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Added DirectX11 example application (code is too long!)

ocornut 10 years ago
parent
commit
9e16317382

+ 82 - 0
examples/directx11_example/directx11_example.vcxproj

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+<?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="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <PropertyGroup Label="Globals">
+    <ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
+    <RootNamespace>directx11_example</RootNamespace>
+  </PropertyGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>true</UseDebugLibraries>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v110</PlatformToolset>
+  </PropertyGroup>
+  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
+    <ConfigurationType>Application</ConfigurationType>
+    <UseDebugLibraries>false</UseDebugLibraries>
+    <WholeProgramOptimization>true</WholeProgramOptimization>
+    <CharacterSet>MultiByte</CharacterSet>
+    <PlatformToolset>v110</PlatformToolset>
+  </PropertyGroup>
+  <Import Project="$(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 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>
+  <PropertyGroup Label="UserMacros" />
+  <PropertyGroup />
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>Disabled</Optimization>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
+    <ClCompile>
+      <WarningLevel>Level3</WarningLevel>
+      <Optimization>MaxSpeed</Optimization>
+      <FunctionLevelLinking>true</FunctionLevelLinking>
+      <IntrinsicFunctions>true</IntrinsicFunctions>
+    </ClCompile>
+    <Link>
+      <GenerateDebugInformation>true</GenerateDebugInformation>
+      <EnableCOMDATFolding>true</EnableCOMDATFolding>
+      <OptimizeReferences>true</OptimizeReferences>
+      <AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
+    </Link>
+  </ItemDefinitionGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\imconfig.h" />
+    <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="..\..\stb_textedit.h" />
+    <ClInclude Include="..\shared\stb_image.h" />
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="main.cpp" />
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\LICENSE" />
+  </ItemGroup>
+  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+  <ImportGroup Label="ExtensionTargets">
+  </ImportGroup>
+</Project>

+ 38 - 0
examples/directx11_example/directx11_example.vcxproj.filters

@@ -0,0 +1,38 @@
+<?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="..\..\stb_textedit.h">
+      <Filter>imgui</Filter>
+    </ClInclude>
+    <ClInclude Include="..\shared\stb_image.h">
+      <Filter>sources</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\imgui.cpp">
+      <Filter>imgui</Filter>
+    </ClCompile>
+    <ClCompile Include="main.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
+  </ItemGroup>
+  <ItemGroup>
+    <None Include="..\..\LICENSE">
+      <Filter>imgui</Filter>
+    </None>
+  </ItemGroup>
+</Project>

+ 627 - 0
examples/directx11_example/main.cpp

@@ -0,0 +1,627 @@
+#include <windows.h>
+#include <imm.h>
+#define STB_IMAGE_IMPLEMENTATION
+#include "../shared/stb_image.h"    // for .png loading
+#include "../../imgui.h"
+
+// DirectX
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#define DIRECTINPUT_VERSION 0x0800
+#include <dinput.h>
+
+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup
+
+extern const char* vertexShader;    // Implemented at the bottom
+extern const char* pixelShader;
+
+static HWND						hWnd;
+static ID3D11Device*			g_pd3dDevice = NULL;
+static ID3D11DeviceContext*		g_pd3dDeviceImmediateContext = NULL;
+static IDXGISwapChain*			g_pSwapChain = NULL;
+static ID3D11Buffer*			g_pVB = NULL;
+static ID3D11RenderTargetView*	g_mainRenderTargetView;
+
+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 ID3D11ShaderResourceView*g_pFontTextureView = NULL;
+static ID3D11SamplerState*		g_pFontSampler = NULL;
+static ID3D11BlendState*		g_blendState = NULL;
+
+struct CUSTOMVERTEX
+{
+    float        pos[2];
+	float        uv[2];
+	unsigned int col;
+};
+
+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)
+// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
+static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    size_t total_vtx_count = 0;
+    for (int n = 0; n < cmd_lists_count; n++)
+        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
+    if (total_vtx_count == 0)
+        return;
+
+    // Copy and convert all vertices into a single contiguous buffer
+	D3D11_MAPPED_SUBRESOURCE mappedResource;
+	if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
+		return;
+	CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        const ImDrawList* cmd_list = cmd_lists[n];
+        const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
+        for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
+        {
+			vtx_dst->pos[0] = vtx_src->pos.x;
+			vtx_dst->pos[1] = vtx_src->pos.y;
+			vtx_dst->uv[0] = vtx_src->uv.x;
+			vtx_dst->uv[1] = vtx_src->uv.y;
+			vtx_dst->col = vtx_src->col;
+            vtx_dst++;
+            vtx_src++;
+        }
+    }
+	g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
+
+	// Setup orthographic projection matrix into our constant buffer
+	{
+		D3D11_MAPPED_SUBRESOURCE mappedResource;
+		if (g_pd3dDeviceImmediateContext->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 = 0.5f;
+		const float R = ImGui::GetIO().DisplaySize.x + 0.5f;
+		const float B = ImGui::GetIO().DisplaySize.y + 0.5f;
+		const float T = 0.5f;
+		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 },  // -1.0f
+			{ (R+L)/(L-R),	(T+B)/(B-T),	0.5f,	    1.0f },  // 0.0f
+		};
+		memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
+		g_pd3dDeviceImmediateContext->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_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
+	}
+
+	// Bind shader and vertex buffers
+	g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
+	unsigned int stride = sizeof(CUSTOMVERTEX);
+	unsigned int offset = 0;
+	g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+	g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+	g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
+	g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
+
+	g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
+	g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
+	g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
+
+	// Setup render state
+	const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
+	const UINT sampleMask = 0xffffffff;
+	g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask);
+
+    // Render command lists
+    int vtx_offset = 0;
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        // Render command list
+        const ImDrawList* cmd_list = cmd_lists[n];
+		for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
+		{
+			const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
+			const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
+			g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);	
+			g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
+            vtx_offset += pcmd->vtx_count;
+        }
+    }
+
+	// Restore modified state
+	g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
+	g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
+	g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
+}
+
+HRESULT InitD3D(HWND hWnd)
+{
+	IDXGIFactory1* pFactory = NULL;
+	CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory);
+
+	DXGI_SWAP_CHAIN_DESC sd;
+	// Setup the swap chain
+	{
+		// Setup swap chain
+		ZeroMemory(&sd, sizeof(sd));
+
+		sd.BufferCount = 2;
+		sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
+		sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
+		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 |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+	D3D_FEATURE_LEVEL featureLevel;
+	const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
+	if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
+		return E_FAIL;
+
+	// Setup rasterizer
+	{
+		D3D11_RASTERIZER_DESC RSDesc;
+		memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
+		RSDesc.FillMode = D3D11_FILL_SOLID;
+		RSDesc.CullMode = D3D11_CULL_NONE;
+		RSDesc.FrontCounterClockwise = FALSE;
+		RSDesc.DepthBias = 0;
+		RSDesc.SlopeScaledDepthBias = 0.0f;
+		RSDesc.DepthBiasClamp = 0;
+		RSDesc.DepthClipEnable = TRUE;
+		RSDesc.ScissorEnable = TRUE;
+		RSDesc.AntialiasedLineEnable = FALSE;
+		if (sd.SampleDesc.Count > 1)
+			RSDesc.MultisampleEnable = TRUE;
+		else
+			RSDesc.MultisampleEnable = FALSE;
+
+		ID3D11RasterizerState* g_pRState = NULL;
+		g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState);
+		g_pd3dDeviceImmediateContext->RSSetState(g_pRState);
+	}
+
+	// Create the render target
+	{
+		ID3D11Texture2D* g_pBackBuffer;				
+		D3D11_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 = D3D11_RTV_DIMENSION_TEXTURE2D;
+
+		g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer);
+		g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
+
+		g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+	}
+
+
+	// Create the vertex shader
+	{
+		ID3D10Blob * pErrorBlob;
+		D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob);
+
+		if (g_pVertexShaderBlob == NULL)
+		{
+			const char* pError = (const char*)pErrorBlob->GetBufferPointer();
+			pErrorBlob->Release();
+			return E_FAIL;
+		}
+
+		if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
+			return E_FAIL;
+
+		if (pErrorBlob)
+			pErrorBlob->Release();
+
+		// Create the input layout
+		D3D11_INPUT_ELEMENT_DESC localLayout[] = {
+			{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+			{ "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM,     0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
+			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,       0, (size_t)(&((CUSTOMVERTEX*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
+		};
+
+		if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
+			return E_FAIL;
+
+		// 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
+	{
+		ID3D10Blob * pErrorBlob;
+		D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob);
+
+		if (g_pPixelShaderBlob == NULL)
+		{
+			const char* pError = (const char*)pErrorBlob->GetBufferPointer();
+			pErrorBlob->Release();
+			return E_FAIL;
+		}
+
+		if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
+			return E_FAIL;
+
+		if (pErrorBlob)
+			pErrorBlob->Release();
+	}
+
+	// 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_blendState);
+	}
+
+	return S_OK;
+}
+
+LRESULT WINAPI MsgProc(HWND 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_MOUSEWHEEL:
+		io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
+        return true;
+    case WM_MOUSEMOVE:
+        // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16); 
+        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;
+    case WM_DESTROY:
+        PostQuitMessage(0);
+        return 0;
+    }
+    return DefWindowProc(hWnd, msg, wParam, lParam);
+}
+
+// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
+static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
+{
+    if (HIMC himc = ImmGetContext(hWnd))
+    {
+        COMPOSITIONFORM cf;
+        cf.ptCurrentPos.x = x;
+        cf.ptCurrentPos.y = y;
+        cf.dwStyle = CFS_FORCE_POSITION;
+        ImmSetCompositionWindow(himc, &cf);
+    }
+}
+
+void InitImGui()
+{
+    RECT rect;
+    GetClientRect(hWnd, &rect);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));  // Display size, in pixels. For clamping windows positions.
+    io.DeltaTime = 1.0f/60.0f;                                                                  // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
+    io.PixelCenterOffset = 0.0f;                                                                // Align Direct3D Texels
+    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_UP;
+    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 = ImImpl_RenderDrawLists;
+	io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
+
+	// Create the vertex buffer
+	{
+		D3D11_BUFFER_DESC bufferDesc;
+		memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+
+		bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+		bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
+		bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+		bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+		bufferDesc.MiscFlags = 0;
+
+		if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+		{
+			IM_ASSERT(0);
+			return;
+		}
+	}
+
+    // Load font texture
+	// Default font (embedded in code)
+	const void* png_data;
+	unsigned int png_size;
+	ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
+	int tex_x, tex_y, tex_comp;
+	void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
+	IM_ASSERT(tex_data != NULL);
+
+	{
+		D3D11_TEXTURE2D_DESC desc;
+		ZeroMemory(&desc, sizeof(desc));
+		desc.Width = tex_x;
+		desc.Height = tex_y;
+		desc.MipLevels = 1;
+		desc.ArraySize = 1;
+		desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+		desc.SampleDesc.Count = 1;
+		desc.Usage = D3D11_USAGE_DEFAULT;
+		desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+		desc.CPUAccessFlags = 0;
+
+		ID3D11Texture2D *pTexture = NULL;
+		D3D11_SUBRESOURCE_DATA subResource;
+		subResource.pSysMem = tex_data;
+		subResource.SysMemPitch = tex_x * 4;
+		subResource.SysMemSlicePitch = 0;
+		g_pd3dDevice->CreateTexture2D(&desc, &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 = desc.MipLevels;
+		srvDesc.Texture2D.MostDetailedMip = 0;
+		g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
+	}
+
+	// create texture sampler
+	{
+		D3D11_SAMPLER_DESC desc;
+		ZeroMemory(&desc, sizeof(desc));
+		desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+		desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+		desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+		desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+		desc.MipLODBias = 0.f;
+		desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+		desc.MinLOD = 0.f;
+		desc.MaxLOD = 0.f;
+		g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
+	}
+}
+
+INT64 ticks_per_second = 0;
+INT64 time = 0;
+
+void UpdateImGui()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Setup timestep
+    INT64 current_time;
+    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
+    io.DeltaTime = (float)(current_time - time) / ticks_per_second;
+    time = current_time;
+
+    // Setup inputs
+    // (we already got mouse position, buttons, wheel from the window message callback)
+    BYTE keystate[256];
+    GetKeyboardState(keystate);
+    for (int i = 0; i < 256; i++)
+        io.KeysDown[i] = (keystate[i] & 0x80) != 0;
+    io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
+    io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
+    // io.MousePos : filled by WM_MOUSEMOVE event
+    // io.MouseDown : filled by WM_*BUTTON* events
+    // io.MouseWheel : filled by WM_MOUSEWHEEL events
+
+    // Start the frame
+    ImGui::NewFrame();
+}
+
+int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
+{
+    // Register the window class
+    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "ImGui Example", NULL };
+    RegisterClassEx(&wc);
+
+    // Create the application's window
+    hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
+        return 1;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
+        return 1;
+
+    // Initialize Direct3D
+    if (InitD3D(hWnd) < 0)
+    {
+        UnregisterClass("ImGui Example", wc.hInstance);
+        return 1;
+    }
+
+    // Show the window
+    ShowWindow(hWnd, SW_SHOWDEFAULT);
+    UpdateWindow(hWnd);
+
+    InitImGui();
+
+    // Enter the message 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;
+        }
+        
+        UpdateImGui();
+
+        static bool show_test_window = true;
+        static bool show_another_window = false;
+
+        // 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;
+            ImGui::Text("Hello, world!");
+            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
+            show_test_window ^= ImGui::Button("Test Window");
+            show_another_window ^= ImGui::Button("Another Window");
+
+            // Calculate and show frame rate
+            static float ms_per_frame[120] = { 0 };
+            static int ms_per_frame_idx = 0;
+            static float ms_per_frame_accum = 0.0f;
+            ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
+            ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
+            ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
+            ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
+            const float ms_per_frame_avg = ms_per_frame_accum / 120;
+            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
+        }
+
+        // 2. Show another simple window, this time using an explicit Begin/End pair
+        if (show_another_window)
+        {
+            ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
+            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::SetNewWindowDefaultPos(ImVec2(650, 20));     // 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
+		float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
+		g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
+        ImGui::Render();
+		g_pSwapChain->Present(0, 0);
+    }
+
+    ImGui::Shutdown();
+
+    UnregisterClass("ImGui Example", wc.hInstance);
+    return 0;
+}
+
+static const char* vertexShader = "\
+cbuffer vertexBuffer : register(c0) \
+{\
+	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;\
+}";
+
+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 = texture0.Sample(sampler0, input.uv);\
+	return input.col * out_col;\
+}";

+ 2 - 2
examples/directx9_example/directx9_example.vcxproj

@@ -46,7 +46,7 @@
     <Link>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <GenerateDebugInformation>true</GenerateDebugInformation>
       <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
-      <AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
+      <AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>
       <SubSystem>
       </SubSystem>
       </SubSystem>
     </Link>
     </Link>
@@ -64,7 +64,7 @@
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <EnableCOMDATFolding>true</EnableCOMDATFolding>
       <OptimizeReferences>true</OptimizeReferences>
       <OptimizeReferences>true</OptimizeReferences>
       <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
       <AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
-      <AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
+      <AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
       <SubSystem>
       <SubSystem>
       </SubSystem>
       </SubSystem>
     </Link>
     </Link>

+ 14 - 14
examples/directx9_example/main.cpp

@@ -1,23 +1,24 @@
 #include <windows.h>
 #include <windows.h>
 #include <imm.h>
 #include <imm.h>
-#include <mmsystem.h>
+#include "../../imgui.h"
+
+// DirectX
 #include <d3dx9.h>
 #include <d3dx9.h>
 #define DIRECTINPUT_VERSION 0x0800
 #define DIRECTINPUT_VERSION 0x0800
 #include <dinput.h>
 #include <dinput.h>
-#include "../../imgui.h"
 
 
 #pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup
 #pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup
 
 
-static HWND hWnd;
+static HWND                    hWnd;
 static LPDIRECT3D9             g_pD3D = NULL;       // Used to create the D3DDevice
 static LPDIRECT3D9             g_pD3D = NULL;       // Used to create the D3DDevice
 static LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
 static LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
 static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;        // Buffer to hold vertices
 static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;        // Buffer to hold vertices
 static LPDIRECT3DTEXTURE9      g_pTexture = NULL;   // Our texture
 static LPDIRECT3DTEXTURE9      g_pTexture = NULL;   // Our texture
 struct CUSTOMVERTEX
 struct CUSTOMVERTEX
 {
 {
-    D3DXVECTOR3 position;
-    D3DCOLOR    color;
-    float       tu, tv;
+    D3DXVECTOR3 pos;
+    D3DCOLOR    col;
+	D3DXVECTOR2 uv;
 };
 };
 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
 
 
@@ -43,12 +44,12 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
         const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
         const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
         for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
         for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
         {
         {
-            vtx_dst->position.x = vtx_src->pos.x;
-            vtx_dst->position.y = vtx_src->pos.y;
-            vtx_dst->position.z = 0.0f;
-            vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
-            vtx_dst->tu = vtx_src->uv.x;
-            vtx_dst->tv = vtx_src->uv.y;
+            vtx_dst->pos.x = vtx_src->pos.x;
+            vtx_dst->pos.y = vtx_src->pos.y;
+            vtx_dst->pos.z = 0.0f;
+            vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16);     // RGBA --> ARGB for DirectX9
+			vtx_dst->uv.x = vtx_src->uv.x;
+			vtx_dst->uv.y = vtx_src->uv.y;
             vtx_dst++;
             vtx_dst++;
             vtx_src++;
             vtx_src++;
         }
         }
@@ -154,7 +155,6 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
         io.MouseDown[1] = false; 
         io.MouseDown[1] = false; 
         return true;
         return true;
     case WM_MOUSEWHEEL:
     case WM_MOUSEWHEEL:
-        // Mouse wheel uses integer on Windows
         io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
         io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
         return true;
         return true;
     case WM_MOUSEMOVE:
     case WM_MOUSEMOVE:
@@ -320,7 +320,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
             show_test_window ^= ImGui::Button("Test Window");
             show_test_window ^= ImGui::Button("Test Window");
             show_another_window ^= ImGui::Button("Another Window");
             show_another_window ^= ImGui::Button("Another Window");
 
 
-            // Calculate and show framerate
+            // Calculate and show frame rate
             static float ms_per_frame[120] = { 0 };
             static float ms_per_frame[120] = { 0 };
             static int ms_per_frame_idx = 0;
             static int ms_per_frame_idx = 0;
             static float ms_per_frame_accum = 0.0f;
             static float ms_per_frame_accum = 0.0f;

+ 6 - 0
examples/imgui_examples_msvc2010.sln

@@ -5,6 +5,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_ex
 EndProject
 EndProject
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
 Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
 EndProject
 EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
+EndProject
 Global
 Global
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 		Debug|Win32 = Debug|Win32
 		Debug|Win32 = Debug|Win32
@@ -19,6 +21,10 @@ Global
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
 		{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
+		{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
 	EndGlobalSection
 	EndGlobalSection
 	GlobalSection(SolutionProperties) = preSolution
 	GlobalSection(SolutionProperties) = preSolution
 		HideSolutionNode = FALSE
 		HideSolutionNode = FALSE

+ 5 - 5
examples/opengl_example/main.cpp

@@ -4,7 +4,7 @@
 #include <Imm.h>
 #include <Imm.h>
 #endif
 #endif
 #define STB_IMAGE_IMPLEMENTATION
 #define STB_IMAGE_IMPLEMENTATION
-#include "stb_image.h"                  // for .png loading
+#include "../shared/stb_image.h"        // for .png loading
 #include "../../imgui.h"
 #include "../../imgui.h"
 
 
 // glew & glfw
 // glew & glfw
@@ -77,11 +77,11 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
             vtx_offset += pcmd->vtx_count;
             vtx_offset += pcmd->vtx_count;
         }
         }
     }
     }
-    glDisableClientState(GL_COLOR_ARRAY);
+
+	// Restore modified state
+	glDisableClientState(GL_COLOR_ARRAY);
     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
     glDisableClientState(GL_VERTEX_ARRAY);
     glDisableClientState(GL_VERTEX_ARRAY);
-
-    // Restore modified state
     glMatrixMode(GL_MODELVIEW);
     glMatrixMode(GL_MODELVIEW);
     glPopMatrix();
     glPopMatrix();
     glMatrixMode(GL_PROJECTION);
     glMatrixMode(GL_PROJECTION);
@@ -294,7 +294,7 @@ int main(int argc, char** argv)
             show_test_window ^= ImGui::Button("Test Window");
             show_test_window ^= ImGui::Button("Test Window");
             show_another_window ^= ImGui::Button("Another Window");
             show_another_window ^= ImGui::Button("Another Window");
 
 
-            // Calculate and show framerate
+            // Calculate and show frame rate
             static float ms_per_frame[120] = { 0 };
             static float ms_per_frame[120] = { 0 };
             static int ms_per_frame_idx = 0;
             static int ms_per_frame_idx = 0;
             static float ms_per_frame_accum = 0.0f;
             static float ms_per_frame_accum = 0.0f;

+ 1 - 1
examples/opengl_example/opengl_example.vcxproj

@@ -75,7 +75,7 @@
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\imgui.h" />
     <ClInclude Include="..\..\stb_textedit.h" />
     <ClInclude Include="..\..\stb_textedit.h" />
-    <ClInclude Include="stb_image.h" />
+    <ClInclude Include="..\shared\stb_image.h" />
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <None Include="..\..\LICENSE" />
     <None Include="..\..\LICENSE" />

+ 3 - 3
examples/opengl_example/opengl_example.vcxproj.filters

@@ -18,9 +18,6 @@
     </ClCompile>
     </ClCompile>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
-    <ClInclude Include="stb_image.h">
-      <Filter>sources</Filter>
-    </ClInclude>
     <ClInclude Include="..\..\imconfig.h">
     <ClInclude Include="..\..\imconfig.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
@@ -30,6 +27,9 @@
     <ClInclude Include="..\..\stb_textedit.h">
     <ClInclude Include="..\..\stb_textedit.h">
       <Filter>imgui</Filter>
       <Filter>imgui</Filter>
     </ClInclude>
     </ClInclude>
+    <ClInclude Include="..\shared\stb_image.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   </ItemGroup>
   <ItemGroup>
   <ItemGroup>
     <None Include="..\..\LICENSE">
     <None Include="..\..\LICENSE">

+ 3 - 0
examples/shared/README.txt

@@ -0,0 +1,3 @@
+stb_image.h is used to load the PNG texture data by
+	opengl_example
+	directx11_example

+ 0 - 0
examples/opengl_example/stb_image.h → examples/shared/stb_image.h