#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]; IMGUI_CHECKVERSION(); ImGui::CreateContext(); (void)ImGui::GetIO(); ImGui_ImplMetal_Init(_device); ImGui::StyleColorsDark(); } 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]; 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:@"Draw ImGui"]; ImGui_ImplMetal_NewFrame(renderPassDescriptor); #if TARGET_OS_OSX ImGui_ImplOSX_NewFrame(view); #endif ImGui::NewFrame(); { static float f = 0.0f; 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 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(). Read its code to learn more about Dear ImGui! if (show_demo_window) { // 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! ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowDemoWindow(&show_demo_window); } 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