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// Dear ImGui: standalone example application for SDL2 + Vulkan
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
// Read online: https://github.com/ocornut/imgui/tree/master/docs
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// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
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// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
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// You will use those if you want to use this rendering backend in your engine/app.
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// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
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// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
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// Read comments in imgui_impl_vulkan.h.
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# include "imgui.h"
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# include "imgui_impl_sdl.h"
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# include "imgui_impl_vulkan.h"
# include <stdio.h> // printf, fprintf
# include <stdlib.h> // abort
# include <SDL.h>
# include <SDL_vulkan.h>
# include <vulkan/vulkan.h>
//#define IMGUI_UNLIMITED_FRAME_RATE
# ifdef _DEBUG
# define IMGUI_VULKAN_DEBUG_REPORT
# endif
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static VkAllocationCallbacks * g_Allocator = NULL ;
static VkInstance g_Instance = VK_NULL_HANDLE ;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE ;
static VkDevice g_Device = VK_NULL_HANDLE ;
static uint32_t g_QueueFamily = ( uint32_t ) - 1 ;
static VkQueue g_Queue = VK_NULL_HANDLE ;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE ;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE ;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE ;
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static ImGui_ImplVulkanH_Window g_MainWindowData ;
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static uint32_t g_MinImageCount = 2 ;
static bool g_SwapChainRebuild = false ;
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static void check_vk_result ( VkResult err )
{
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if ( err = = 0 )
return ;
fprintf ( stderr , " [vulkan] Error: VkResult = %d \n " , err ) ;
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if ( err < 0 )
abort ( ) ;
}
# ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report ( VkDebugReportFlagsEXT flags , VkDebugReportObjectTypeEXT objectType , uint64_t object , size_t location , int32_t messageCode , const char * pLayerPrefix , const char * pMessage , void * pUserData )
{
( void ) flags ; ( void ) object ; ( void ) location ; ( void ) messageCode ; ( void ) pUserData ; ( void ) pLayerPrefix ; // Unused arguments
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fprintf ( stderr , " [vulkan] Debug report from ObjectType: %i \n Message: %s \n \n " , objectType , pMessage ) ;
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return VK_FALSE ;
}
# endif // IMGUI_VULKAN_DEBUG_REPORT
static void SetupVulkan ( const char * * extensions , uint32_t extensions_count )
{
VkResult err ;
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO ;
create_info . enabledExtensionCount = extensions_count ;
create_info . ppEnabledExtensionNames = extensions ;
# ifdef IMGUI_VULKAN_DEBUG_REPORT
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// Enabling validation layers
const char * layers [ ] = { " VK_LAYER_KHRONOS_validation " } ;
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create_info . enabledLayerCount = 1 ;
create_info . ppEnabledLayerNames = layers ;
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
const char * * extensions_ext = ( const char * * ) malloc ( sizeof ( const char * ) * ( extensions_count + 1 ) ) ;
memcpy ( extensions_ext , extensions , extensions_count * sizeof ( const char * ) ) ;
extensions_ext [ extensions_count ] = " VK_EXT_debug_report " ;
create_info . enabledExtensionCount = extensions_count + 1 ;
create_info . ppEnabledExtensionNames = extensions_ext ;
// Create Vulkan Instance
err = vkCreateInstance ( & create_info , g_Allocator , & g_Instance ) ;
check_vk_result ( err ) ;
free ( extensions_ext ) ;
// Get the function pointer (required for any extensions)
auto vkCreateDebugReportCallbackEXT = ( PFN_vkCreateDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkCreateDebugReportCallbackEXT " ) ;
IM_ASSERT ( vkCreateDebugReportCallbackEXT ! = NULL ) ;
// Setup the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci = { } ;
debug_report_ci . sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT ;
debug_report_ci . flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT ;
debug_report_ci . pfnCallback = debug_report ;
debug_report_ci . pUserData = NULL ;
err = vkCreateDebugReportCallbackEXT ( g_Instance , & debug_report_ci , g_Allocator , & g_DebugReport ) ;
check_vk_result ( err ) ;
# else
// Create Vulkan Instance without any debug feature
err = vkCreateInstance ( & create_info , g_Allocator , & g_Instance ) ;
check_vk_result ( err ) ;
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IM_UNUSED ( g_DebugReport ) ;
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# endif
}
// Select GPU
{
uint32_t gpu_count ;
err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , NULL ) ;
check_vk_result ( err ) ;
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IM_ASSERT ( gpu_count > 0 ) ;
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VkPhysicalDevice * gpus = ( VkPhysicalDevice * ) malloc ( sizeof ( VkPhysicalDevice ) * gpu_count ) ;
err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , gpus ) ;
check_vk_result ( err ) ;
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// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
int use_gpu = 0 ;
for ( int i = 0 ; i < ( int ) gpu_count ; i + + )
{
VkPhysicalDeviceProperties properties ;
vkGetPhysicalDeviceProperties ( gpus [ i ] , & properties ) ;
if ( properties . deviceType = = VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU )
{
use_gpu = i ;
break ;
}
}
g_PhysicalDevice = gpus [ use_gpu ] ;
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free ( gpus ) ;
}
// Select graphics queue family
{
uint32_t count ;
vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , NULL ) ;
VkQueueFamilyProperties * queues = ( VkQueueFamilyProperties * ) malloc ( sizeof ( VkQueueFamilyProperties ) * count ) ;
vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , queues ) ;
for ( uint32_t i = 0 ; i < count ; i + + )
if ( queues [ i ] . queueFlags & VK_QUEUE_GRAPHICS_BIT )
{
g_QueueFamily = i ;
break ;
}
free ( queues ) ;
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IM_ASSERT ( g_QueueFamily ! = ( uint32_t ) - 1 ) ;
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}
// Create Logical Device (with 1 queue)
{
int device_extension_count = 1 ;
const char * device_extensions [ ] = { " VK_KHR_swapchain " } ;
const float queue_priority [ ] = { 1.0f } ;
VkDeviceQueueCreateInfo queue_info [ 1 ] = { } ;
queue_info [ 0 ] . sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO ;
queue_info [ 0 ] . queueFamilyIndex = g_QueueFamily ;
queue_info [ 0 ] . queueCount = 1 ;
queue_info [ 0 ] . pQueuePriorities = queue_priority ;
VkDeviceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO ;
create_info . queueCreateInfoCount = sizeof ( queue_info ) / sizeof ( queue_info [ 0 ] ) ;
create_info . pQueueCreateInfos = queue_info ;
create_info . enabledExtensionCount = device_extension_count ;
create_info . ppEnabledExtensionNames = device_extensions ;
err = vkCreateDevice ( g_PhysicalDevice , & create_info , g_Allocator , & g_Device ) ;
check_vk_result ( err ) ;
vkGetDeviceQueue ( g_Device , g_QueueFamily , 0 , & g_Queue ) ;
}
// Create Descriptor Pool
{
VkDescriptorPoolSize pool_sizes [ ] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER , 1000 } ,
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC , 1000 } ,
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC , 1000 } ,
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT , 1000 }
} ;
VkDescriptorPoolCreateInfo pool_info = { } ;
pool_info . sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO ;
pool_info . flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT ;
pool_info . maxSets = 1000 * IM_ARRAYSIZE ( pool_sizes ) ;
pool_info . poolSizeCount = ( uint32_t ) IM_ARRAYSIZE ( pool_sizes ) ;
pool_info . pPoolSizes = pool_sizes ;
err = vkCreateDescriptorPool ( g_Device , & pool_info , g_Allocator , & g_DescriptorPool ) ;
check_vk_result ( err ) ;
}
}
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// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
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// Your real engine/app may not use them.
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static void SetupVulkanWindow ( ImGui_ImplVulkanH_Window * wd , VkSurfaceKHR surface , int width , int height )
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{
wd - > Surface = surface ;
// Check for WSI support
VkBool32 res ;
vkGetPhysicalDeviceSurfaceSupportKHR ( g_PhysicalDevice , g_QueueFamily , wd - > Surface , & res ) ;
if ( res ! = VK_TRUE )
{
fprintf ( stderr , " Error no WSI support on physical device 0 \n " ) ;
exit ( - 1 ) ;
}
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// Select Surface Format
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const VkFormat requestSurfaceImageFormat [ ] = { VK_FORMAT_B8G8R8A8_UNORM , VK_FORMAT_R8G8B8A8_UNORM , VK_FORMAT_B8G8R8_UNORM , VK_FORMAT_R8G8B8_UNORM } ;
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR ;
wd - > SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat ( g_PhysicalDevice , wd - > Surface , requestSurfaceImageFormat , ( size_t ) IM_ARRAYSIZE ( requestSurfaceImageFormat ) , requestSurfaceColorSpace ) ;
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// Select Present Mode
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# ifdef IMGUI_UNLIMITED_FRAME_RATE
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VkPresentModeKHR present_modes [ ] = { VK_PRESENT_MODE_MAILBOX_KHR , VK_PRESENT_MODE_IMMEDIATE_KHR , VK_PRESENT_MODE_FIFO_KHR } ;
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# else
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VkPresentModeKHR present_modes [ ] = { VK_PRESENT_MODE_FIFO_KHR } ;
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# endif
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wd - > PresentMode = ImGui_ImplVulkanH_SelectPresentMode ( g_PhysicalDevice , wd - > Surface , & present_modes [ 0 ] , IM_ARRAYSIZE ( present_modes ) ) ;
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
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// Create SwapChain, RenderPass, Framebuffer, etc.
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IM_ASSERT ( g_MinImageCount > = 2 ) ;
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ImGui_ImplVulkanH_CreateOrResizeWindow ( g_Instance , g_PhysicalDevice , g_Device , wd , g_QueueFamily , g_Allocator , width , height , g_MinImageCount ) ;
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}
static void CleanupVulkan ( )
{
vkDestroyDescriptorPool ( g_Device , g_DescriptorPool , g_Allocator ) ;
# ifdef IMGUI_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = ( PFN_vkDestroyDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkDestroyDebugReportCallbackEXT " ) ;
vkDestroyDebugReportCallbackEXT ( g_Instance , g_DebugReport , g_Allocator ) ;
# endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice ( g_Device , g_Allocator ) ;
vkDestroyInstance ( g_Instance , g_Allocator ) ;
}
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static void CleanupVulkanWindow ( )
{
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ImGui_ImplVulkanH_DestroyWindow ( g_Instance , g_Device , & g_MainWindowData , g_Allocator ) ;
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}
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static void FrameRender ( ImGui_ImplVulkanH_Window * wd , ImDrawData * draw_data )
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{
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VkResult err ;
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VkSemaphore image_acquired_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . ImageAcquiredSemaphore ;
VkSemaphore render_complete_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . RenderCompleteSemaphore ;
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err = vkAcquireNextImageKHR ( g_Device , wd - > Swapchain , UINT64_MAX , image_acquired_semaphore , VK_NULL_HANDLE , & wd - > FrameIndex ) ;
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if ( err = = VK_ERROR_OUT_OF_DATE_KHR | | err = = VK_SUBOPTIMAL_KHR )
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{
g_SwapChainRebuild = true ;
return ;
}
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check_vk_result ( err ) ;
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ImGui_ImplVulkanH_Frame * fd = & wd - > Frames [ wd - > FrameIndex ] ;
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{
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err = vkWaitForFences ( g_Device , 1 , & fd - > Fence , VK_TRUE , UINT64_MAX ) ; // wait indefinitely instead of periodically checking
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check_vk_result ( err ) ;
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err = vkResetFences ( g_Device , 1 , & fd - > Fence ) ;
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check_vk_result ( err ) ;
}
{
err = vkResetCommandPool ( g_Device , fd - > CommandPool , 0 ) ;
check_vk_result ( err ) ;
VkCommandBufferBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO ;
info . flags | = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
err = vkBeginCommandBuffer ( fd - > CommandBuffer , & info ) ;
check_vk_result ( err ) ;
}
{
VkRenderPassBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO ;
info . renderPass = wd - > RenderPass ;
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info . framebuffer = fd - > Framebuffer ;
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info . renderArea . extent . width = wd - > Width ;
info . renderArea . extent . height = wd - > Height ;
info . clearValueCount = 1 ;
info . pClearValues = & wd - > ClearValue ;
vkCmdBeginRenderPass ( fd - > CommandBuffer , & info , VK_SUBPASS_CONTENTS_INLINE ) ;
}
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// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData ( draw_data , fd - > CommandBuffer ) ;
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// Submit command buffer
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vkCmdEndRenderPass ( fd - > CommandBuffer ) ;
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ;
VkSubmitInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_SUBMIT_INFO ;
info . waitSemaphoreCount = 1 ;
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info . pWaitSemaphores = & image_acquired_semaphore ;
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info . pWaitDstStageMask = & wait_stage ;
info . commandBufferCount = 1 ;
info . pCommandBuffers = & fd - > CommandBuffer ;
info . signalSemaphoreCount = 1 ;
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info . pSignalSemaphores = & render_complete_semaphore ;
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err = vkEndCommandBuffer ( fd - > CommandBuffer ) ;
check_vk_result ( err ) ;
err = vkQueueSubmit ( g_Queue , 1 , & info , fd - > Fence ) ;
check_vk_result ( err ) ;
}
}
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static void FramePresent ( ImGui_ImplVulkanH_Window * wd )
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{
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if ( g_SwapChainRebuild )
return ;
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VkSemaphore render_complete_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . RenderCompleteSemaphore ;
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VkPresentInfoKHR info = { } ;
info . sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR ;
info . waitSemaphoreCount = 1 ;
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info . pWaitSemaphores = & render_complete_semaphore ;
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info . swapchainCount = 1 ;
info . pSwapchains = & wd - > Swapchain ;
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info . pImageIndices = & wd - > FrameIndex ;
VkResult err = vkQueuePresentKHR ( g_Queue , & info ) ;
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if ( err = = VK_ERROR_OUT_OF_DATE_KHR | | err = = VK_SUBOPTIMAL_KHR )
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{
g_SwapChainRebuild = true ;
return ;
}
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check_vk_result ( err ) ;
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wd - > SemaphoreIndex = ( wd - > SemaphoreIndex + 1 ) % wd - > ImageCount ; // Now we can use the next set of semaphores
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}
int main ( int , char * * )
{
// Setup SDL
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if ( SDL_Init ( SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER ) ! = 0 )
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{
printf ( " Error: %s \n " , SDL_GetError ( ) ) ;
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return - 1 ;
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}
// Setup window
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SDL_WindowFlags window_flags = ( SDL_WindowFlags ) ( SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI ) ;
SDL_Window * window = SDL_CreateWindow ( " Dear ImGui SDL2+Vulkan example " , SDL_WINDOWPOS_CENTERED , SDL_WINDOWPOS_CENTERED , 1280 , 720 , window_flags ) ;
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// Setup Vulkan
uint32_t extensions_count = 0 ;
SDL_Vulkan_GetInstanceExtensions ( window , & extensions_count , NULL ) ;
const char * * extensions = new const char * [ extensions_count ] ;
SDL_Vulkan_GetInstanceExtensions ( window , & extensions_count , extensions ) ;
SetupVulkan ( extensions , extensions_count ) ;
delete [ ] extensions ;
// Create Window Surface
VkSurfaceKHR surface ;
VkResult err ;
if ( SDL_Vulkan_CreateSurface ( window , g_Instance , & surface ) = = 0 )
{
printf ( " Failed to create Vulkan surface. \n " ) ;
return 1 ;
}
// Create Framebuffers
int w , h ;
SDL_GetWindowSize ( window , & w , & h ) ;
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ImGui_ImplVulkanH_Window * wd = & g_MainWindowData ;
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SetupVulkanWindow ( wd , surface , w , h ) ;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION ( ) ;
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ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
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//ImGui::StyleColorsLight();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForVulkan ( window ) ;
ImGui_ImplVulkan_InitInfo init_info = { } ;
init_info . Instance = g_Instance ;
init_info . PhysicalDevice = g_PhysicalDevice ;
init_info . Device = g_Device ;
init_info . QueueFamily = g_QueueFamily ;
init_info . Queue = g_Queue ;
init_info . PipelineCache = g_PipelineCache ;
init_info . DescriptorPool = g_DescriptorPool ;
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init_info . Subpass = 0 ;
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init_info . MinImageCount = g_MinImageCount ;
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init_info . ImageCount = wd - > ImageCount ;
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init_info . MSAASamples = VK_SAMPLE_COUNT_1_BIT ;
init_info . Allocator = g_Allocator ;
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init_info . CheckVkResultFn = check_vk_result ;
ImGui_ImplVulkan_Init ( & init_info , wd - > RenderPass ) ;
// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Upload Fonts
{
// Use any command queue
VkCommandPool command_pool = wd - > Frames [ wd - > FrameIndex ] . CommandPool ;
VkCommandBuffer command_buffer = wd - > Frames [ wd - > FrameIndex ] . CommandBuffer ;
err = vkResetCommandPool ( g_Device , command_pool , 0 ) ;
check_vk_result ( err ) ;
VkCommandBufferBeginInfo begin_info = { } ;
begin_info . sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO ;
begin_info . flags | = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
err = vkBeginCommandBuffer ( command_buffer , & begin_info ) ;
check_vk_result ( err ) ;
ImGui_ImplVulkan_CreateFontsTexture ( command_buffer ) ;
VkSubmitInfo end_info = { } ;
end_info . sType = VK_STRUCTURE_TYPE_SUBMIT_INFO ;
end_info . commandBufferCount = 1 ;
end_info . pCommandBuffers = & command_buffer ;
err = vkEndCommandBuffer ( command_buffer ) ;
check_vk_result ( err ) ;
err = vkQueueSubmit ( g_Queue , 1 , & end_info , VK_NULL_HANDLE ) ;
check_vk_result ( err ) ;
err = vkDeviceWaitIdle ( g_Device ) ;
check_vk_result ( err ) ;
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ImGui_ImplVulkan_DestroyFontUploadObjects ( ) ;
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}
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// Our state
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bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
// Main loop
bool done = false ;
while ( ! done )
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event ;
while ( SDL_PollEvent ( & event ) )
{
ImGui_ImplSDL2_ProcessEvent ( & event ) ;
if ( event . type = = SDL_QUIT )
done = true ;
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if ( event . type = = SDL_WINDOWEVENT & & event . window . event = = SDL_WINDOWEVENT_CLOSE & & event . window . windowID = = SDL_GetWindowID ( window ) )
done = true ;
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}
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// Resize swap chain?
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if ( g_SwapChainRebuild )
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{
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int width , height ;
SDL_GetWindowSize ( window , & width , & height ) ;
if ( width > 0 & & height > 0 )
{
ImGui_ImplVulkan_SetMinImageCount ( g_MinImageCount ) ;
ImGui_ImplVulkanH_CreateOrResizeWindow ( g_Instance , g_PhysicalDevice , g_Device , & g_MainWindowData , g_QueueFamily , g_Allocator , width , height , g_MinImageCount ) ;
g_MainWindowData . FrameIndex = 0 ;
g_SwapChainRebuild = false ;
}
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}
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// Start the Dear ImGui frame
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ImGui_ImplVulkan_NewFrame ( ) ;
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ImGui_ImplSDL2_NewFrame ( ) ;
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ImGui : : NewFrame ( ) ;
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
static float f = 0.0f ;
static int counter = 0 ;
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ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
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ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
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ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / ImGui : : GetIO ( ) . Framerate , ImGui : : GetIO ( ) . Framerate ) ;
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ImGui : : End ( ) ;
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}
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// 3. Show another simple window.
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if ( show_another_window )
{
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ImGui : : Begin ( " Another Window " , & show_another_window ) ; // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
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ImDrawData * draw_data = ImGui : : GetDrawData ( ) ;
const bool is_minimized = ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f ) ;
if ( ! is_minimized )
{
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wd - > ClearValue . color . float32 [ 0 ] = clear_color . x * clear_color . w ;
wd - > ClearValue . color . float32 [ 1 ] = clear_color . y * clear_color . w ;
wd - > ClearValue . color . float32 [ 2 ] = clear_color . z * clear_color . w ;
wd - > ClearValue . color . float32 [ 3 ] = clear_color . w ;
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FrameRender ( wd , draw_data ) ;
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FramePresent ( wd ) ;
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}
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}
// Cleanup
err = vkDeviceWaitIdle ( g_Device ) ;
check_vk_result ( err ) ;
ImGui_ImplVulkan_Shutdown ( ) ;
ImGui_ImplSDL2_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
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CleanupVulkanWindow ( ) ;
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CleanupVulkan ( ) ;
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SDL_DestroyWindow ( window ) ;
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SDL_Quit ( ) ;
return 0 ;
}