#include #define STB_IMAGE_IMPLEMENTATION #include "../shared/stb_image.h" // for .png loading #include "../../imgui.h" // DirectX #include #include #define DIRECTINPUT_VERSION 0x0800 #include #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); } 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; // 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 *)¤t_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;\ }";