diff --git a/examples/directx10_example/build_win32.bat b/examples/directx10_example/build_win32.bat
new file mode 100644
index 000000000..99500ab8c
--- /dev/null
+++ b/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
+
diff --git a/examples/directx10_example/directx10_example.vcxproj b/examples/directx10_example/directx10_example.vcxproj
new file mode 100644
index 000000000..c4f15c569
--- /dev/null
+++ b/examples/directx10_example/directx10_example.vcxproj
@@ -0,0 +1,159 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {345A953E-A004-4648-B442-DC5F9F11068C}
+ directx10_example
+
+
+
+ Application
+ true
+ Unicode
+
+
+ Application
+ true
+ Unicode
+
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+ Application
+ false
+ true
+ Unicode
+
+
+ Application
+ false
+ true
+ Unicode
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+
+ Level4
+ Disabled
+ ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;
+
+
+ true
+ d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ Disabled
+ ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;
+
+
+ true
+ d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;
+
+
+ true
+ true
+ true
+ d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;
+
+
+ true
+ true
+ true
+ d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)
+ $(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+
\ No newline at end of file
diff --git a/examples/directx10_example/directx10_example.vcxproj.filters b/examples/directx10_example/directx10_example.vcxproj.filters
new file mode 100644
index 000000000..15e924c44
--- /dev/null
+++ b/examples/directx10_example/directx10_example.vcxproj.filters
@@ -0,0 +1,45 @@
+
+
+
+
+ {0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}
+
+
+ {08e36723-ce4f-4cff-9662-c40801cf1acf}
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ imgui
+
+
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/directx10_example/imgui_impl_dx10.cpp b/examples/directx10_example/imgui_impl_dx10.cpp
new file mode 100644
index 000000000..3577e043a
--- /dev/null
+++ b/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
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+
+// 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(D3D10_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 = D3D10_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 *)¤t_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();
+}
diff --git a/examples/directx10_example/imgui_impl_dx10.h b/examples/directx10_example/imgui_impl_dx10.h
new file mode 100644
index 000000000..1aab60284
--- /dev/null
+++ b/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 types. You can copy the extern declaration in your code.
+/*
+IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+*/
diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp
new file mode 100644
index 000000000..9c71da282
--- /dev/null
+++ b/examples/directx10_example/main.cpp
@@ -0,0 +1,225 @@
+// ImGui - standalone example application for DirectX 10
+
+#include
+#include "imgui_impl_dx10.h"
+#include
+#include
+#include
+#define DIRECTINPUT_VERSION 0x0800
+#include
+#include
+
+// 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;
+}
diff --git a/examples/imgui_examples_msvc2010.sln b/examples/imgui_examples_msvc2010.sln
index e8e0bcad1..b7e6a2522 100644
--- a/examples/imgui_examples_msvc2010.sln
+++ b/examples/imgui_examples_msvc2010.sln
@@ -9,6 +9,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "direct
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx10_example", "directx10_example\directx10_example.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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|x64.ActiveCfg = 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
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE