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imgui-dx11-renderer's Introduction

imgui-dx11-renderer

Documentation Version

DirectX 11 renderer for imgui-rs.

Usage

let device: ID3D11Device = ...;
let imgui: imgui::Context = ...;
let mut renderer = imgui_dx11_renderer::Renderer::new(&mut imgui, &device).expect("imgui dx11 renderer creation failed");

// rendering loop

let ui = imgui.frame();

// build your window via ui here
...

// then to render call
renderer.render(ui.render()).expect("imgui rendering failed");

The renderer backs up and reapplies the majority of the d3d11 rendering state when invoked.

Documentation

The crate is documented but imgui-rs doesn't currently build on docs.rs for the windows target. Due to this one has to either build it themselves or look into the source itself.

License

Licensed under the MIT license (LICENSE-MIT or http://opensource.org/licenses/MIT)

imgui-dx11-renderer's People

Contributors

hntd187 avatar veykril avatar

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imgui-dx11-renderer's Issues

Any interest in moving to the windows crate?

Hi, I don't know if you are still maintaining this project, but I took the current release and ported it to use the windows crate bindings instead of the raw winapi bindings.

You can find it here.

Any interest in upstreaming this? I'm currently using it as a local dependency but maybe it can be of use to others.

Remove D3DCompile dependency

Currently we compile the shader source at runtime, linking to specific version of the d3dcompiler dll which is unfortunate. Instead we should ideally precompile the shader source, via build script for example, into blobs and then embed these into the source and load them directly at runtime, removing the unnecessary dependency.

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