/// <summary>
        /// Constructs a new ImGuiRenderer.
        /// </summary>
        /// <param name="gd">The GraphicsDevice used to create and update resources.</param>
        /// <param name="outputDescription">The output format.</param>
        /// <param name="width">The initial width of the rendering target. Can be resized.</param>
        /// <param name="height">The initial height of the rendering target. Can be resized.</param>
        /// <param name="colorSpaceHandling">Identifies how the renderer should treat vertex colors.</param>
        public ImGuiRenderer(GraphicsDevice gd, OutputDescription outputDescription, int width, int height, ColorSpaceHandling colorSpaceHandling)
        {
            _gd                 = gd;
            _assembly           = typeof(ImGuiRenderer).GetTypeInfo().Assembly;
            _colorSpaceHandling = colorSpaceHandling;
            _windowWidth        = width;
            _windowHeight       = height;

            _fontTexture = Renderer.GlobalTexturePool.AllocateTextureDescriptor();

            IntPtr context = ImGui.CreateContext();

            ImGui.SetCurrentContext(context);

            var io = ImGui.GetIO();

            io.ConfigFlags |= ImGuiConfigFlags.DockingEnable;

            ImGui.GetIO().Fonts.AddFontDefault();

            CreateDeviceResources(gd, outputDescription);
            SetOpenTKKeyMappings();

            SetPerFrameImGuiData(1f / 60f);
        }
示例#2
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        public void CreateDeviceResources(GraphicsDevice gd, OutputDescription outputDescription, ColorSpaceHandling colorSpaceHandling)
        {
            _gd = gd;
            _colorSpaceHandling = colorSpaceHandling;
            ResourceFactory factory = gd.ResourceFactory;

            _vertexBuffer      = factory.CreateBuffer(new BufferDescription(10000, BufferUsage.VertexBuffer | BufferUsage.Dynamic));
            _vertexBuffer.Name = "ImGui.NET Vertex Buffer";
            _indexBuffer       = factory.CreateBuffer(new BufferDescription(2000, BufferUsage.IndexBuffer | BufferUsage.Dynamic));
            _indexBuffer.Name  = "ImGui.NET Index Buffer";
            RecreateFontDeviceTexture(gd);

            _projMatrixBuffer      = factory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic));
            _projMatrixBuffer.Name = "ImGui.NET Projection Buffer";

            byte[] vertexShaderBytes   = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-vertex", ShaderStages.Vertex, _colorSpaceHandling);
            byte[] fragmentShaderBytes = LoadEmbeddedShaderCode(gd.ResourceFactory, "imgui-frag", ShaderStages.Fragment, _colorSpaceHandling);
            _vertexShader   = factory.CreateShader(new ShaderDescription(ShaderStages.Vertex, vertexShaderBytes, "VS"));
            _fragmentShader = factory.CreateShader(new ShaderDescription(ShaderStages.Fragment, fragmentShaderBytes, "FS"));

            VertexLayoutDescription[] vertexLayouts = new VertexLayoutDescription[]
            {
                new VertexLayoutDescription(
                    new VertexElementDescription("in_position", VertexElementSemantic.Position, VertexElementFormat.Float2),
                    new VertexElementDescription("in_texCoord", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2),
                    new VertexElementDescription("in_color", VertexElementSemantic.Color, VertexElementFormat.Byte4_Norm))
            };

            _layout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                       new ResourceLayoutElementDescription("ProjectionMatrixBuffer", ResourceKind.UniformBuffer, ShaderStages.Vertex),
                                                       new ResourceLayoutElementDescription("MainSampler", ResourceKind.Sampler, ShaderStages.Fragment)));
            _textureLayout = factory.CreateResourceLayout(new ResourceLayoutDescription(
                                                              new ResourceLayoutElementDescription("MainTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment)));

            GraphicsPipelineDescription pd = new GraphicsPipelineDescription(
                BlendStateDescription.SingleAlphaBlend,
                new DepthStencilStateDescription(false, false, ComparisonKind.Always),
                new RasterizerStateDescription(FaceCullMode.None, PolygonFillMode.Solid, FrontFace.Clockwise, true, true),
                PrimitiveTopology.TriangleList,
                new ShaderSetDescription(
                    vertexLayouts,
                    new[] { _vertexShader, _fragmentShader },
                    new[]
            {
                new SpecializationConstant(0, gd.IsClipSpaceYInverted),
                new SpecializationConstant(1, _colorSpaceHandling == ColorSpaceHandling.Legacy),
            }),
                new ResourceLayout[] { _layout, _textureLayout },
                outputDescription,
                ResourceBindingModel.Default);

            _pipeline = factory.CreateGraphicsPipeline(ref pd);

            _mainResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_layout,
                                                                                    _projMatrixBuffer,
                                                                                    gd.PointSampler));

            _fontTextureResourceSet = factory.CreateResourceSet(new ResourceSetDescription(_textureLayout, _fontTextureView));
        }
示例#3
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        /// <summary>
        /// Constructs a new ImGuiRenderer.
        /// </summary>
        /// <param name="gd">The GraphicsDevice used to create and update resources.</param>
        /// <param name="outputDescription">The output format.</param>
        /// <param name="width">The initial width of the rendering target. Can be resized.</param>
        /// <param name="height">The initial height of the rendering target. Can be resized.</param>
        /// <param name="colorSpaceHandling">Identifies how the renderer should treat vertex colors.</param>
        public ImGuiRenderer(GraphicsDevice gd, OutputDescription outputDescription, int width, int height, ColorSpaceHandling colorSpaceHandling)
        {
            _gd                 = gd;
            _assembly           = typeof(ImGuiRenderer).GetTypeInfo().Assembly;
            _colorSpaceHandling = colorSpaceHandling;
            _windowWidth        = width;
            _windowHeight       = height;

            ResetContext(gd, outputDescription);
        }
示例#4
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        private byte[] LoadEmbeddedShaderCode(
            ResourceFactory factory,
            string name,
            ShaderStages stage,
            ColorSpaceHandling colorSpaceHandling)
        {
            switch (factory.BackendType)
            {
            case GraphicsBackend.Direct3D11:
            {
                if (stage == ShaderStages.Vertex && colorSpaceHandling == ColorSpaceHandling.Legacy)
                {
                    name += "-legacy";
                }
                string resourceName = name + ".hlsl.bytes";
                return(GetEmbeddedResourceBytes(resourceName));
            }

            case GraphicsBackend.OpenGL:
            {
                if (stage == ShaderStages.Vertex && colorSpaceHandling == ColorSpaceHandling.Legacy)
                {
                    name += "-legacy";
                }
                string resourceName = name + ".glsl";
                return(GetEmbeddedResourceBytes(resourceName));
            }

            case GraphicsBackend.OpenGLES:
            {
                if (stage == ShaderStages.Vertex && colorSpaceHandling == ColorSpaceHandling.Legacy)
                {
                    name += "-legacy";
                }
                string resourceName = name + ".glsles";
                return(GetEmbeddedResourceBytes(resourceName));
            }

            case GraphicsBackend.Vulkan:
            {
                string resourceName = name + ".spv";
                return(GetEmbeddedResourceBytes(resourceName));
            }

            case GraphicsBackend.Metal:
            {
                string resourceName = name + ".metallib";
                return(GetEmbeddedResourceBytes(resourceName));
            }

            default:
                throw new NotImplementedException();
            }
        }
示例#5
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        /// <summary>
        /// Constructs a new ImGuiRenderer.
        /// </summary>
        /// <param name="gd">The GraphicsDevice used to create and update resources.</param>
        /// <param name="outputDescription">The output format.</param>
        /// <param name="width">The initial width of the rendering target. Can be resized.</param>
        /// <param name="height">The initial height of the rendering target. Can be resized.</param>
        /// <param name="colorSpaceHandling">Identifies how the renderer should treat vertex colors.</param>
        public ImGuiRenderer(GraphicsDevice gd, OutputDescription outputDescription, int width, int height, ColorSpaceHandling colorSpaceHandling)
        {
            _gd                 = gd;
            _assembly           = typeof(ImGuiRenderer).GetTypeInfo().Assembly;
            _colorSpaceHandling = colorSpaceHandling;
            _windowWidth        = width;
            _windowHeight       = height;

            IntPtr context = ImGui.CreateContext();

            ImGui.SetCurrentContext(context);

            ImGui.GetIO().Fonts.AddFontDefault();

            CreateDeviceResources(gd, outputDescription);
            SetOpenTKKeyMappings();

            SetPerFrameImGuiData(1f / 60f);

            ImGui.NewFrame();
            _frameBegun = true;
        }