mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
248 lines
10 KiB
C++
248 lines
10 KiB
C++
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
|
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
|
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
|
|
|
#include "imgui.h"
|
|
#include "imgui_impl_glfw.h"
|
|
#include "imgui_impl_wgpu.h"
|
|
#include <stdio.h>
|
|
#include <emscripten.h>
|
|
#include <emscripten/html5.h>
|
|
#include <emscripten/html5_webgpu.h>
|
|
#include <GLFW/glfw3.h>
|
|
#include <webgpu/webgpu.h>
|
|
#include <webgpu/webgpu_cpp.h>
|
|
|
|
// Global WebGPU required states
|
|
static WGPUDevice wgpu_device = NULL;
|
|
static WGPUSurface wgpu_surface = NULL;
|
|
static WGPUSwapChain wgpu_swap_chain = NULL;
|
|
static int wgpu_swap_chain_width = 0;
|
|
static int wgpu_swap_chain_height = 0;
|
|
|
|
// States tracked across render frames
|
|
static bool show_demo_window = true;
|
|
static bool show_another_window = false;
|
|
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
// Forward declarations
|
|
static bool init_wgpu();
|
|
static void main_loop(void* window);
|
|
static void print_glfw_error(int error, const char* description);
|
|
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
|
|
|
|
int main(int, char**)
|
|
{
|
|
glfwSetErrorCallback(print_glfw_error);
|
|
if (!glfwInit())
|
|
return 1;
|
|
|
|
// Make sure GLFW does not initialize any graphics context.
|
|
// This needs to be done explicitly later
|
|
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
|
|
|
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
|
|
// Initialize the WebGPU environment
|
|
if (!init_wgpu())
|
|
{
|
|
if (window)
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
glfwShowWindow(window);
|
|
|
|
// Setup Dear ImGui context
|
|
IMGUI_CHECKVERSION();
|
|
ImGui::CreateContext();
|
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
|
|
|
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
|
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
|
io.IniFilename = NULL;
|
|
|
|
// Setup Dear ImGui style
|
|
ImGui::StyleColorsDark();
|
|
//ImGui::StyleColorsLight();
|
|
|
|
// Setup Platform/Renderer backends
|
|
ImGui_ImplGlfw_InitForOther(window, true);
|
|
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
|
|
|
|
// 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.
|
|
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
|
|
// - Read 'docs/FONTS.md' 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 \\ !
|
|
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
|
|
//io.Fonts->AddFontDefault();
|
|
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
|
|
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
|
|
io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
|
|
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
|
|
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
|
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
//IM_ASSERT(font != NULL);
|
|
#endif
|
|
|
|
// This function will directly return and exit the main function.
|
|
// Make sure that no required objects get cleaned up.
|
|
// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
|
|
emscripten_set_main_loop_arg(main_loop, window, 0, false);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static bool init_wgpu()
|
|
{
|
|
wgpu_device = emscripten_webgpu_get_device();
|
|
if (!wgpu_device)
|
|
return false;
|
|
|
|
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
|
|
|
|
// Use C++ wrapper due to misbehavior in Emscripten.
|
|
// Some offset computation for wgpuInstanceCreateSurface in JavaScript
|
|
// seem to be inline with struct alignments in the C++ structure
|
|
wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
|
|
html_surface_desc.selector = "#canvas";
|
|
|
|
wgpu::SurfaceDescriptor surface_desc = {};
|
|
surface_desc.nextInChain = &html_surface_desc;
|
|
|
|
// Use 'null' instance
|
|
wgpu::Instance instance = {};
|
|
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
|
|
|
|
return true;
|
|
}
|
|
|
|
static void main_loop(void* window)
|
|
{
|
|
glfwPollEvents();
|
|
|
|
int width, height;
|
|
glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
|
|
|
|
// React to changes in screen size
|
|
if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
|
|
{
|
|
ImGui_ImplWGPU_InvalidateDeviceObjects();
|
|
|
|
if (wgpu_swap_chain)
|
|
wgpuSwapChainRelease(wgpu_swap_chain);
|
|
|
|
wgpu_swap_chain_width = width;
|
|
wgpu_swap_chain_height = height;
|
|
|
|
WGPUSwapChainDescriptor swap_chain_desc = {};
|
|
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
|
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
|
swap_chain_desc.width = width;
|
|
swap_chain_desc.height = height;
|
|
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
|
wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
|
|
|
|
ImGui_ImplWGPU_CreateDeviceObjects();
|
|
}
|
|
|
|
// Start the Dear ImGui frame
|
|
ImGui_ImplWGPU_NewFrame();
|
|
ImGui_ImplGlfw_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 create 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();
|
|
|
|
WGPURenderPassColorAttachment color_attachments = {};
|
|
color_attachments.loadOp = WGPULoadOp_Clear;
|
|
color_attachments.storeOp = WGPUStoreOp_Store;
|
|
color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
|
|
color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
|
|
WGPURenderPassDescriptor render_pass_desc = {};
|
|
render_pass_desc.colorAttachmentCount = 1;
|
|
render_pass_desc.colorAttachments = &color_attachments;
|
|
render_pass_desc.depthStencilAttachment = NULL;
|
|
|
|
WGPUCommandEncoderDescriptor enc_desc = {};
|
|
WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
|
|
|
|
WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
|
|
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
|
|
wgpuRenderPassEncoderEnd(pass);
|
|
|
|
WGPUCommandBufferDescriptor cmd_buffer_desc = {};
|
|
WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
|
|
WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
|
|
wgpuQueueSubmit(queue, 1, &cmd_buffer);
|
|
}
|
|
|
|
static void print_glfw_error(int error, const char* description)
|
|
{
|
|
printf("Glfw Error %d: %s\n", error, description);
|
|
}
|
|
|
|
static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
|
|
{
|
|
const char* error_type_lbl = "";
|
|
switch (error_type)
|
|
{
|
|
case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
|
|
case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
|
|
case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
|
|
case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
|
|
default: error_type_lbl = "Unknown";
|
|
}
|
|
printf("%s error: %s\n", error_type_lbl, message);
|
|
}
|