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			133 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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#import "Renderer.h"
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#import <Metal/Metal.h>
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#include "imgui.h"
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#include "imgui_impl_metal.h"
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#if TARGET_OS_OSX
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#include "imgui_impl_osx.h"
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#endif
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@interface Renderer ()
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@property (nonatomic, strong) id <MTLDevice> device;
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@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
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@end
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@implementation Renderer
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-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
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{
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    self = [super init];
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    if(self)
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    {
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        _device = view.device;
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        _commandQueue = [_device newCommandQueue];
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        IMGUI_CHECKVERSION();
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        ImGui::CreateContext();
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        (void)ImGui::GetIO();
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        ImGui_ImplMetal_Init(_device);
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        ImGui::StyleColorsDark();
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    }
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    return self;
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}
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- (void)drawInMTKView:(MTKView *)view
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{
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    ImGuiIO &io = ImGui::GetIO();
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    io.DisplaySize.x = view.bounds.size.width;
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    io.DisplaySize.y = view.bounds.size.height;
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#if TARGET_OS_OSX
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    CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
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#else
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    CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
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#endif
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    io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
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    io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
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    id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
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    static bool show_demo_window = true;
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    static bool show_another_window = false;
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    static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
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    MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
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    if (renderPassDescriptor != nil)
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    {
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        renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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        // Here, you could do additional rendering work, including other passes as necessary.
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        id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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        [renderEncoder pushDebugGroup:@"ImGui demo"];
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        // Start the Dear ImGui frame
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        ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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#if TARGET_OS_OSX
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        ImGui_ImplOSX_NewFrame(view);
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#endif
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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!).
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        if (show_demo_window)
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            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 created a named window.
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        {
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            static float f = 0.0f;
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            static int counter = 0;
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            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it.
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            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too)
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            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
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            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated)
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                counter++;
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            ImGui::SameLine();
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            ImGui::Text("counter = %d", counter);
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            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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        {
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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!");
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            if (ImGui::Button("Close Me"))
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                show_another_window = false;
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            ImGui::End();
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        }
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        // Rendering
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        ImGui::Render();
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        ImDrawData *drawData = ImGui::GetDrawData();
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        ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
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        [renderEncoder popDebugGroup];
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        [renderEncoder endEncoding];
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        [commandBuffer presentDrawable:view.currentDrawable];
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    }
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    [commandBuffer commit];
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}
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- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
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{
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}
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@end
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