瀏覽代碼

Ported d3d11 renderer to d3d10

Julian Bosch 9 年之前
父節點
當前提交
1f3a0e78cc

+ 4 - 0
examples/directx10_example/build_win32.bat

@@ -0,0 +1,4 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+mkdir Debug
+cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
+

+ 159 - 0
examples/directx10_example/directx10_example.vcxproj

@@ -0,0 +1,159 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
+    <RootNamespace>directx10_example</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>Unicode</CharacterSet>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
+  <ImportGroup Label="ExtensionSettings">
+  </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 Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
+    <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 Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
+    <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'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <OutDir>$(ProjectDir)$(Configuration)\</OutDir>
+    <IntDir>$(ProjectDir)$(Configuration)\</IntDir>
+  </PropertyGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>Disabled</Optimization>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
+    <ClCompile>
+      <WarningLevel>Level4</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+      <AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+      <AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
+      <SubSystem>Console</SubSystem>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\imgui_internal.h" />
+    <ClInclude Include="imgui_impl_dx10.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="..\..\imgui_demo.cpp" />
+    <ClCompile Include="..\..\imgui_draw.cpp" />
+    <ClCompile Include="imgui_impl_dx10.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 45 - 0
examples/directx10_example/directx10_example.vcxproj.filters

@@ -0,0 +1,45 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup>
+    <Filter Include="imgui">
+      <UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
+    </Filter>
+    <Filter Include="sources">
+      <UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
+    </Filter>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="imgui_impl_dx10.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\imgui_internal.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="imgui_impl_dx10.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_demo.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\imgui_draw.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\README.txt" />
+  </ItemGroup>
+</Project>

+ 508 - 0
examples/directx10_example/imgui_impl_dx10.cpp

@@ -0,0 +1,508 @@
+// ImGui Win32 + DirectX10 binding
+// You can copy and use unmodified imgui_impl_* files in your project. 
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
+// https://github.com/ocornut/imgui
+
+#include "imgui.h"
+#include "imgui_impl_dx10.h"
+
+// DirectX
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+
+static HWND                     g_hWnd = 0;
+static ID3D10Device*            g_pd3dDevice = NULL;
+static ID3D10Buffer*            g_pVB = NULL;
+static ID3D10Buffer*            g_pIB = NULL;
+static ID3D10Blob *             g_pVertexShaderBlob = NULL;
+static ID3D10VertexShader*      g_pVertexShader = NULL;
+static ID3D10InputLayout*       g_pInputLayout = NULL;
+static ID3D10Buffer*            g_pVertexConstantBuffer = NULL;
+static ID3D10Blob *             g_pPixelShaderBlob = NULL;
+static ID3D10PixelShader*       g_pPixelShader = NULL;
+static ID3D10SamplerState*      g_pFontSampler = NULL;
+static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D10RasterizerState*   g_pRasterizerState = NULL;
+static ID3D10BlendState*        g_pBlendState = NULL;
+static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
+{
+    void* vtx_resourceData;
+    void* idx_resourceData;
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D10_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
+        desc.Usage = D3D10_USAGE_DYNAMIC;
+        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (g_pd3dDevice->CreateBuffer(&desc, nullptr, &g_pVB) < 0)
+            return;
+    }
+
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D10_BUFFER_DESC bufferDesc;
+        memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
+        bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
+        bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+        bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
+        bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+        if (g_pd3dDevice->CreateBuffer(&bufferDesc, nullptr, &g_pIB) < 0)
+            return;
+    }
+
+    g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, &vtx_resourceData);
+    g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, &idx_resourceData);
+    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resourceData;
+    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resourceData;
+    for (int n = 0; n < draw_data->CmdListsCount; n++)
+    {
+        const ImDrawList* cmd_list = draw_data->CmdLists[n];
+        memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+        memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.size();
+        idx_dst += cmd_list->IdxBuffer.size();
+    }
+
+    g_pVB->Unmap();
+    g_pIB->Unmap();
+
+    // Setup orthographic projection matrix into our constant buffer
+    {
+        void* pmappedResource;
+        g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pmappedResource);
+
+        VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)pmappedResource;
+        const float L = 0.0f;
+        const float R = ImGui::GetIO().DisplaySize.x;
+        const float B = ImGui::GetIO().DisplaySize.y;
+        const float T = 0.0f;
+        const 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(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+        D3D10_MAPPED_TEXTURE2D texMap;
+        g_pVertexConstantBuffer->Unmap();
+    }
+
+    // Setup viewport
+    {
+        D3D10_VIEWPORT vp;
+        memset(&vp, 0, sizeof(D3D10_VIEWPORT));
+        vp.Width = ImGui::GetIO().DisplaySize.x;
+        vp.Height = ImGui::GetIO().DisplaySize.y;
+        vp.MinDepth = 0.0f;
+        vp.MaxDepth = 1.0f;
+        vp.TopLeftX = 0;
+        vp.TopLeftY = 0;
+        g_pd3dDevice->RSSetViewports(1, &vp);
+    }
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    g_pd3dDevice->IASetInputLayout(g_pInputLayout);
+    g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+    g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    g_pd3dDevice->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    g_pd3dDevice->VSSetShader(g_pVertexShader);
+    g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+    g_pd3dDevice->PSSetShader(g_pPixelShader);
+    g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
+
+    // Setup render state
+    const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+    g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
+    g_pd3dDevice->RSSetState(g_pRasterizerState);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    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)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
+                g_pd3dDevice->RSSetScissorRects(1, &r);
+                g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.size();
+    }
+
+    // Restore modified state
+    g_pd3dDevice->IASetInputLayout(NULL);
+    g_pd3dDevice->PSSetShader(NULL);
+    g_pd3dDevice->VSSetShader(NULL);
+}
+
+IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN:
+        io.MouseDown[0] = true;
+        return true;
+    case WM_LBUTTONUP:
+        io.MouseDown[0] = false;
+        return true;
+    case WM_RBUTTONDOWN:
+        io.MouseDown[1] = true;
+        return true;
+    case WM_RBUTTONUP:
+        io.MouseDown[1] = false;
+        return true;
+    case WM_MBUTTONDOWN:
+        io.MouseDown[2] = true;
+        return true;
+    case WM_MBUTTONUP:
+        io.MouseDown[2] = false;
+        return true;
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return true;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16);
+        return true;
+    case WM_KEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return true;
+    case WM_KEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return true;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return true;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX10_CreateFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create DX10 texture
+    {
+        D3D10_TEXTURE2D_DESC texDesc;
+        ZeroMemory(&texDesc, sizeof(texDesc));
+        texDesc.Width = width;
+        texDesc.Height = height;
+        texDesc.MipLevels = 1;
+        texDesc.ArraySize = 1;
+        texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        texDesc.SampleDesc.Count = 1;
+        texDesc.Usage = D3D10_USAGE_DEFAULT;
+        texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+        texDesc.CPUAccessFlags = 0;
+
+        ID3D10Texture2D *pTexture = NULL;
+        D3D10_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = texDesc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
+
+        // Create texture view
+        D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
+        ZeroMemory(&srvDesc, sizeof(srvDesc));
+        srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+        srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_pFontTextureView;
+
+    // Create texture sampler
+    {
+        D3D10_SAMPLER_DESC samplerDesc;
+        ZeroMemory(&samplerDesc, sizeof(samplerDesc));
+        samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
+        samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.MipLODBias = 0.f;
+        samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
+        samplerDesc.MinLOD = 0.f;
+        samplerDesc.MaxLOD = 0.f;
+        g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
+    }
+
+    // Cleanup (don't clear the input data if you want to append new fonts later)
+    io.Fonts->ClearInputData();
+    io.Fonts->ClearTexData();
+}
+
+bool    ImGui_ImplDX10_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pFontSampler)
+        ImGui_ImplDX10_InvalidateDeviceObjects();
+
+    // 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;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
+            return false;
+
+        // Create the input layout
+        D3D10_INPUT_ELEMENT_DESC localLayout[] = {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D10_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
+        };
+
+        if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+            return false;
+
+        // Create the constant buffer
+        {
+            D3D10_BUFFER_DESC cbDesc;
+            cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+            cbDesc.Usage = D3D10_USAGE_DYNAMIC;
+            cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
+            cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
+            cbDesc.MiscFlags = 0;
+            g_pd3dDevice->CreateBuffer(&cbDesc, nullptr, &g_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; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
+            return false;
+    }
+
+    // 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_INV_SRC_ALPHA;
+        desc.DestBlendAlpha = D3D10_BLEND_ZERO;
+        desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
+        desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
+        g_pd3dDevice->CreateBlendState(&desc, &g_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;
+        g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+    }
+
+    ImGui_ImplDX10_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX10_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+    if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
+    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+    if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+    if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+    if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+    if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+    if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+    if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool    ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.RenderDrawListsFn = ImGui_ImplDX10_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX10_Shutdown()
+{
+    ImGui_ImplDX10_InvalidateDeviceObjects();
+    ImGui::Shutdown();
+    g_pd3dDevice = NULL;
+    g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX10_NewFrame()
+{
+    if (!g_pVB)
+        ImGui_ImplDX10_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 22 - 0
examples/directx10_example/imgui_impl_dx10.h

@@ -0,0 +1,22 @@
+// ImGui Win32 + DirectX10 binding
+// You can copy and use unmodified imgui_impl_* files in your project. 
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// See main.cpp for an example of using this.
+// https://github.com/ocornut/imgui
+
+struct ID3D10Device;
+
+IMGUI_API bool        ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
+IMGUI_API void        ImGui_ImplDX10_Shutdown();
+IMGUI_API void        ImGui_ImplDX10_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX10_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX10_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/

+ 505 - 0
examples/directx10_example/imgui_impl_dx11.cpp

@@ -0,0 +1,505 @@
+// ImGui Win32 + DirectX11 binding
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
+
+// DirectX
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+// Data
+static INT64                    g_Time = 0;
+static INT64                    g_TicksPerSecond = 0;
+
+static HWND                     g_hWnd = 0;
+static ID3D11Device*            g_pd3dDevice = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
+static ID3D11Buffer*            g_pVB = NULL;
+static ID3D11Buffer*            g_pIB = NULL;
+static ID3D10Blob *             g_pVertexShaderBlob = NULL;
+static ID3D11VertexShader*      g_pVertexShader = NULL;
+static ID3D11InputLayout*       g_pInputLayout = NULL;
+static ID3D11Buffer*            g_pVertexConstantBuffer = NULL;
+static ID3D10Blob *             g_pPixelShaderBlob = NULL;
+static ID3D11PixelShader*       g_pPixelShader = NULL;
+static ID3D11SamplerState*      g_pFontSampler = NULL;
+static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11RasterizerState*   g_pRasterizerState = NULL;
+static ID3D11BlendState*        g_pBlendState = NULL;
+static int                      g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
+
+struct VERTEX_CONSTANT_BUFFER
+{
+    float        mvp[4][4];
+};
+
+// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
+// If text or lines are blurry when integrating ImGui in your engine:
+// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
+void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
+{
+    // Create and grow vertex/index buffers if needed
+    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
+    {
+        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
+        D3D11_BUFFER_DESC desc;
+        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
+        desc.Usage = D3D11_USAGE_DYNAMIC;
+        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
+        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        desc.MiscFlags = 0;
+        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
+            return;
+    }
+    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
+    {
+        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
+        D3D11_BUFFER_DESC bufferDesc;
+        memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+        bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+        bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
+        bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+        bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
+            return;
+    }
+
+    // Copy and convert all vertices into a single contiguous buffer
+    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
+    if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
+        return;
+    if (g_pd3dDeviceContext->Map(g_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[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
+        memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
+        vtx_dst += cmd_list->VtxBuffer.size();
+        idx_dst += cmd_list->IdxBuffer.size();
+    }
+    g_pd3dDeviceContext->Unmap(g_pVB, 0);
+    g_pd3dDeviceContext->Unmap(g_pIB, 0);
+
+    // Setup orthographic projection matrix into our constant buffer
+    {
+        D3D11_MAPPED_SUBRESOURCE mappedResource;
+        if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+            return;
+
+        VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
+        const float L = 0.0f;
+        const float R = ImGui::GetIO().DisplaySize.x;
+        const float B = ImGui::GetIO().DisplaySize.y;
+        const float T = 0.0f;
+        const 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(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+        g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
+    }
+
+    // Setup viewport
+    {
+        D3D11_VIEWPORT vp;
+        memset(&vp, 0, sizeof(D3D11_VIEWPORT));
+        vp.Width = ImGui::GetIO().DisplaySize.x;
+        vp.Height = ImGui::GetIO().DisplaySize.y;
+        vp.MinDepth = 0.0f;
+        vp.MaxDepth = 1.0f;
+        vp.TopLeftX = 0;
+        vp.TopLeftY = 0;
+        g_pd3dDeviceContext->RSSetViewports(1, &vp);
+    }
+
+    // Bind shader and vertex buffers
+    unsigned int stride = sizeof(ImDrawVert);
+    unsigned int offset = 0;
+    g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
+    g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+    g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
+    g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+    g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
+    g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+    g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
+    g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+    // Setup render state
+    const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+    g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
+    g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
+
+    // Render command lists
+    int vtx_offset = 0;
+    int idx_offset = 0;
+    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)
+            {
+                pcmd->UserCallback(cmd_list, pcmd);
+            }
+            else
+            {
+                const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
+                g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
+                g_pd3dDeviceContext->RSSetScissorRects(1, &r); 
+                g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
+            }
+            idx_offset += pcmd->ElemCount;
+        }
+        vtx_offset += cmd_list->VtxBuffer.size();
+    }
+
+    // Restore modified state
+    g_pd3dDeviceContext->IASetInputLayout(NULL);
+    g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
+    g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
+}
+
+IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    ImGuiIO& io = ImGui::GetIO();
+    switch (msg)
+    {
+    case WM_LBUTTONDOWN:
+        io.MouseDown[0] = true;
+        return true;
+    case WM_LBUTTONUP:
+        io.MouseDown[0] = false; 
+        return true;
+    case WM_RBUTTONDOWN:
+        io.MouseDown[1] = true; 
+        return true;
+    case WM_RBUTTONUP:
+        io.MouseDown[1] = false; 
+        return true;
+    case WM_MBUTTONDOWN:
+        io.MouseDown[2] = true; 
+        return true;
+    case WM_MBUTTONUP:
+        io.MouseDown[2] = false; 
+        return true;
+    case WM_MOUSEWHEEL:
+        io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return true;
+    case WM_MOUSEMOVE:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16); 
+        return true;
+    case WM_KEYDOWN:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return true;
+    case WM_KEYUP:
+        if (wParam < 256)
+            io.KeysDown[wParam] = 0;
+        return true;
+    case WM_CHAR:
+        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
+        if (wParam > 0 && wParam < 0x10000)
+            io.AddInputCharacter((unsigned short)wParam);
+        return true;
+    }
+    return 0;
+}
+
+static void ImGui_ImplDX11_CreateFontsTexture()
+{
+    // Build texture atlas
+    ImGuiIO& io = ImGui::GetIO();
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Upload texture to graphics system
+    {
+        D3D11_TEXTURE2D_DESC texDesc;
+        ZeroMemory(&texDesc, sizeof(texDesc));
+        texDesc.Width = width;
+        texDesc.Height = height;
+        texDesc.MipLevels = 1;
+        texDesc.ArraySize = 1;
+        texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        texDesc.SampleDesc.Count = 1;
+        texDesc.Usage = D3D11_USAGE_DEFAULT;
+        texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+        texDesc.CPUAccessFlags = 0;
+
+        ID3D11Texture2D *pTexture = NULL;
+        D3D11_SUBRESOURCE_DATA subResource;
+        subResource.pSysMem = pixels;
+        subResource.SysMemPitch = texDesc.Width * 4;
+        subResource.SysMemSlicePitch = 0;
+        g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
+
+        // 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 = texDesc.MipLevels;
+        srvDesc.Texture2D.MostDetailedMip = 0;
+        g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+        pTexture->Release();
+    }
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)g_pFontTextureView;
+
+    // Create texture sampler
+    {
+        D3D11_SAMPLER_DESC samplerDesc;
+        ZeroMemory(&samplerDesc, sizeof(samplerDesc));
+        samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+        samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+        samplerDesc.MipLODBias = 0.f;
+        samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+        samplerDesc.MinLOD = 0.f;
+        samplerDesc.MaxLOD = 0.f;
+        g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
+    }
+}
+
+bool    ImGui_ImplDX11_CreateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return false;
+    if (g_pFontSampler)
+        ImGui_ImplDX11_InvalidateDeviceObjects();
+
+    // 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;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
+        if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+            return false;
+
+        // Create the input layout
+        D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,   0, (size_t)(&((ImDrawVert*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+        };
+
+        if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+            return false;
+
+        // Create the constant buffer
+        {
+            D3D11_BUFFER_DESC cbDesc;
+            cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
+            cbDesc.Usage = D3D11_USAGE_DYNAMIC;
+            cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+            cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+            cbDesc.MiscFlags = 0;
+            g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_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; \
+            }";
+
+        D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
+        if (g_pPixelShaderBlob == NULL)  // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
+            return false;
+        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+            return false;
+    }
+
+    // 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_INV_SRC_ALPHA;
+        desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
+        desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+        desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+        g_pd3dDevice->CreateBlendState(&desc, &g_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;
+        g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
+    }
+
+    ImGui_ImplDX11_CreateFontsTexture();
+
+    return true;
+}
+
+void    ImGui_ImplDX11_InvalidateDeviceObjects()
+{
+    if (!g_pd3dDevice)
+        return;
+
+    if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
+    if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
+    if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
+    if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
+
+    if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
+    if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
+    if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
+    if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
+    if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
+    if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
+    if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
+    if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
+}
+
+bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+    g_hWnd = (HWND)hwnd;
+    g_pd3dDevice = device;
+    g_pd3dDeviceContext = device_context;
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) 
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.KeyMap[ImGuiKey_Tab] = VK_TAB;                       // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
+    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
+    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
+    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
+    io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
+    io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
+    io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
+    io.KeyMap[ImGuiKey_Home] = VK_HOME;
+    io.KeyMap[ImGuiKey_End] = VK_END;
+    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
+    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
+    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
+    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
+    io.KeyMap[ImGuiKey_A] = 'A';
+    io.KeyMap[ImGuiKey_C] = 'C';
+    io.KeyMap[ImGuiKey_V] = 'V';
+    io.KeyMap[ImGuiKey_X] = 'X';
+    io.KeyMap[ImGuiKey_Y] = 'Y';
+    io.KeyMap[ImGuiKey_Z] = 'Z';
+
+    io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;  // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
+    io.ImeWindowHandle = g_hWnd;
+
+    return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+    ImGui_ImplDX11_InvalidateDeviceObjects();
+    ImGui::Shutdown();
+    g_pd3dDevice = NULL;
+    g_pd3dDeviceContext = NULL;
+    g_hWnd = (HWND)0;
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+    if (!g_pVB)
+        ImGui_ImplDX11_CreateDeviceObjects();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup display size (every frame to accommodate for window resizing)
+    RECT rect;
+    GetClientRect(g_hWnd, &rect);
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
+
+    // Setup time step
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
+    io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
+    g_Time = current_time;
+
+    // Read keyboard modifiers inputs
+    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
+    io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
+    io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
+    // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
+    // io.MousePos : filled by WM_MOUSEMOVE events
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Hide OS mouse cursor if ImGui is drawing it
+    SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 23 - 0
examples/directx10_example/imgui_impl_dx11.h

@@ -0,0 +1,23 @@
+// ImGui Win32 + DirectX11 binding
+// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
+// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
+// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+IMGUI_API bool        ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+IMGUI_API void        ImGui_ImplDX11_Shutdown();
+IMGUI_API void        ImGui_ImplDX11_NewFrame();
+
+// Use if you want to reset your rendering device without losing ImGui state.
+IMGUI_API void        ImGui_ImplDX11_InvalidateDeviceObjects();
+IMGUI_API bool        ImGui_ImplDX11_CreateDeviceObjects();
+
+// Handler for Win32 messages, update mouse/keyboard data.
+// You may or not need this for your implementation, but it can serve as reference for handling inputs.
+// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT   ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/

+ 225 - 0
examples/directx10_example/main.cpp

@@ -0,0 +1,225 @@
+// ImGui - standalone example application for DirectX 10
+
+#include <imgui.h>
+#include "imgui_impl_dx10.h"
+#include <d3d10_1.h>
+#include <d3d10.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+#include <tchar.h>
+
+// Data
+static ID3D10Device*            g_pd3dDevice = NULL;
+static IDXGISwapChain*          g_pSwapChain = NULL;
+static ID3D10RenderTargetView*  g_mainRenderTargetView = NULL;
+
+void CreateRenderTarget()
+{
+    DXGI_SWAP_CHAIN_DESC sd;
+    g_pSwapChain->GetDesc(&sd);
+
+    // Create the render target
+    ID3D10Texture2D* pBackBuffer;               
+    D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
+    ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
+    render_target_view_desc.Format = sd.BufferDesc.Format;
+    render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
+    g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
+    g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+    g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+    pBackBuffer->Release();
+}
+
+void CleanupRenderTarget()
+{
+    if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
+}
+
+HRESULT CreateDeviceD3D(HWND hWnd)
+{
+    // Setup swap chain
+    DXGI_SWAP_CHAIN_DESC sd;
+    {
+        ZeroMemory(&sd, sizeof(sd));
+        sd.BufferCount = 2;
+        sd.BufferDesc.Width = 0;
+        sd.BufferDesc.Height = 0;
+        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+        sd.BufferDesc.RefreshRate.Numerator = 60;
+        sd.BufferDesc.RefreshRate.Denominator = 1;
+        sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
+        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+        sd.OutputWindow = hWnd;
+        sd.SampleDesc.Count = 1;
+        sd.SampleDesc.Quality = 0;
+        sd.Windowed = TRUE;
+        sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
+    }
+
+    UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+    createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
+#endif
+    D3D_FEATURE_LEVEL featureLevel;
+    const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_10_1, };
+    if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
+        return E_FAIL;
+
+    // Setup rasterizer
+    {
+        D3D10_RASTERIZER_DESC RSDesc;
+        memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
+        RSDesc.FillMode = D3D10_FILL_SOLID;
+        RSDesc.CullMode = D3D10_CULL_NONE;
+        RSDesc.FrontCounterClockwise = FALSE;
+        RSDesc.DepthBias = 0;
+        RSDesc.SlopeScaledDepthBias = 0.0f;
+        RSDesc.DepthBiasClamp = 0;
+        RSDesc.DepthClipEnable = TRUE;
+        RSDesc.ScissorEnable = TRUE;
+        RSDesc.AntialiasedLineEnable = FALSE;
+        RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
+
+        ID3D10RasterizerState* pRState = NULL;
+        g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
+        g_pd3dDevice->RSSetState(pRState);
+        pRState->Release();
+    }
+
+    CreateRenderTarget();
+
+    return S_OK;
+}
+
+void CleanupDeviceD3D()
+{
+    CleanupRenderTarget();
+    if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
+    if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
+}
+
+extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+    if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
+    switch (msg)
+    {
+    case WM_SIZE:
+        if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
+        {
+            ImGui_ImplDX10_InvalidateDeviceObjects();
+            CleanupRenderTarget();
+            g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
+            CreateRenderTarget();
+            ImGui_ImplDX10_CreateDeviceObjects();
+        }
+        return 0;
+    case WM_SYSCOMMAND:
+        if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+            return 0;
+        break;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+int main(int, char**)
+{
+    // Create application window
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
+    RegisterClassEx(&wc);
+    HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    // Initialize Direct3D
+    if (CreateDeviceD3D(hwnd) < 0)
+    {
+        CleanupDeviceD3D();
+        UnregisterClass(_T("ImGui Example"), wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
+
+    // Setup ImGui binding
+    ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
+
+    // Load Fonts
+    // (see extra_fonts/README.txt for more details)
+    //ImGuiIO& io = ImGui::GetIO();
+    //io.Fonts->AddFontDefault();
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
+    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+
+    // Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
+    //static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
+    //ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
+    //io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
+
+    bool show_test_window = true;
+    bool show_another_window = false;
+    ImVec4 clear_col = ImColor(114, 144, 154);
+
+    // Main loop
+    MSG msg;
+    ZeroMemory(&msg, sizeof(msg));
+    while (msg.message != WM_QUIT)
+    {
+        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+        {
+            TranslateMessage(&msg);
+            DispatchMessage(&msg);
+            continue;
+        }
+        ImGui_ImplDX10_NewFrame();
+
+        // 1. Show a simple window
+        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
+        {
+            static float f = 0.0f;
+            ImGui::Text("Hello, world!");
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+            ImGui::ColorEdit3("clear color", (float*)&clear_col);
+            if (ImGui::Button("Test Window")) show_test_window ^= 1;
+            if (ImGui::Button("Another Window")) show_another_window ^= 1;
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+        }
+
+        // 2. Show another simple window, this time using an explicit Begin/End pair
+        if (show_another_window)
+        {
+            ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
+            ImGui::Begin("Another Window", &show_another_window);
+            ImGui::Text("Hello");
+            ImGui::End();
+        }
+
+        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
+        if (show_test_window)
+        {
+            ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);     // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
+            ImGui::ShowTestWindow(&show_test_window);
+        }
+
+        // Rendering
+        g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+        ImGui::Render();
+        g_pSwapChain->Present(0, 0);
+    }
+
+    ImGui_ImplDX10_Shutdown();
+    CleanupDeviceD3D();
+    UnregisterClass(_T("ImGui Example"), wc.hInstance);
+
+    return 0;
+}

+ 10 - 0
examples/imgui_examples_msvc2010.sln

@@ -9,6 +9,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "direct
 EndProject
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
 EndProject
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx10_example", "directx10_example\directx10_example.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
 		Debug|Win32 = Debug|Win32
@@ -49,6 +51,14 @@ Global
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
 		{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
+		{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 		HideSolutionNode = FALSE