DirectX9 example
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Examples: [OpenGL](#Example-for-OpenGL-users) - [DirectX9](#Example-for-DirectX9-users) - [DirectX11](#Example-for-DirectX11-users)
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### TL;DR;
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### TL;DR;
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Loading an image file into a GPU texture is outside of the scope of Dear ImGui and has more to do with your Graphics API. Because this is such a recurring issue for Dear ImGui users, we are providing a guide here.
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Loading an image file into a GPU texture is outside of the scope of Dear ImGui and has more to do with your Graphics API. Because this is such a recurring issue for Dear ImGui users, we are providing a guide here.
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@ -34,7 +36,6 @@ We will here use [stb_image.h](https://github.com/nothings/stb/blob/master/stb_i
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You may then include `<stb_image.h>` from multiple sources, but only `#define STB_IMAGE_IMPLEMENTATION` in one of them.
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You may then include `<stb_image.h>` from multiple sources, but only `#define STB_IMAGE_IMPLEMENTATION` in one of them.
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Then, let's load a file from disk:
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Then, let's load a file from disk:
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```
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```
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int my_image_width = 0;
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int my_image_width = 0;
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int my_image_height = 0;
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int my_image_height = 0;
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@ -63,20 +64,53 @@ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, my_image_width, my_image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, my_image_width, my_image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
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```
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```
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Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it. Add in your main loop:
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Now that we have an OpenGL texture and its dimension, we can add in our main loop:
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```
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```
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ImGui::Begin("Test");
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ImGui::Begin("Test");
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ImGui::Text("my_image_texture = %p", my_image_texture);
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ImGui::Text("pointer = %p", my_image_texture);
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ImGui::Text("my_image_size = %d x %d", my_image_width, my_image_height);
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ImGui::Text("size = %d x %d", my_image_width, my_image_height);
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ImGui::Image((void*)(intptr_t)my_image_texture, ImVec2(my_image_width, my_image_height));
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ImGui::Image((void*)(intptr_t)my_image_texture, ImVec2(my_image_width, my_image_height));
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ImGui::End();
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ImGui::End();
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```
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```
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![image](https://user-images.githubusercontent.com/8225057/65341917-d3d35100-dbd1-11e9-9f13-6d99a6f1a891.png)
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![image](https://user-images.githubusercontent.com/8225057/65342485-26f9d380-dbd3-11e9-967e-b279b1ad8551.png)
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### Example for DirectX9 users
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### Example for DirectX9 users
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Unlike the majority of modern graphics API, DirectX9 include helper functions to load image files from disk. We are going to use them here, instead of using `stb_image.h`.
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Add at the top of one of your source file:
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```
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#include <D3dx9tex.h>
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#pragma comment(lib, "D3dx9")
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```
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Then, let's load a file from disk directly into a DirectX9 texture:
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```
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// Load texture
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PDIRECT3DTEXTURE9 my_image_texture;
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HRESULT hr = D3DXCreateTextureFromFileA(g_pd3dDevice, "../../MyImage01.jpg", &my_image_texture);
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IM_ASSERT(hr == S_OK);
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// Retrieve description of the texture surface so we can access its size
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D3DSURFACE_DESC my_image_desc;
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my_image_texture->GetLevelDesc(0, &my_image_desc);
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int my_image_width = my_image_desc.Width;
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int my_image_height = my_image_desc.Height;
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```
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Now that we have an DirectX9 texture and its dimensions, we can add in our main loop:
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```
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ImGui::Begin("Test");
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ImGui::Text("pointer = %p", my_image_texture);
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ImGui::Text("size = %d x %d", my_image_width, my_image_height);
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ImGui::Image((void*)my_image_texture, ImVec2(my_image_width, my_image_height));
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ImGui::End();
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```
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![image](https://user-images.githubusercontent.com/8225057/65342425-0467ba80-dbd3-11e9-833f-3feb5084e1da.png)
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### Example for DirectX11 users
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### Example for DirectX11 users
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### Technical Explanation
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### Technical Explanation
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