#import "Renderer.h" #import #include "imgui.h" #include "imgui_impl_metal.h" #if TARGET_OS_OSX #include "imgui_impl_osx.h" #endif @interface Renderer () @property (nonatomic, strong) id device; @property (nonatomic, strong) id commandQueue; @end @implementation Renderer -(nonnull instancetype)initWithView:(nonnull MTKView*)view; { self = [super init]; if(self) { _device = view.device; _commandQueue = [_device newCommandQueue]; // Setup Dear ImGui context // FIXME: This example doesn't have proper cleanup... IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls // Setup Dear ImGui style ImGui::StyleColorsDark(); //ImGui::StyleColorsClassic(); // Setup Renderer bindings ImGui_ImplMetal_Init(_device); // 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 'docs/FONTS.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 \\ ! //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); } return self; } - (void)drawInMTKView:(MTKView*)view { ImGuiIO &io = ImGui::GetIO(); io.DisplaySize.x = view.bounds.size.width; io.DisplaySize.y = view.bounds.size.height; #if TARGET_OS_OSX CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; #else CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; #endif io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); id commandBuffer = [self.commandQueue commandBuffer]; // Our state (make them static = more or less global) as a convenience to keep the example terse. static bool show_demo_window = true; static bool show_another_window = false; static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; if (renderPassDescriptor != nil) { renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); // Here, you could do additional rendering work, including other passes as necessary. id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; [renderEncoder pushDebugGroup:@"ImGui demo"]; // Start the Dear ImGui frame ImGui_ImplMetal_NewFrame(renderPassDescriptor); #if TARGET_OS_OSX ImGui_ImplOSX_NewFrame(view); #endif ImGui::NewFrame(); // 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); // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. { static float f = 0.0f; static int counter = 0; 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 ImGui::Checkbox("Another Window", &show_another_window); 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 if (ImGui::Button("Button")) // Buttons return true when clicked (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); ImGui::End(); } // 3. Show another simple window. if (show_another_window) { 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) ImGui::Text("Hello from another window!"); if (ImGui::Button("Close Me")) show_another_window = false; ImGui::End(); } // Rendering ImGui::Render(); ImDrawData* drawData = ImGui::GetDrawData(); ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); [renderEncoder popDebugGroup]; [renderEncoder endEncoding]; [commandBuffer presentDrawable:view.currentDrawable]; } [commandBuffer commit]; } - (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size { } @end