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imgui / examples / directx11_example / main.cpp
#include <windows.h>
#include <imm.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h"    // for .png loading
#include "../../imgui.h"

// DirectX
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>

#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strdup

extern const char* vertexShader;    // Implemented at the bottom
extern const char* pixelShader;

static HWND						hWnd;
static ID3D11Device*			g_pd3dDevice = NULL;
static ID3D11DeviceContext*		g_pd3dDeviceImmediateContext = NULL;
static IDXGISwapChain*			g_pSwapChain = NULL;
static ID3D11Buffer*			g_pVB = NULL;
static ID3D11RenderTargetView*	g_mainRenderTargetView;

static ID3D10Blob *				g_pVertexShaderBlob = NULL;
static ID3D11VertexShader*		g_pVertexShader = NULL;
static ID3D11InputLayout*		g_pInputLayout = NULL;
static ID3D11Buffer*			g_pVertexConstantBuffer = NULL;

static ID3D10Blob *				g_pPixelShaderBlob = NULL;
static ID3D11PixelShader*		g_pPixelShader = NULL;

static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11SamplerState*		g_pFontSampler = NULL;
static ID3D11BlendState*		g_blendState = NULL;

struct CUSTOMVERTEX
{
    float        pos[2];
	float        uv[2];
	unsigned int col;
};

struct VERTEX_CONSTANT_BUFFER
{
	float        mvp[4][4];
};

// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
    size_t total_vtx_count = 0;
    for (int n = 0; n < cmd_lists_count; n++)
        total_vtx_count += cmd_lists[n]->vtx_buffer.size();
    if (total_vtx_count == 0)
        return;

    // Copy and convert all vertices into a single contiguous buffer
	D3D11_MAPPED_SUBRESOURCE mappedResource;
	if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
		return;
	CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
    for (int n = 0; n < cmd_lists_count; n++)
    {
        const ImDrawList* cmd_list = cmd_lists[n];
        const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
        for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
        {
			vtx_dst->pos[0] = vtx_src->pos.x;
			vtx_dst->pos[1] = vtx_src->pos.y;
			vtx_dst->uv[0] = vtx_src->uv.x;
			vtx_dst->uv[1] = vtx_src->uv.y;
			vtx_dst->col = vtx_src->col;
            vtx_dst++;
            vtx_src++;
        }
    }
	g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);

	// Setup orthographic projection matrix into our constant buffer
	{
		D3D11_MAPPED_SUBRESOURCE mappedResource;
		if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
			return;

		VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
		const float L = 0.5f;
		const float R = ImGui::GetIO().DisplaySize.x + 0.5f;
		const float B = ImGui::GetIO().DisplaySize.y + 0.5f;
		const float T = 0.5f;
		const float mvp[4][4] = 
		{
			{ 2.0f/(R-L),	0.0f,			0.0f,		0.0f},
			{ 0.0f,			2.0f/(T-B),		0.0f,		0.0f,},
			{ 0.0f,			0.0f,			0.5f,	    0.0f },  // -1.0f
			{ (R+L)/(L-R),	(T+B)/(B-T),	0.5f,	    1.0f },  // 0.0f
		};
		memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
		g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
	}
	
	// Setup viewport
	{
		D3D11_VIEWPORT vp;
		memset(&vp, 0, sizeof(D3D11_VIEWPORT));
		vp.Width = ImGui::GetIO().DisplaySize.x;
		vp.Height = ImGui::GetIO().DisplaySize.y;
		vp.MinDepth = 0.0f;
		vp.MaxDepth = 1.0f;
		vp.TopLeftX = 0;
		vp.TopLeftY = 0;
		g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
	}

	// Bind shader and vertex buffers
	g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
	unsigned int stride = sizeof(CUSTOMVERTEX);
	unsigned int offset = 0;
	g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
	g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
	g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);

	g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
	g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
	g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);

	// Setup render state
	const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
	const UINT sampleMask = 0xffffffff;
	g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, sampleMask);

    // Render command lists
    int vtx_offset = 0;
    for (int n = 0; n < cmd_lists_count; n++)
    {
        // Render command list
        const ImDrawList* cmd_list = cmd_lists[n];
		for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
		{
			const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
			const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
			g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);	
			g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
            vtx_offset += pcmd->vtx_count;
        }
    }

	// Restore modified state
	g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
	g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
	g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
}

HRESULT InitD3D(HWND hWnd)
{
	IDXGIFactory1* pFactory = NULL;
	CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&pFactory);

	DXGI_SWAP_CHAIN_DESC sd;
	// Setup the swap chain
	{
		// Setup swap chain
		ZeroMemory(&sd, sizeof(sd));

		sd.BufferCount = 2;
		sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
		sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
		sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		sd.BufferDesc.RefreshRate.Numerator = 60;
		sd.BufferDesc.RefreshRate.Denominator = 1;
		sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
		sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		sd.OutputWindow = hWnd;
		sd.SampleDesc.Count = 1;
		sd.SampleDesc.Quality = 0;
		sd.Windowed = TRUE;
		sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
	}

	UINT createDeviceFlags = 0;
#ifdef _DEBUG
	createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
	D3D_FEATURE_LEVEL featureLevel;
	const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
	if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
		return E_FAIL;

	// Setup rasterizer
	{
		D3D11_RASTERIZER_DESC RSDesc;
		memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
		RSDesc.FillMode = D3D11_FILL_SOLID;
		RSDesc.CullMode = D3D11_CULL_NONE;
		RSDesc.FrontCounterClockwise = FALSE;
		RSDesc.DepthBias = 0;
		RSDesc.SlopeScaledDepthBias = 0.0f;
		RSDesc.DepthBiasClamp = 0;
		RSDesc.DepthClipEnable = TRUE;
		RSDesc.ScissorEnable = TRUE;
		RSDesc.AntialiasedLineEnable = FALSE;
		if (sd.SampleDesc.Count > 1)
			RSDesc.MultisampleEnable = TRUE;
		else
			RSDesc.MultisampleEnable = FALSE;

		ID3D11RasterizerState* g_pRState = NULL;
		g_pd3dDevice->CreateRasterizerState(&RSDesc, &g_pRState);
		g_pd3dDeviceImmediateContext->RSSetState(g_pRState);
	}

	// Create the render target
	{
		ID3D11Texture2D* g_pBackBuffer;				
		D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
		ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
		render_target_view_desc.Format = sd.BufferDesc.Format;
		render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;

		g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&g_pBackBuffer);
		g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);

		g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
	}


	// Create the vertex shader
	{
		ID3D10Blob * pErrorBlob;
		D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, &pErrorBlob);

		if (g_pVertexShaderBlob == NULL)
		{
			const char* pError = (const char*)pErrorBlob->GetBufferPointer();
			pErrorBlob->Release();
			return E_FAIL;
		}

		if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
			return E_FAIL;

		if (pErrorBlob)
			pErrorBlob->Release();

		// Create the input layout
		D3D11_INPUT_ELEMENT_DESC localLayout[] = {
			{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
			{ "COLOR",    0, DXGI_FORMAT_R8G8B8A8_UNORM,     0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
			{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,       0, (size_t)(&((CUSTOMVERTEX*)0)->uv),  D3D11_INPUT_PER_VERTEX_DATA, 0 },
		};

		if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
			return E_FAIL;

		// Create the constant buffer
		{
			D3D11_BUFFER_DESC cbDesc;
			cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
			cbDesc.Usage = D3D11_USAGE_DYNAMIC;
			cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
			cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
			cbDesc.MiscFlags = 0;
			g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
		}
	}

	// Create the pixel shader
	{
		ID3D10Blob * pErrorBlob;
		D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, &pErrorBlob);

		if (g_pPixelShaderBlob == NULL)
		{
			const char* pError = (const char*)pErrorBlob->GetBufferPointer();
			pErrorBlob->Release();
			return E_FAIL;
		}

		if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
			return E_FAIL;

		if (pErrorBlob)
			pErrorBlob->Release();
	}

	// Create the blending setup
	{
		D3D11_BLEND_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.AlphaToCoverageEnable = false;
		desc.RenderTarget[0].BlendEnable = true;
		desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
		desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
		desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
		desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
		desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
		desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
		desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
		g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
	}

	return S_OK;
}

LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    ImGuiIO& io = ImGui::GetIO();
    switch (msg)
    {
    case WM_LBUTTONDOWN:
        io.MouseDown[0] = true;
        return true;
    case WM_LBUTTONUP:
        io.MouseDown[0] = false; 
        return true;
    case WM_RBUTTONDOWN:
        io.MouseDown[1] = true; 
        return true;
    case WM_RBUTTONUP:
        io.MouseDown[1] = false; 
        return true;
    case WM_MOUSEWHEEL:
		io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
        return true;
    case WM_MOUSEMOVE:
        // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
        io.MousePos.x = (signed short)(lParam);
        io.MousePos.y = (signed short)(lParam >> 16); 
        return true;
    case WM_CHAR:
        // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
        if (wParam > 0 && wParam < 0x10000)
            io.AddInputCharacter((unsigned short)wParam);
        return true;
    case WM_DESTROY:
        PostQuitMessage(0);
        return 0;
    }
    return DefWindowProc(hWnd, msg, wParam, lParam);
}

// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
{
    if (HIMC himc = ImmGetContext(hWnd))
    {
        COMPOSITIONFORM cf;
        cf.ptCurrentPos.x = x;
        cf.ptCurrentPos.y = y;
        cf.dwStyle = CFS_FORCE_POSITION;
        ImmSetCompositionWindow(himc, &cf);
    }
}

void InitImGui()
{
    RECT rect;
    GetClientRect(hWnd, &rect);

    ImGuiIO& io = ImGui::GetIO();
    io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));  // Display size, in pixels. For clamping windows positions.
    io.DeltaTime = 1.0f/60.0f;                                                                  // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
    io.PixelCenterOffset = 0.0f;                                                                // Align Direct3D Texels
    io.KeyMap[ImGuiKey_Tab] = VK_TAB;                                                           // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
    io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
    io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
    io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
    io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
    io.KeyMap[ImGuiKey_Home] = VK_HOME;
    io.KeyMap[ImGuiKey_End] = VK_END;
    io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
    io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
    io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
    io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
    io.KeyMap[ImGuiKey_A] = 'A';
    io.KeyMap[ImGuiKey_C] = 'C';
    io.KeyMap[ImGuiKey_V] = 'V';
    io.KeyMap[ImGuiKey_X] = 'X';
    io.KeyMap[ImGuiKey_Y] = 'Y';
    io.KeyMap[ImGuiKey_Z] = 'Z';

    io.RenderDrawListsFn = ImImpl_RenderDrawLists;
	io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;

	// Create the vertex buffer
	{
		D3D11_BUFFER_DESC bufferDesc;
		memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));

		bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
		bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
		bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
		bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
		bufferDesc.MiscFlags = 0;

		if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
		{
			IM_ASSERT(0);
			return;
		}
	}

    // Load font texture
	// Default font (embedded in code)
	const void* png_data;
	unsigned int png_size;
	ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
	int tex_x, tex_y, tex_comp;
	void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
	IM_ASSERT(tex_data != NULL);

	{
		D3D11_TEXTURE2D_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.Width = tex_x;
		desc.Height = tex_y;
		desc.MipLevels = 1;
		desc.ArraySize = 1;
		desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		desc.SampleDesc.Count = 1;
		desc.Usage = D3D11_USAGE_DEFAULT;
		desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
		desc.CPUAccessFlags = 0;

		ID3D11Texture2D *pTexture = NULL;
		D3D11_SUBRESOURCE_DATA subResource;
		subResource.pSysMem = tex_data;
		subResource.SysMemPitch = tex_x * 4;
		subResource.SysMemSlicePitch = 0;
		g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);

		// create texture view
		D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
		ZeroMemory(&srvDesc, sizeof(srvDesc));
		srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		srvDesc.Texture2D.MipLevels = desc.MipLevels;
		srvDesc.Texture2D.MostDetailedMip = 0;
		g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
	}

	// create texture sampler
	{
		D3D11_SAMPLER_DESC desc;
		ZeroMemory(&desc, sizeof(desc));
		desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
		desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
		desc.MipLODBias = 0.f;
		desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
		desc.MinLOD = 0.f;
		desc.MaxLOD = 0.f;
		g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
	}
}

INT64 ticks_per_second = 0;
INT64 time = 0;

void UpdateImGui()
{
    ImGuiIO& io = ImGui::GetIO();

    // Setup timestep
    INT64 current_time;
    QueryPerformanceCounter((LARGE_INTEGER *)&current_time); 
    io.DeltaTime = (float)(current_time - time) / ticks_per_second;
    time = current_time;

    // Setup inputs
    // (we already got mouse position, buttons, wheel from the window message callback)
    BYTE keystate[256];
    GetKeyboardState(keystate);
    for (int i = 0; i < 256; i++)
        io.KeysDown[i] = (keystate[i] & 0x80) != 0;
    io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
    io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
    // io.MousePos : filled by WM_MOUSEMOVE event
    // io.MouseDown : filled by WM_*BUTTON* events
    // io.MouseWheel : filled by WM_MOUSEWHEEL events

    // Start the frame
    ImGui::NewFrame();
}

int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "ImGui Example", NULL };
    RegisterClassEx(&wc);

    // Create the application's window
    hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);

    if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
        return 1;
    if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
        return 1;

    // Initialize Direct3D
    if (InitD3D(hWnd) < 0)
    {
        UnregisterClass("ImGui Example", wc.hInstance);
        return 1;
    }

    // Show the window
    ShowWindow(hWnd, SW_SHOWDEFAULT);
    UpdateWindow(hWnd);

    InitImGui();

    // Enter the message loop
    MSG msg;
    ZeroMemory(&msg, sizeof(msg));
    while (msg.message != WM_QUIT)
    {
        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
            continue;
        }
        
        UpdateImGui();

        static bool show_test_window = true;
        static bool show_another_window = false;

        // 1. Show a simple window
        // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
        {
            static float f;
            ImGui::Text("Hello, world!");
            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
            show_test_window ^= ImGui::Button("Test Window");
            show_another_window ^= ImGui::Button("Another Window");

            // Calculate and show frame rate
            static float ms_per_frame[120] = { 0 };
            static int ms_per_frame_idx = 0;
            static float ms_per_frame_accum = 0.0f;
            ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
            ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
            ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
            ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
            const float ms_per_frame_avg = ms_per_frame_accum / 120;
            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
        }

        // 2. Show another simple window, this time using an explicit Begin/End pair
        if (show_another_window)
        {
            ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
            ImGui::Text("Hello");
            ImGui::End();
        }

        // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
        if (show_test_window)
        {
            ImGui::SetNewWindowDefaultPos(ImVec2(650, 20));     // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
            ImGui::ShowTestWindow(&show_test_window);
        }

        // Rendering
		float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
		g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
        ImGui::Render();
		g_pSwapChain->Present(0, 0);
    }

    ImGui::Shutdown();

    UnregisterClass("ImGui Example", wc.hInstance);
    return 0;
}

static const char* vertexShader = "\
cbuffer vertexBuffer : register(c0) \
{\
	float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
	float2 pos : POSITION;\
	float4 col : COLOR0;\
	float2 uv  : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
	float4 pos : SV_POSITION;\
	float4 col : COLOR0;\
	float2 uv  : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
	PS_INPUT output;\
	output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
	output.col = input.col;\
	output.uv  = input.uv;\
	return output;\
}";

static const char* pixelShader = "\
struct PS_INPUT\
{\
	float4 pos : SV_POSITION;\
	float4 col : COLOR0;\
	float2 uv  : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
	float4 out_col = texture0.Sample(sampler0, input.uv);\
	return input.col * out_col;\
}";