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Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_dx10.cpp # backends/imgui_impl_dx11.cpp # backends/imgui_impl_metal.mm # imgui.cpp
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commit
960a6f14bf
20 changed files with 432 additions and 378 deletions
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@ -17,7 +17,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2024-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler.
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// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap.
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// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
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@ -104,6 +105,27 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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vp.TopLeftX = vp.TopLeftY = 0;
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device_ctx->RSSetViewports(1, &vp);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK)
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{
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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device_ctx->Unmap(bd->pVertexConstantBuffer, 0);
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}
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// Setup shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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@ -120,7 +142,7 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
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device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used..
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// Setup blend state
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// Setup render state
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const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
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device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff);
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device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0);
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@ -185,28 +207,6 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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device->Unmap(bd->pVB, 0);
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device->Unmap(bd->pIB, 0);
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// Setup orthographic projection matrix into our constant buffer
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// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
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{
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D3D11_MAPPED_SUBRESOURCE mapped_resource;
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if (device->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
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return;
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VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData;
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float L = draw_data->DisplayPos.x;
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float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
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float T = draw_data->DisplayPos.y;
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float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
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float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.5f, 0.0f },
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{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
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};
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memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
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device->Unmap(bd->pVertexConstantBuffer, 0);
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}
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// Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
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struct BACKUP_DX11_STATE
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{
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@ -261,6 +261,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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render_state.Device = bd->pd3dDevice;
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render_state.DeviceContext = bd->pd3dDeviceContext;
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render_state.SamplerDefault = bd->pFontSampler;
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render_state.VertexConstantBuffer = bd->pVertexConstantBuffer;
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platform_io.Renderer_RenderState = &render_state;
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// Render command lists
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