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+ update README.
562 lines
24 KiB
C++
562 lines
24 KiB
C++
// Dear ImGui: standalone example application for SDL2 + Vulkan
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// 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"
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#include <stdio.h> // printf, fprintf
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#include <stdlib.h> // abort
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#include <vulkan/vulkan.h>
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//#define IMGUI_UNLIMITED_FRAME_RATE
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#ifdef _DEBUG
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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static VkAllocationCallbacks* g_Allocator = NULL;
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static VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkDevice g_Device = VK_NULL_HANDLE;
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static uint32_t g_QueueFamily = (uint32_t)-1;
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static VkQueue g_Queue = VK_NULL_HANDLE;
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static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
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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;
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static bool g_SwapChainRebuild = false;
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static void check_vk_result(VkResult err)
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{
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if (err == 0)
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return;
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fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
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if (err < 0)
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abort();
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}
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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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)
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{
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(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\nMessage: %s\n\n", objectType, pMessage);
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return VK_FALSE;
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}
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#endif // IMGUI_VULKAN_DEBUG_REPORT
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static void SetupVulkan(const char** extensions, uint32_t extensions_count)
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{
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VkResult err;
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// Create Vulkan Instance
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{
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VkInstanceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
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create_info.enabledExtensionCount = extensions_count;
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create_info.ppEnabledExtensionNames = extensions;
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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// Enabling validation layers
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const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
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create_info.enabledLayerCount = 1;
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create_info.ppEnabledLayerNames = layers;
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// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
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const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
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memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
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extensions_ext[extensions_count] = "VK_EXT_debug_report";
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create_info.enabledExtensionCount = extensions_count + 1;
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create_info.ppEnabledExtensionNames = extensions_ext;
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// Create Vulkan Instance
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err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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check_vk_result(err);
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free(extensions_ext);
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// Get the function pointer (required for any extensions)
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auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
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IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
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// Setup the debug report callback
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VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
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debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
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debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
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debug_report_ci.pfnCallback = debug_report;
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debug_report_ci.pUserData = NULL;
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err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
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check_vk_result(err);
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#else
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// Create Vulkan Instance without any debug feature
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err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
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check_vk_result(err);
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IM_UNUSED(g_DebugReport);
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#endif
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}
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// Select GPU
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{
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uint32_t gpu_count;
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
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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);
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err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
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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
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// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
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// dedicated GPUs) is out of scope of this sample.
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int use_gpu = 0;
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for (int i = 0; i < (int)gpu_count; i++)
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{
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VkPhysicalDeviceProperties properties;
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vkGetPhysicalDeviceProperties(gpus[i], &properties);
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if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
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{
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use_gpu = i;
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break;
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}
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}
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g_PhysicalDevice = gpus[use_gpu];
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free(gpus);
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}
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// Select graphics queue family
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{
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uint32_t count;
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
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VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
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vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
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for (uint32_t i = 0; i < count; i++)
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if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
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{
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g_QueueFamily = i;
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break;
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}
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free(queues);
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IM_ASSERT(g_QueueFamily != (uint32_t)-1);
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}
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// Create Logical Device (with 1 queue)
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{
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int device_extension_count = 1;
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const char* device_extensions[] = { "VK_KHR_swapchain" };
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const float queue_priority[] = { 1.0f };
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VkDeviceQueueCreateInfo queue_info[1] = {};
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queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queue_info[0].queueFamilyIndex = g_QueueFamily;
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queue_info[0].queueCount = 1;
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queue_info[0].pQueuePriorities = queue_priority;
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VkDeviceCreateInfo create_info = {};
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create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
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create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
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create_info.pQueueCreateInfos = queue_info;
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create_info.enabledExtensionCount = device_extension_count;
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create_info.ppEnabledExtensionNames = device_extensions;
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err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
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check_vk_result(err);
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vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
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}
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// Create Descriptor Pool
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{
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VkDescriptorPoolSize pool_sizes[] =
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{
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{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
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{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
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{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
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{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
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{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
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{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
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{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
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{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
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{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
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{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
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};
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VkDescriptorPoolCreateInfo pool_info = {};
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pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
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pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
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pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
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pool_info.pPoolSizes = pool_sizes;
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err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
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check_vk_result(err);
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}
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}
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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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{
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wd->Surface = surface;
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// Check for WSI support
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VkBool32 res;
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vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
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if (res != VK_TRUE)
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{
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fprintf(stderr, "Error no WSI support on physical device 0\n");
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exit(-1);
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}
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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 };
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const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
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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));
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//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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}
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static void CleanupVulkan()
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{
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vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
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#ifdef IMGUI_VULKAN_DEBUG_REPORT
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// Remove the debug report callback
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auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
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vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
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#endif // IMGUI_VULKAN_DEBUG_REPORT
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vkDestroyDevice(g_Device, g_Allocator);
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vkDestroyInstance(g_Instance, g_Allocator);
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}
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static void CleanupVulkanWindow()
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{
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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;
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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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{
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g_SwapChainRebuild = true;
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return;
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}
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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);
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}
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{
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err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
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check_vk_result(err);
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VkCommandBufferBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
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check_vk_result(err);
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}
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{
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VkRenderPassBeginInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
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info.renderPass = wd->RenderPass;
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info.framebuffer = fd->Framebuffer;
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info.renderArea.extent.width = wd->Width;
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info.renderArea.extent.height = wd->Height;
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info.clearValueCount = 1;
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info.pClearValues = &wd->ClearValue;
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vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
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}
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// Record dear imgui primitives into command buffer
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ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
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// Submit command buffer
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vkCmdEndRenderPass(fd->CommandBuffer);
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{
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VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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VkSubmitInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &image_acquired_semaphore;
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info.pWaitDstStageMask = &wait_stage;
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info.commandBufferCount = 1;
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info.pCommandBuffers = &fd->CommandBuffer;
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info.signalSemaphoreCount = 1;
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info.pSignalSemaphores = &render_complete_semaphore;
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err = vkEndCommandBuffer(fd->CommandBuffer);
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check_vk_result(err);
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err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
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check_vk_result(err);
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}
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}
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static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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{
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if (g_SwapChainRebuild)
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return;
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VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
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VkPresentInfoKHR info = {};
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info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
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info.waitSemaphoreCount = 1;
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info.pWaitSemaphores = &render_complete_semaphore;
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info.swapchainCount = 1;
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info.pSwapchains = &wd->Swapchain;
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info.pImageIndices = &wd->FrameIndex;
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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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{
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g_SwapChainRebuild = true;
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return;
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}
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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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}
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int main(int, char**)
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{
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// Setup SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
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{
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printf("Error: %s\n", SDL_GetError());
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return -1;
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}
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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);
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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
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uint32_t extensions_count = 0;
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SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
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const char** extensions = new const char*[extensions_count];
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SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
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SetupVulkan(extensions, extensions_count);
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delete[] extensions;
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// Create Window Surface
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VkSurfaceKHR surface;
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VkResult err;
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if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
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{
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printf("Failed to create Vulkan surface.\n");
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return 1;
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}
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// Create Framebuffers
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int w, h;
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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();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForVulkan(window);
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ImGui_ImplVulkan_InitInfo init_info = {};
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init_info.Instance = g_Instance;
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init_info.PhysicalDevice = g_PhysicalDevice;
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init_info.Device = g_Device;
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init_info.QueueFamily = g_QueueFamily;
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init_info.Queue = g_Queue;
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init_info.PipelineCache = g_PipelineCache;
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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;
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init_info.Allocator = g_Allocator;
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init_info.CheckVkResultFn = check_vk_result;
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ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
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// 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.
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// - 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).
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// - 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 \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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// Upload Fonts
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{
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|
// Use any command queue
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VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
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VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
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err = vkResetCommandPool(g_Device, command_pool, 0);
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check_vk_result(err);
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VkCommandBufferBeginInfo begin_info = {};
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begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
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begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
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err = vkBeginCommandBuffer(command_buffer, &begin_info);
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check_vk_result(err);
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|
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ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
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|
|
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VkSubmitInfo end_info = {};
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end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
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end_info.commandBufferCount = 1;
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end_info.pCommandBuffers = &command_buffer;
|
|
err = vkEndCommandBuffer(command_buffer);
|
|
check_vk_result(err);
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|
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
|
check_vk_result(err);
|
|
|
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err = vkDeviceWaitIdle(g_Device);
|
|
check_vk_result(err);
|
|
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
|
}
|
|
|
|
// Our state
|
|
bool show_demo_window = true;
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|
bool show_another_window = false;
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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|
|
|
// 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.
|
|
// - 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.
|
|
// 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;
|
|
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
|
done = true;
|
|
}
|
|
|
|
// Resize swap chain?
|
|
if (g_SwapChainRebuild)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplVulkan_NewFrame();
|
|
ImGui_ImplSDL2_NewFrame();
|
|
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* draw_data = ImGui::GetDrawData();
|
|
const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
|
|
if (!is_minimized)
|
|
{
|
|
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;
|
|
FrameRender(wd, draw_data);
|
|
FramePresent(wd);
|
|
}
|
|
}
|
|
|
|
// Cleanup
|
|
err = vkDeviceWaitIdle(g_Device);
|
|
check_vk_result(err);
|
|
ImGui_ImplVulkan_Shutdown();
|
|
ImGui_ImplSDL2_Shutdown();
|
|
ImGui::DestroyContext();
|
|
|
|
CleanupVulkanWindow();
|
|
CleanupVulkan();
|
|
|
|
SDL_DestroyWindow(window);
|
|
SDL_Quit();
|
|
|
|
return 0;
|
|
}
|