Merge branch 'master' into context

This commit is contained in:
omar
2018-01-31 16:02:26 +01:00
58 changed files with 475 additions and 346 deletions

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@ -6,7 +6,8 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui.h"
#include "imgui_impl_glfw_vulkan.h"
// GLFW
#define GLFW_INCLUDE_NONE
@ -19,8 +20,6 @@
#include <GLFW/glfw3native.h>
#endif
#include "imgui_impl_glfw_vulkan.h"
// GLFW Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
@ -36,7 +35,7 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static void (*g_CheckVkResult)(VkResult err) = NULL;
static VkCommandBuffer g_CommandBuffer = VK_NULL_HANDLE;
static size_t g_BufferMemoryAlignment = 256;
static VkDeviceSize g_BufferMemoryAlignment = 256;
static VkPipelineCreateFlags g_PipelineCreateFlags = 0;
static int g_FrameIndex = 0;
@ -52,8 +51,8 @@ static VkImageView g_FontView = VK_NULL_HANDLE;
static VkDeviceMemory g_VertexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
static VkDeviceMemory g_IndexBufferMemory[IMGUI_VK_QUEUED_FRAMES] = {};
static size_t g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
static size_t g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
static VkDeviceSize g_VertexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
static VkDeviceSize g_IndexBufferSize[IMGUI_VK_QUEUED_FRAMES] = {};
static VkBuffer g_VertexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
static VkBuffer g_IndexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
@ -164,7 +163,7 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
vkDestroyBuffer(g_Device, g_VertexBuffer[g_FrameIndex], g_Allocator);
if (g_VertexBufferMemory[g_FrameIndex])
vkFreeMemory(g_Device, g_VertexBufferMemory[g_FrameIndex], g_Allocator);
size_t vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
VkDeviceSize vertex_buffer_size = ((vertex_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
VkBufferCreateInfo buffer_info = {};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = vertex_buffer_size;
@ -194,7 +193,7 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
vkDestroyBuffer(g_Device, g_IndexBuffer[g_FrameIndex], g_Allocator);
if (g_IndexBufferMemory[g_FrameIndex])
vkFreeMemory(g_Device, g_IndexBufferMemory[g_FrameIndex], g_Allocator);
size_t index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
VkDeviceSize index_buffer_size = ((index_size-1) / g_BufferMemoryAlignment+1) * g_BufferMemoryAlignment;
VkBufferCreateInfo buffer_info = {};
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
buffer_info.size = index_buffer_size;

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@ -1,7 +1,8 @@
// ImGui - standalone example application for Glfw + Vulkan, using programmable pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui.h"
#include "imgui_impl_glfw_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
@ -9,8 +10,6 @@
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include "imgui_impl_glfw_vulkan.h"
#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
#define IMGUI_UNLIMITED_FRAME_RATE
//#ifdef _DEBUG
@ -627,22 +626,22 @@ int main(int, char**)
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
// Setup style
ImGui::StyleColorsClassic();
//ImGui::StyleColorsDark();
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - 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.
// - 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.
// - Read 'extra_fonts/README.txt' for more instructions and details.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//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);
@ -702,25 +701,33 @@ int main(int, char**)
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
{
static float f = 0.0f;
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
show_demo_window ^= 1;
if (ImGui::Button("Another Window"))
show_another_window ^= 1;
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Another Window", &show_another_window);
if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
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);
}
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
if (show_demo_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!