未开始"));
}
}
}
}
}
else
{
auto pos = ImGui::GetCursorPos();
float ww = windowSize.cx - (pos.x + 5);
float hh = ww * 0.5625;
ImDrawRect(pos.x, pos.y, ww, hh, ImColor(1.0f, 1.0f, 1.0f, 1.0f), 2.5f);
ImGui::SetCursorPos(ImVec2(pos.x, pos.y + hh + 5));
ImGui::Text(u8s("未开始"));
}
}
void Render()
{
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, nullptr);
float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, black);
int width, height;
RECT rect;
GetClientRect(hwnd, &rect);
width = rect.right - rect.left;
height = rect.bottom - rect.top;
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
ImGui::SetNextWindowSize(ImVec2((float)width, (float)height));
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::Begin(u8s("##主窗口"), nullptr,
ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoScrollWithMouse);
{
RenderGui({ width, height });
}
ImGui::End();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(0, 0);
}
void InitD3D(HWND hWnd) {
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.Windowed = TRUE;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, featureLevels, 1,
D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pImmediateContext);
}
void CreateRenderTarget() {
ID3D11Texture2D* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
D3D11_RENDER_TARGET_VIEW_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &desc, &g_pRenderTargetView);
pBackBuffer->Release();
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
ImGui_ImplWin32_WndProcHandler(hWnd, message, wParam, lParam);
switch (message) {
case WM_DESTROY:
exit(0);
break;
case WM_SIZE:
if (g_pSwapChain)
{
ImGui::GetIO().DisplaySize = ImVec2((float)LOWORD(lParam), (float)HIWORD(lParam));/*
if (g_pRenderTargetView) {
g_pRenderTargetView->Release();
g_pRenderTargetView = nullptr;
}*/
ID3D11Texture2D* pBackBuffer = nullptr;
HRESULT hr = g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
if (SUCCEEDED(hr)) {
hr = g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (SUCCEEDED(hr)) {
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
pBackBuffer->Release();
}
}
Render();
}
break;
case WM_MOVE:
if (g_pSwapChain)
{
Render();
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void ConfigWindow()
{
TCHAR exePath[MAX_PATH]{};
GetModuleFileName(GetModuleHandle(NULL), exePath, MAX_PATH);
HICON hIcon = ExtractIcon(GetModuleHandle(NULL), exePath, 0);
WNDCLASSEX wc = {};
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = GetModuleHandleA(NULL);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOWFRAME);
wc.hIcon = hIcon;
wc.hIconSm = hIcon;
wc.lpszClassName = L"KNWindowClass";
RegisterClassEx(&wc);
int width = 300;
int height = 360;
hwnd = CreateWindow(
L"KNWindowClass",
L"码德录屏",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU,
CW_USEDEFAULT, CW_USEDEFAULT,
width, height,
NULL, NULL,
GetModuleHandle(NULL),
NULL);
SetClassLongPtr(hwnd, GCLP_HICON, (LONG_PTR)LoadIcon(NULL, IDI_APPLICATION));
}
void InitImGui() {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pImmediateContext);
ImGui_ImplDX11_CreateDeviceObjects();
ImGui::GetIO().ImeWindowHandle = hwnd;
}
void CleanupImGui() {
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
}
bool ConfigDXGIDuplicator()
{
HRESULT hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &pD3DDevice_Duplicator, nullptr, &pContext_Duplicator);
if (FAILED(hr))
return false;
//硬件加速桌面捕获对象
duplicator = new DXGIDuplicator();
if (!duplicator->InitD3D11Device(pD3DDevice_Duplicator, pContext_Duplicator))
return false;
if (!duplicator->InitDuplication())
return false;
return true;
}
void ConfigCursorData()
{
GENERATE_CURSOR_DATA(32512);
GENERATE_CURSOR_DATA(32513);
GENERATE_CURSOR_DATA(32514);
GENERATE_CURSOR_DATA(32515);
GENERATE_CURSOR_DATA(32516);
GENERATE_CURSOR_DATA(32642);
GENERATE_CURSOR_DATA(32643);
GENERATE_CURSOR_DATA(32644);
GENERATE_CURSOR_DATA(32645);
GENERATE_CURSOR_DATA(32646);
GENERATE_CURSOR_DATA(32648);
GENERATE_CURSOR_DATA(32649);
GENERATE_CURSOR_DATA(32650);
GENERATE_CURSOR_DATA(32651);
GENERATE_CURSOR_DATA(32671);
GENERATE_CURSOR_DATA(32672);
}
int main(int argc, const char** arg)
{
ConfigWindow();
ConfigCursorData();
InitD3D(hwnd);
CreateRenderTarget();
InitImGui();
ConfigDXGIDuplicator();
ShowWindow(hwnd, true);
MSG msg = {};
bool running = true;
while (running)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
Render();
}
static LONGLONG lastRender = 0;
LONGLONG now = GetTickCount64();
if (now - lastRender > 10)
{
lastRender = now;
Render();
continue;
}
Sleep(1);
}
g_pRenderTargetView->Release();
g_pSwapChain->Release();
g_pImmediateContext->Release();
g_pd3dDevice->Release();
return NULL;
}

Binary file not shown.

View File

@ -0,0 +1,304 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{f70f08d0-3a56-4e00-9941-a7b95d07ef2f}</ProjectGuid>
<RootNamespace>ScreenRecoder</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>MADERecoder</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</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 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 Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<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|x64'">
<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'">
<ExternalIncludePath>D:\Projects\CppUtils;$(ExternalIncludePath)</ExternalIncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ExternalIncludePath>D:\Projects\CppUtils;$(ExternalIncludePath)</ExternalIncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ExternalIncludePath>D:\Projects\CppUtils;$(ExternalIncludePath)</ExternalIncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ExternalIncludePath>D:\Projects\CppUtils;$(ExternalIncludePath)</ExternalIncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<Profile>true</Profile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<Profile>true</Profile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<Profile>true</Profile>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
<LanguageStandard>stdcpp20</LanguageStandard>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<EnableParallelCodeGeneration>true</EnableParallelCodeGeneration>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<Profile>true</Profile>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\CppUtils\Media\H264Encoder.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Clipboard.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Convert.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\CRandom.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\DataPack.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\DateTime.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Dialog.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Environment.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Event.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\File.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\FileInfo.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\FileStream.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Guid.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\HttpHelper.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\HttpHelper1.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\MD5.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Process.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\ProcessOperator.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Registry.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\SHA256.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Socket.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\SqliteHelper.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\StopWatch.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\StringBuilder.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\StringHelper.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Thread.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\TimeSpan.cpp" />
<ClCompile Include="..\..\CppUtils\Utils\Utils.cpp" />
<ClCompile Include="D:\Projects\CppUtils\Graphics\Factory.cpp" />
<ClCompile Include="D:\Projects\CppUtils\Graphics\Font.cpp" />
<ClCompile Include="D:\Projects\CppUtils\Graphics\Graphics.cpp" />
<ClCompile Include="D:\Projects\CppUtils\Graphics\nanosvg.cpp" />
<ClCompile Include="D:\Projects\CppUtils\Utils\sqlite\sqlite3.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\adler32.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\compress.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\crc32.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\deflate.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\infback.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inffast.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inflate.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inftrees.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\trees.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\uncompr.c" />
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\zutil.c" />
<ClCompile Include="DXGIDuplicator.cpp" />
<ClCompile Include="ImGui\imgui.cpp" />
<ClCompile Include="ImGui\imgui_demo.cpp" />
<ClCompile Include="ImGui\imgui_draw.cpp" />
<ClCompile Include="ImGui\imgui_impl_dx10.cpp" />
<ClCompile Include="ImGui\imgui_impl_dx11.cpp" />
<ClCompile Include="ImGui\imgui_impl_dx12.cpp" />
<ClCompile Include="ImGui\imgui_impl_dx9.cpp" />
<ClCompile Include="ImGui\imgui_impl_win32.cpp" />
<ClCompile Include="ImGui\imgui_tables.cpp" />
<ClCompile Include="ImGui\imgui_widgets.cpp" />
<ClCompile Include="ImHelper.cpp" />
<ClCompile Include="ScreenRecoder.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\CppUtils\Media\AudioFile.h" />
<ClInclude Include="..\..\CppUtils\Media\H264Encoder.h" />
<ClInclude Include="..\..\CppUtils\Utils\Clipboard.h" />
<ClInclude Include="..\..\CppUtils\Utils\Convert.h" />
<ClInclude Include="..\..\CppUtils\Utils\CRandom.h" />
<ClInclude Include="..\..\CppUtils\Utils\DataPack.h" />
<ClInclude Include="..\..\CppUtils\Utils\DateTime.h" />
<ClInclude Include="..\..\CppUtils\Utils\defines.h" />
<ClInclude Include="..\..\CppUtils\Utils\Dialog.h" />
<ClInclude Include="..\..\CppUtils\Utils\Dictionary.h" />
<ClInclude Include="..\..\CppUtils\Utils\Environment.h" />
<ClInclude Include="..\..\CppUtils\Utils\Event.h" />
<ClInclude Include="..\..\CppUtils\Utils\File.h" />
<ClInclude Include="..\..\CppUtils\Utils\FileInfo.h" />
<ClInclude Include="..\..\CppUtils\Utils\FileStream.h" />
<ClInclude Include="..\..\CppUtils\Utils\Guid.h" />
<ClInclude Include="..\..\CppUtils\Utils\HttpHelper.h" />
<ClInclude Include="..\..\CppUtils\Utils\httplib.h" />
<ClInclude Include="..\..\CppUtils\Utils\json.h" />
<ClInclude Include="..\..\CppUtils\Utils\List.h" />
<ClInclude Include="..\..\CppUtils\Utils\MD5.h" />
<ClInclude Include="..\..\CppUtils\Utils\MemLoadLibrary2.h" />
<ClInclude Include="..\..\CppUtils\Utils\Process.h" />
<ClInclude Include="..\..\CppUtils\Utils\ProcessOperator.h" />
<ClInclude Include="..\..\CppUtils\Utils\Registry.h" />
<ClInclude Include="..\..\CppUtils\Utils\SHA256.h" />
<ClInclude Include="..\..\CppUtils\Utils\Socket.h" />
<ClInclude Include="..\..\CppUtils\Utils\SqliteHelper.h" />
<ClInclude Include="..\..\CppUtils\Utils\StopWatch.h" />
<ClInclude Include="..\..\CppUtils\Utils\StringBuilder.h" />
<ClInclude Include="..\..\CppUtils\Utils\StringHelper.h" />
<ClInclude Include="..\..\CppUtils\Utils\Thread.h" />
<ClInclude Include="..\..\CppUtils\Utils\TimeSpan.h" />
<ClInclude Include="..\..\CppUtils\Utils\Tuple.h" />
<ClInclude Include="..\..\CppUtils\Utils\Utils.h" />
<ClInclude Include="CursorData.h" />
<ClInclude Include="D3DX11.h" />
<ClInclude Include="D3DX11async.h" />
<ClInclude Include="D3DX11core.h" />
<ClInclude Include="D3DX11tex.h" />
<ClInclude Include="D:\Projects\CppUtils\Graphics\Colors.h" />
<ClInclude Include="D:\Projects\CppUtils\Graphics\Factory.h" />
<ClInclude Include="D:\Projects\CppUtils\Graphics\Font.h" />
<ClInclude Include="D:\Projects\CppUtils\Graphics\Graphics.h" />
<ClInclude Include="D:\Projects\CppUtils\Graphics\nanosvg.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\sqlite\sqlite3.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\crc32.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\deflate.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\gzguts.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inffast.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inffixed.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inflate.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inftrees.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\trees.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zconf.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zlib.h" />
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zutil.h" />
<ClInclude Include="DXGIDuplicator.h" />
<ClInclude Include="ImGui\imconfig.h" />
<ClInclude Include="ImGui\imgui.h" />
<ClInclude Include="ImGui\imgui_impl_dx10.h" />
<ClInclude Include="ImGui\imgui_impl_dx11.h" />
<ClInclude Include="ImGui\imgui_impl_dx12.h" />
<ClInclude Include="ImGui\imgui_impl_dx9.h" />
<ClInclude Include="ImGui\imgui_impl_win32.h" />
<ClInclude Include="ImGui\imgui_internal.h" />
<ClInclude Include="ImGui\imstb_rectpack.h" />
<ClInclude Include="ImGui\imstb_textedit.h" />
<ClInclude Include="ImGui\imstb_truetype.h" />
<ClInclude Include="ImHelper.h" />
<ClInclude Include="resource.h" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="ScreenRecoder.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="Delogo.ico" />
</ItemGroup>
<ItemGroup>
<Natvis Include="List.natvis" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,436 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="源文件">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="头文件">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="资源文件">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="Utils">
<UniqueIdentifier>{b7621aa0-4db6-4ac1-96eb-9089c6d17184}</UniqueIdentifier>
</Filter>
<Filter Include="Utils\sqlite">
<UniqueIdentifier>{63ae819e-bbcb-47f6-b32a-4cd53dec1207}</UniqueIdentifier>
</Filter>
<Filter Include="Utils\zlib">
<UniqueIdentifier>{9ded0eaa-af1c-423b-824b-b71827e0cdaa}</UniqueIdentifier>
</Filter>
<Filter Include="ImGui">
<UniqueIdentifier>{ed3af08b-fc0c-4d4e-bc04-6c929bfc74e3}</UniqueIdentifier>
</Filter>
<Filter Include="Graphics">
<UniqueIdentifier>{04e5d885-4d31-4720-9fbb-b8be3e1990ee}</UniqueIdentifier>
</Filter>
<Filter Include="Media">
<UniqueIdentifier>{d8dc376d-8050-4ba3-aebc-fd07cb9430fb}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="ScreenRecoder.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\adler32.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\compress.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\crc32.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\deflate.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\infback.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inffast.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inflate.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\inftrees.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\trees.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\uncompr.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\zlib\zutil.c">
<Filter>Utils\zlib</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Utils\sqlite\sqlite3.c">
<Filter>Utils\sqlite</Filter>
</ClCompile>
<ClCompile Include="DXGIDuplicator.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_demo.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_draw.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_impl_dx10.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_impl_dx11.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_impl_dx12.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_impl_dx9.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_impl_win32.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_tables.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImGui\imgui_widgets.cpp">
<Filter>ImGui</Filter>
</ClCompile>
<ClCompile Include="ImHelper.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Graphics\Factory.cpp">
<Filter>Graphics</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Graphics\Font.cpp">
<Filter>Graphics</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Graphics\Graphics.cpp">
<Filter>Graphics</Filter>
</ClCompile>
<ClCompile Include="D:\Projects\CppUtils\Graphics\nanosvg.cpp">
<Filter>Graphics</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Media\H264Encoder.cpp">
<Filter>Media</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Clipboard.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Convert.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\CRandom.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\DataPack.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\DateTime.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Dialog.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Environment.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Event.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\File.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\FileInfo.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\FileStream.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Guid.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\HttpHelper.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\HttpHelper1.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\MD5.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Process.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\ProcessOperator.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Registry.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\SHA256.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Socket.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\SqliteHelper.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\StopWatch.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\StringBuilder.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\StringHelper.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Thread.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\TimeSpan.cpp">
<Filter>Utils</Filter>
</ClCompile>
<ClCompile Include="..\..\CppUtils\Utils\Utils.cpp">
<Filter>Utils</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\crc32.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\deflate.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\gzguts.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inffast.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inffixed.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inflate.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\inftrees.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\trees.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zconf.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zlib.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\zlib\zutil.h">
<Filter>Utils\zlib</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Utils\sqlite\sqlite3.h">
<Filter>Utils\sqlite</Filter>
</ClInclude>
<ClInclude Include="DXGIDuplicator.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="ImGui\imconfig.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_impl_dx10.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_impl_dx11.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_impl_dx12.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_impl_dx9.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_impl_win32.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imgui_internal.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imstb_rectpack.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imstb_textedit.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="ImGui\imstb_truetype.h">
<Filter>ImGui</Filter>
</ClInclude>
<ClInclude Include="resource.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="ImHelper.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="D3DX11.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="D3DX11async.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="D3DX11core.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="D3DX11tex.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Graphics\Colors.h">
<Filter>Graphics</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Graphics\Factory.h">
<Filter>Graphics</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Graphics\Font.h">
<Filter>Graphics</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Graphics\Graphics.h">
<Filter>Graphics</Filter>
</ClInclude>
<ClInclude Include="D:\Projects\CppUtils\Graphics\nanosvg.h">
<Filter>Graphics</Filter>
</ClInclude>
<ClInclude Include="CursorData.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Media\AudioFile.h">
<Filter>Media</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Media\H264Encoder.h">
<Filter>Media</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Utils.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Clipboard.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Convert.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\CRandom.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\DataPack.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\DateTime.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\defines.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Dialog.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Dictionary.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Environment.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Event.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\File.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\FileInfo.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\FileStream.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Guid.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\HttpHelper.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\httplib.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\json.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\List.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\MD5.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\MemLoadLibrary2.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Process.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\ProcessOperator.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Registry.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\SHA256.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Socket.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\SqliteHelper.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\StopWatch.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\StringBuilder.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\StringHelper.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Thread.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\TimeSpan.h">
<Filter>Utils</Filter>
</ClInclude>
<ClInclude Include="..\..\CppUtils\Utils\Tuple.h">
<Filter>Utils</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="ScreenRecoder.rc">
<Filter>资源文件</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<Image Include="Delogo.ico">
<Filter>资源文件</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<Natvis Include="List.natvis" />
</ItemGroup>
</Project>

BIN
ScreenRecoder/d3dx11.lib Normal file

Binary file not shown.

16
ScreenRecoder/resource.h Normal file
View File

@ -0,0 +1,16 @@
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ 生成的包含文件。
// 供 ScreenRecoder.rc 使用
//
#define IDI_ICON1 101
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 102
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif