Bladeren bron

Examples: Refactored directx11_example to be easier to copy & paste into user application.

ocornut 10 jaren geleden
bovenliggende
commit
b4165c43ff

+ 4 - 2
examples/directx11_example/directx11_example.vcxproj

@@ -48,7 +48,7 @@
     <ClCompile>
       <WarningLevel>Level3</WarningLevel>
       <Optimization>Disabled</Optimization>
-      <AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -63,7 +63,7 @@
       <Optimization>MaxSpeed</Optimization>
       <FunctionLevelLinking>true</FunctionLevelLinking>
       <IntrinsicFunctions>true</IntrinsicFunctions>
-      <AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
+      <AdditionalIncludeDirectories>..\..;$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
     </ClCompile>
     <Link>
       <GenerateDebugInformation>true</GenerateDebugInformation>
@@ -77,9 +77,11 @@
   <ItemGroup>
     <ClInclude Include="..\..\imconfig.h" />
     <ClInclude Include="..\..\imgui.h" />
+    <ClInclude Include="imgui_impl_dx11.h" />
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp" />
+    <ClCompile Include="imgui_impl_dx11.cpp" />
     <ClCompile Include="main.cpp" />
   </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

+ 6 - 0
examples/directx11_example/directx11_example.vcxproj.filters

@@ -15,6 +15,9 @@
     <ClInclude Include="..\..\imgui.h">
       <Filter>imgui</Filter>
     </ClInclude>
+    <ClInclude Include="imgui_impl_dx11.h">
+      <Filter>sources</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <ClCompile Include="..\..\imgui.cpp">
@@ -23,5 +26,8 @@
     <ClCompile Include="main.cpp">
       <Filter>sources</Filter>
     </ClCompile>
+    <ClCompile Include="imgui_impl_dx11.cpp">
+      <Filter>sources</Filter>
+    </ClCompile>
   </ItemGroup>
 </Project>

+ 447 - 0
examples/directx11_example/imgui_impl_dx11.cpp

@@ -0,0 +1,447 @@
+// ImGui Win32 + DirectX11 binding
+// 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 bool                     g_FontTextureLoaded = false;
+
+static ID3D11Device*            g_pd3dDevice = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = NULL;
+static ID3D11Buffer*            g_pVB = 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 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)
+static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
+{
+    // Copy and convert all vertices into a single contiguous buffer
+    D3D11_MAPPED_SUBRESOURCE mappedResource;
+    if (g_pd3dDeviceContext->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_pd3dDeviceContext->Unmap(g_pVB, 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(CUSTOMVERTEX);
+    unsigned int offset = 0;
+    g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
+    g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
+    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_blendState, blendFactor, 0xffffffff);
+
+    // Render command lists
+    int vtx_offset = 0;
+    for (int n = 0; n < cmd_lists_count; n++)
+    {
+        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_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
+            g_pd3dDeviceContext->RSSetScissorRects(1, &r); 
+            g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
+            vtx_offset += pcmd->vtx_count;
+        }
+    }
+
+    // Restore modified state
+    g_pd3dDeviceContext->IASetInputLayout(NULL);
+    g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
+    g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
+}
+
+LRESULT ImGui_ImplDX11_WndProcHandler(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:
+        io.MousePos.x = (signed short)(lParam);
+        io.MousePos.y = (signed short)(lParam >> 16); 
+        return true;
+    case WM_KEYDOWN:
+        if (wParam >= 0 && wParam < 256)
+            io.KeysDown[wParam] = 1;
+        return true;
+    case WM_KEYUP:
+        if (wParam >= 0 && 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;
+}
+
+void ImGui_ImplDX11_InitFontsTexture()
+{
+    ImGuiIO& io = ImGui::GetIO();
+
+    // Build
+    unsigned char* pixels;
+    int width, height;
+    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
+
+    // Create DX11 texture
+    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;
+    ID3D11ShaderResourceView* font_texture_view = NULL;
+    g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
+    pTexture->Release();
+
+    // Store our identifier
+    io.Fonts->TexID = (void *)font_texture_view;
+
+    // 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);
+}
+
+static bool InitDirect3DState()
+{
+    // Create the vertex shader
+    {
+        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;\
+            }";
+
+        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_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_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 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_5_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_blendState);
+    }
+
+    // Create the vertex buffer
+    {
+        D3D11_BUFFER_DESC bufferDesc;
+        memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+        bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+        bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
+        bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+        bufferDesc.MiscFlags = 0;
+        if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
+            return false;
+    }
+
+    return true;
+}
+
+bool    ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
+{
+    g_pd3dDevice = device;
+    g_pd3dDeviceContext = device_context;
+
+    if (!InitDirect3DState())
+    {
+        IM_ASSERT(0);
+        return false;
+    }
+
+    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond)) 
+        return false;
+    if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
+        return false;
+
+    // FIXME: resizing
+    RECT rect;
+    GetClientRect((HWND)hwnd, &rect);
+    int display_w = (int)(rect.right - rect.left);
+    int display_h = (int)(rect.bottom - rect.top);
+
+    ImGuiIO& io = ImGui::GetIO();
+    io.DisplaySize = ImVec2((float)display_w, (float)display_h);   // Display size, in pixels. For clamping windows positions.
+    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 = ImGui_ImplDX11_RenderDrawLists;
+    io.ImeWindowHandle = hwnd;
+
+    return true;
+}
+
+void ImGui_ImplDX11_Shutdown()
+{
+    if (g_pd3dDeviceContext) g_pd3dDeviceContext->ClearState();
+
+    if (g_pFontSampler) g_pFontSampler->Release();
+    if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
+        font_texture_view->Release();
+    if (g_pVB) g_pVB->Release();
+
+    if (g_blendState) g_blendState->Release(); 
+    if (g_pPixelShader) g_pPixelShader->Release();
+    if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
+    if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
+    if (g_pInputLayout) g_pInputLayout->Release();
+    if (g_pVertexShader) g_pVertexShader->Release();
+    if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
+
+    ImGui::Shutdown();
+}
+
+void ImGui_ImplDX11_NewFrame()
+{
+    if (!g_FontTextureLoaded)
+        ImGui_ImplDX11_InitFontsTexture();
+
+    ImGuiIO& io = ImGui::GetIO();
+
+    // 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.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
+
+    // Start the frame
+    ImGui::NewFrame();
+}

+ 17 - 0
examples/directx11_example/imgui_impl_dx11.h

@@ -0,0 +1,17 @@
+// ImGui Win32 + DirectX11 binding
+// https://github.com/ocornut/imgui
+
+struct ID3D11Device;
+struct ID3D11DeviceContext;
+
+bool        ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
+void        ImGui_ImplDX11_InitFontsTexture();
+void        ImGui_ImplDX11_Shutdown();
+void        ImGui_ImplDX11_NewFrame();
+
+// 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.
+/*
+extern LRESULT   ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/

+ 35 - 449
examples/directx11_example/main.cpp

@@ -1,147 +1,18 @@
 // ImGui - standalone example application for DirectX 11
+// TODO: Allow resizing the application window.
 
-#include <windows.h>
-#include "../../imgui.h"
-
-// DirectX 11
+#include <imgui.h>
+#include "imgui_impl_dx11.h"
 #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
-
-static HWND                     hWnd;
+// Data
 static ID3D11Device*            g_pd3dDevice = NULL;
-static ID3D11DeviceContext*     g_pd3dDeviceImmediateContext = NULL;
+static ID3D11DeviceContext*     g_pd3dDeviceContext = 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 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)
-static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
-{
-    // 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 = 0.0f;
-        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_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
-    unsigned int stride = sizeof(CUSTOMVERTEX);
-    unsigned int offset = 0;
-    g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
-    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->PSSetSamplers(0, 1, &g_pFontSampler);
-
-    // Setup render state
-    const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
-    g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
-
-    // 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->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
-            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);
-}
+static ID3D11RenderTargetView*  g_mainRenderTargetView = NULL;
 
 HRESULT InitDeviceD3D(HWND hWnd)
 {
@@ -170,7 +41,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
 #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)
+    if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
         return E_FAIL;
 
     // Setup rasterizer
@@ -190,7 +61,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
 
         ID3D11RasterizerState* pRState = NULL;
         g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
-        g_pd3dDeviceImmediateContext->RSSetState(pRState);
+        g_pd3dDeviceContext->RSSetState(pRState);
         pRState->Release();
     }
 
@@ -203,356 +74,70 @@ HRESULT InitDeviceD3D(HWND hWnd)
         render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
         g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
         g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
-        g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
+        g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
         pBackBuffer->Release();
     }
 
-    // Create the vertex shader
-    {
-        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;\
-            }";
-
-        D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_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 E_FAIL;
-        if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
-            return E_FAIL;
-
-        // 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
-    {
-        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_5_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 E_FAIL;
-        if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
-            return E_FAIL;
-    }
-
-    // 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;
 }
 
-void CleanupDevice()
+void CleanupDeviceD3D()
 {
-    if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
-
-    // InitImGui
-    if (g_pFontSampler) g_pFontSampler->Release();
-    if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
-        font_texture_view->Release();
-    if (g_pVB) g_pVB->Release();
-
-    // InitDeviceD3D
-    if (g_blendState) g_blendState->Release(); 
-    if (g_pPixelShader) g_pPixelShader->Release();
-    if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
-    if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
-    if (g_pInputLayout) g_pInputLayout->Release();
-    if (g_pVertexShader) g_pVertexShader->Release();
-    if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
     if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
     if (g_pSwapChain) g_pSwapChain->Release();
-    if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
+    if (g_pd3dDeviceContext) g_pd3dDeviceContext->Release();
     if (g_pd3dDevice) g_pd3dDevice->Release();
 }
 
+extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
 LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 {
-    ImGuiIO& io = ImGui::GetIO();
+    if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
+        return true;
+
     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_KEYDOWN:
-        if (wParam >= 0 && wParam < 256)
-            io.KeysDown[wParam] = 1;
-        return true;
-    case WM_KEYUP:
-        if (wParam >= 0 && 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;
     case WM_DESTROY:
-        CleanupDevice();
         PostQuitMessage(0);
         return 0;
     }
     return DefWindowProc(hWnd, msg, wParam, lParam);
 }
 
-void LoadFontsTexture()
-{
-    // Load one or more font
-    ImGuiIO& io = ImGui::GetIO();
-    //ImFont* my_font1 = io.Fonts->AddFontDefault();
-    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
-    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
-    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
-    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
-
-    // Build
-    unsigned char* pixels;
-    int width, height;
-    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
-
-    // Create texture
-    D3D11_TEXTURE2D_DESC desc;
-    ZeroMemory(&desc, sizeof(desc));
-    desc.Width = width;
-    desc.Height = height;
-    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 = pixels;
-    subResource.SysMemPitch = desc.Width * 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;
-    ID3D11ShaderResourceView* font_texture_view = NULL;
-    g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
-    pTexture->Release();
-
-    // Store our identifier
-    io.Fonts->TexID = (void *)font_texture_view;
-}
-
-void InitImGui()
-{
-    RECT rect;
-    GetClientRect(hWnd, &rect);
-    int display_w = (int)(rect.right - rect.left);
-    int display_h = (int)(rect.bottom - rect.top);
-
-    ImGuiIO& io = ImGui::GetIO();
-    io.DisplaySize = ImVec2((float)display_w, (float)display_h);    // 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 time step is variable)
-    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.ImeWindowHandle = hWnd;
-
-    // Create the vertex buffer
-    {
-        D3D11_BUFFER_DESC bufferDesc;
-        memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
-        bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-        bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
-        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 fonts
-    LoadFontsTexture();
-
-    // Create texture sampler
-    {
-        D3D11_SAMPLER_DESC desc;
-        ZeroMemory(&desc, sizeof(desc));
-        desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
-        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 last_time = 0;
-
-void UpdateImGui()
-{
-    ImGuiIO& io = ImGui::GetIO();
-
-    // Setup time step
-    INT64 current_time;
-    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
-    io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
-    last_time = current_time;
-
-    // Read keyboard modifiers inputs
-    io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
-    io.KeyShift = (GetKeyState(VK_SHIFT) & 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
-
-    // Start the frame
-    ImGui::NewFrame();
-}
-
 int main(int argc, char** argv)
 {
-    // Register the window class
+    // Create application window
     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
     RegisterClassEx(&wc);
-
-    // Create the application's window
-    hWnd = CreateWindow(L"ImGui Example", L"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 *)&last_time))
-        return 1;
+    HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
 
     // Initialize Direct3D
-    if (InitDeviceD3D(hWnd) < 0)
+    if (InitDeviceD3D(hwnd) < 0)
     {
-        CleanupDevice();
+        CleanupDeviceD3D();
         UnregisterClass(L"ImGui Example", wc.hInstance);
         return 1;
     }
 
     // Show the window
-    ShowWindow(hWnd, SW_SHOWDEFAULT);
-    UpdateWindow(hWnd);
+    ShowWindow(hwnd, SW_SHOWDEFAULT);
+    UpdateWindow(hwnd);
 
-    InitImGui();
+    // Setup ImGui binding
+    ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
+    //ImGuiIO& io = ImGui::GetIO();
+    //ImFont* my_font1 = io.Fonts->AddFontDefault();
+    //ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
+    //ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
+    //ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
+    //ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
+    ImGui_ImplDX11_InitFontsTexture();
 
     bool show_test_window = true;
     bool show_another_window = false;
     ImVec4 clear_col = ImColor(114, 144, 154);
 
-    // Enter the message loop
+    // Main loop
     MSG msg;
     ZeroMemory(&msg, sizeof(msg));
     while (msg.message != WM_QUIT)
@@ -563,7 +148,7 @@ int main(int argc, char** argv)
             DispatchMessage(&msg);
             continue;
         }
-        UpdateImGui();
+        ImGui_ImplDX11_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"
@@ -593,12 +178,13 @@ int main(int argc, char** argv)
         }
 
         // Rendering
-        g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
+        g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
         ImGui::Render();
         g_pSwapChain->Present(0, 0);
     }
 
-    ImGui::Shutdown();
+    ImGui_ImplDX11_Shutdown();
+    CleanupDeviceD3D();
     UnregisterClass(L"ImGui Example", wc.hInstance);
 
     return 0;

+ 1 - 2
examples/directx9_example/imgui_impl_dx9.cpp

@@ -90,7 +90,6 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
     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++)
         {
@@ -184,7 +183,7 @@ bool    ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
     if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
         return false;
 
-    // FIXME
+    // FIXME: resizing
     RECT rect;
     GetClientRect((HWND)hwnd, &rect);
     int display_w = (int)(rect.right - rect.left);

+ 2 - 6
examples/directx9_example/main.cpp

@@ -1,7 +1,6 @@
 // ImGui - standalone example application for DirectX 9
 // TODO: Allow resizing the application window.
 
-#include <windows.h>
 #include <imgui.h>
 #include "imgui_impl_dx9.h"
 #include <d3dx9.h>
@@ -25,11 +24,9 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
 
 int main(int argc, char** argv)
 {
-    // Register the window class
+    // Create application window
     WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
     RegisterClassEx(&wc);
-
-    // Create the application's window
     HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
 
     // Initialize Direct3D
@@ -60,7 +57,7 @@ int main(int argc, char** argv)
     ShowWindow(hwnd, SW_SHOWDEFAULT);
     UpdateWindow(hwnd);
 
-    // ImGui
+    // Setup ImGui binding
     ImGui_ImplDX9_Init(hwnd, pd3dDevice);
     //ImGuiIO& io = ImGui::GetIO();
     //ImFont* my_font1 = io.Fonts->AddFontDefault();
@@ -129,7 +126,6 @@ int main(int argc, char** argv)
     }
 
     ImGui_ImplDX9_Shutdown();
-
     if (pd3dDevice) pd3dDevice->Release();
     if (pD3D) pD3D->Release();
     UnregisterClass(L"ImGui Example", wc.hInstance);