main.cpp 25 KB

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  1. // Dear ImGui: standalone example application for Glfw + Vulkan
  2. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  3. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  4. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
  5. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
  6. // You will use those if you want to use this rendering backend in your engine/app.
  7. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
  8. // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
  9. // Read comments in imgui_impl_vulkan.h.
  10. #include "imgui.h"
  11. #include "imgui_impl_glfw.h"
  12. #include "imgui_impl_vulkan.h"
  13. #include <stdio.h> // printf, fprintf
  14. #include <stdlib.h> // abort
  15. #define GLFW_INCLUDE_NONE
  16. #define GLFW_INCLUDE_VULKAN
  17. #include <GLFW/glfw3.h>
  18. #include <vulkan/vulkan.h>
  19. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  20. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  21. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  22. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  23. #pragma comment(lib, "legacy_stdio_definitions")
  24. #endif
  25. //#define IMGUI_UNLIMITED_FRAME_RATE
  26. #ifdef _DEBUG
  27. #define IMGUI_VULKAN_DEBUG_REPORT
  28. #endif
  29. // Data
  30. static VkAllocationCallbacks* g_Allocator = NULL;
  31. static VkInstance g_Instance = VK_NULL_HANDLE;
  32. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  33. static VkDevice g_Device = VK_NULL_HANDLE;
  34. static uint32_t g_QueueFamily = (uint32_t)-1;
  35. static VkQueue g_Queue = VK_NULL_HANDLE;
  36. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  37. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  38. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  39. static ImGui_ImplVulkanH_Window g_MainWindowData;
  40. static int g_MinImageCount = 2;
  41. static bool g_SwapChainRebuild = false;
  42. static void glfw_error_callback(int error, const char* description)
  43. {
  44. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  45. }
  46. static void check_vk_result(VkResult err)
  47. {
  48. if (err == 0)
  49. return;
  50. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  51. if (err < 0)
  52. abort();
  53. }
  54. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  55. 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)
  56. {
  57. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  58. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  59. return VK_FALSE;
  60. }
  61. #endif // IMGUI_VULKAN_DEBUG_REPORT
  62. static void SetupVulkan(const char** extensions, uint32_t extensions_count)
  63. {
  64. VkResult err;
  65. // Create Vulkan Instance
  66. {
  67. VkInstanceCreateInfo create_info = {};
  68. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  69. create_info.enabledExtensionCount = extensions_count;
  70. create_info.ppEnabledExtensionNames = extensions;
  71. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  72. // Enabling validation layers
  73. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  74. create_info.enabledLayerCount = 1;
  75. create_info.ppEnabledLayerNames = layers;
  76. // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
  77. const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
  78. memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
  79. extensions_ext[extensions_count] = "VK_EXT_debug_report";
  80. create_info.enabledExtensionCount = extensions_count + 1;
  81. create_info.ppEnabledExtensionNames = extensions_ext;
  82. // Create Vulkan Instance
  83. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  84. check_vk_result(err);
  85. free(extensions_ext);
  86. // Get the function pointer (required for any extensions)
  87. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  88. IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
  89. // Setup the debug report callback
  90. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  91. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  92. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  93. debug_report_ci.pfnCallback = debug_report;
  94. debug_report_ci.pUserData = NULL;
  95. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  96. check_vk_result(err);
  97. #else
  98. // Create Vulkan Instance without any debug feature
  99. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  100. check_vk_result(err);
  101. IM_UNUSED(g_DebugReport);
  102. #endif
  103. }
  104. // Select GPU
  105. {
  106. uint32_t gpu_count;
  107. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
  108. check_vk_result(err);
  109. IM_ASSERT(gpu_count > 0);
  110. VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
  111. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
  112. check_vk_result(err);
  113. // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
  114. // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
  115. // dedicated GPUs) is out of scope of this sample.
  116. int use_gpu = 0;
  117. for (int i = 0; i < (int)gpu_count; i++)
  118. {
  119. VkPhysicalDeviceProperties properties;
  120. vkGetPhysicalDeviceProperties(gpus[i], &properties);
  121. if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  122. {
  123. use_gpu = i;
  124. break;
  125. }
  126. }
  127. g_PhysicalDevice = gpus[use_gpu];
  128. free(gpus);
  129. }
  130. // Select graphics queue family
  131. {
  132. uint32_t count;
  133. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
  134. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  135. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  136. for (uint32_t i = 0; i < count; i++)
  137. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  138. {
  139. g_QueueFamily = i;
  140. break;
  141. }
  142. free(queues);
  143. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  144. }
  145. // Create Logical Device (with 1 queue)
  146. {
  147. int device_extension_count = 1;
  148. const char* device_extensions[] = { "VK_KHR_swapchain" };
  149. const float queue_priority[] = { 1.0f };
  150. VkDeviceQueueCreateInfo queue_info[1] = {};
  151. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  152. queue_info[0].queueFamilyIndex = g_QueueFamily;
  153. queue_info[0].queueCount = 1;
  154. queue_info[0].pQueuePriorities = queue_priority;
  155. VkDeviceCreateInfo create_info = {};
  156. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  157. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  158. create_info.pQueueCreateInfos = queue_info;
  159. create_info.enabledExtensionCount = device_extension_count;
  160. create_info.ppEnabledExtensionNames = device_extensions;
  161. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  162. check_vk_result(err);
  163. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  164. }
  165. // Create Descriptor Pool
  166. {
  167. VkDescriptorPoolSize pool_sizes[] =
  168. {
  169. { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
  170. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
  171. { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
  172. { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
  173. { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
  174. { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
  175. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
  176. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
  177. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
  178. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
  179. { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
  180. };
  181. VkDescriptorPoolCreateInfo pool_info = {};
  182. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  183. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  184. pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
  185. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  186. pool_info.pPoolSizes = pool_sizes;
  187. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  188. check_vk_result(err);
  189. }
  190. }
  191. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  192. // Your real engine/app may not use them.
  193. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  194. {
  195. wd->Surface = surface;
  196. // Check for WSI support
  197. VkBool32 res;
  198. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  199. if (res != VK_TRUE)
  200. {
  201. fprintf(stderr, "Error no WSI support on physical device 0\n");
  202. exit(-1);
  203. }
  204. // Select Surface Format
  205. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  206. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  207. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  208. // Select Present Mode
  209. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  210. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  211. #else
  212. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  213. #endif
  214. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  215. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  216. // Create SwapChain, RenderPass, Framebuffer, etc.
  217. IM_ASSERT(g_MinImageCount >= 2);
  218. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  219. }
  220. static void CleanupVulkan()
  221. {
  222. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  223. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  224. // Remove the debug report callback
  225. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  226. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  227. #endif // IMGUI_VULKAN_DEBUG_REPORT
  228. vkDestroyDevice(g_Device, g_Allocator);
  229. vkDestroyInstance(g_Instance, g_Allocator);
  230. }
  231. static void CleanupVulkanWindow()
  232. {
  233. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  234. }
  235. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  236. {
  237. VkResult err;
  238. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  239. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  240. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  241. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  242. {
  243. g_SwapChainRebuild = true;
  244. return;
  245. }
  246. check_vk_result(err);
  247. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  248. {
  249. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  250. check_vk_result(err);
  251. err = vkResetFences(g_Device, 1, &fd->Fence);
  252. check_vk_result(err);
  253. }
  254. {
  255. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  256. check_vk_result(err);
  257. VkCommandBufferBeginInfo info = {};
  258. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  259. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  260. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  261. check_vk_result(err);
  262. }
  263. {
  264. VkRenderPassBeginInfo info = {};
  265. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  266. info.renderPass = wd->RenderPass;
  267. info.framebuffer = fd->Framebuffer;
  268. info.renderArea.extent.width = wd->Width;
  269. info.renderArea.extent.height = wd->Height;
  270. info.clearValueCount = 1;
  271. info.pClearValues = &wd->ClearValue;
  272. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  273. }
  274. // Record dear imgui primitives into command buffer
  275. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  276. // Submit command buffer
  277. vkCmdEndRenderPass(fd->CommandBuffer);
  278. {
  279. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  280. VkSubmitInfo info = {};
  281. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  282. info.waitSemaphoreCount = 1;
  283. info.pWaitSemaphores = &image_acquired_semaphore;
  284. info.pWaitDstStageMask = &wait_stage;
  285. info.commandBufferCount = 1;
  286. info.pCommandBuffers = &fd->CommandBuffer;
  287. info.signalSemaphoreCount = 1;
  288. info.pSignalSemaphores = &render_complete_semaphore;
  289. err = vkEndCommandBuffer(fd->CommandBuffer);
  290. check_vk_result(err);
  291. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  292. check_vk_result(err);
  293. }
  294. }
  295. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  296. {
  297. if (g_SwapChainRebuild)
  298. return;
  299. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  300. VkPresentInfoKHR info = {};
  301. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  302. info.waitSemaphoreCount = 1;
  303. info.pWaitSemaphores = &render_complete_semaphore;
  304. info.swapchainCount = 1;
  305. info.pSwapchains = &wd->Swapchain;
  306. info.pImageIndices = &wd->FrameIndex;
  307. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  308. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  309. {
  310. g_SwapChainRebuild = true;
  311. return;
  312. }
  313. check_vk_result(err);
  314. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
  315. }
  316. // Main code
  317. int main(int, char**)
  318. {
  319. glfwSetErrorCallback(glfw_error_callback);
  320. if (!glfwInit())
  321. return 1;
  322. // Create window with Vulkan context
  323. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  324. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
  325. if (!glfwVulkanSupported())
  326. {
  327. printf("GLFW: Vulkan Not Supported\n");
  328. return 1;
  329. }
  330. uint32_t extensions_count = 0;
  331. const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
  332. SetupVulkan(extensions, extensions_count);
  333. // Create Window Surface
  334. VkSurfaceKHR surface;
  335. VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
  336. check_vk_result(err);
  337. // Create Framebuffers
  338. int w, h;
  339. glfwGetFramebufferSize(window, &w, &h);
  340. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  341. SetupVulkanWindow(wd, surface, w, h);
  342. // Setup Dear ImGui context
  343. IMGUI_CHECKVERSION();
  344. ImGui::CreateContext();
  345. ImGuiIO& io = ImGui::GetIO(); (void)io;
  346. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  347. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  348. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  349. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  350. //io.ConfigViewportsNoAutoMerge = true;
  351. //io.ConfigViewportsNoTaskBarIcon = true;
  352. // Setup Dear ImGui style
  353. ImGui::StyleColorsDark();
  354. //ImGui::StyleColorsLight();
  355. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  356. ImGuiStyle& style = ImGui::GetStyle();
  357. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  358. {
  359. style.WindowRounding = 0.0f;
  360. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  361. }
  362. // Setup Platform/Renderer backends
  363. ImGui_ImplGlfw_InitForVulkan(window, true);
  364. ImGui_ImplVulkan_InitInfo init_info = {};
  365. init_info.Instance = g_Instance;
  366. init_info.PhysicalDevice = g_PhysicalDevice;
  367. init_info.Device = g_Device;
  368. init_info.QueueFamily = g_QueueFamily;
  369. init_info.Queue = g_Queue;
  370. init_info.PipelineCache = g_PipelineCache;
  371. init_info.DescriptorPool = g_DescriptorPool;
  372. init_info.Subpass = 0;
  373. init_info.MinImageCount = g_MinImageCount;
  374. init_info.ImageCount = wd->ImageCount;
  375. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  376. init_info.Allocator = g_Allocator;
  377. init_info.CheckVkResultFn = check_vk_result;
  378. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  379. // Load Fonts
  380. // - 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.
  381. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  382. // - 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).
  383. // - 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.
  384. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  385. // - Read 'docs/FONTS.md' for more instructions and details.
  386. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  387. //io.Fonts->AddFontDefault();
  388. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  389. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  390. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  391. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  392. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  393. //IM_ASSERT(font != NULL);
  394. // Upload Fonts
  395. {
  396. // Use any command queue
  397. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  398. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  399. err = vkResetCommandPool(g_Device, command_pool, 0);
  400. check_vk_result(err);
  401. VkCommandBufferBeginInfo begin_info = {};
  402. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  403. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  404. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  405. check_vk_result(err);
  406. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  407. VkSubmitInfo end_info = {};
  408. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  409. end_info.commandBufferCount = 1;
  410. end_info.pCommandBuffers = &command_buffer;
  411. err = vkEndCommandBuffer(command_buffer);
  412. check_vk_result(err);
  413. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  414. check_vk_result(err);
  415. err = vkDeviceWaitIdle(g_Device);
  416. check_vk_result(err);
  417. ImGui_ImplVulkan_DestroyFontUploadObjects();
  418. }
  419. // Our state
  420. bool show_demo_window = true;
  421. bool show_another_window = false;
  422. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  423. // Main loop
  424. while (!glfwWindowShouldClose(window))
  425. {
  426. // Poll and handle events (inputs, window resize, etc.)
  427. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  428. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  429. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  430. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  431. glfwPollEvents();
  432. // Resize swap chain?
  433. if (g_SwapChainRebuild)
  434. {
  435. int width, height;
  436. glfwGetFramebufferSize(window, &width, &height);
  437. if (width > 0 && height > 0)
  438. {
  439. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  440. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  441. g_MainWindowData.FrameIndex = 0;
  442. g_SwapChainRebuild = false;
  443. }
  444. }
  445. // Start the Dear ImGui frame
  446. ImGui_ImplVulkan_NewFrame();
  447. ImGui_ImplGlfw_NewFrame();
  448. ImGui::NewFrame();
  449. // 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!).
  450. if (show_demo_window)
  451. ImGui::ShowDemoWindow(&show_demo_window);
  452. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  453. {
  454. static float f = 0.0f;
  455. static int counter = 0;
  456. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  457. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  458. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  459. ImGui::Checkbox("Another Window", &show_another_window);
  460. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  461. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  462. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  463. counter++;
  464. ImGui::SameLine();
  465. ImGui::Text("counter = %d", counter);
  466. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  467. ImGui::End();
  468. }
  469. // 3. Show another simple window.
  470. if (show_another_window)
  471. {
  472. 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)
  473. ImGui::Text("Hello from another window!");
  474. if (ImGui::Button("Close Me"))
  475. show_another_window = false;
  476. ImGui::End();
  477. }
  478. // Rendering
  479. ImGui::Render();
  480. ImDrawData* main_draw_data = ImGui::GetDrawData();
  481. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  482. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  483. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  484. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  485. wd->ClearValue.color.float32[3] = clear_color.w;
  486. if (!main_is_minimized)
  487. FrameRender(wd, main_draw_data);
  488. // Update and Render additional Platform Windows
  489. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  490. {
  491. ImGui::UpdatePlatformWindows();
  492. ImGui::RenderPlatformWindowsDefault();
  493. }
  494. // Present Main Platform Window
  495. if (!main_is_minimized)
  496. FramePresent(wd);
  497. }
  498. // Cleanup
  499. err = vkDeviceWaitIdle(g_Device);
  500. check_vk_result(err);
  501. ImGui_ImplVulkan_Shutdown();
  502. ImGui_ImplGlfw_Shutdown();
  503. ImGui::DestroyContext();
  504. CleanupVulkanWindow();
  505. CleanupVulkan();
  506. glfwDestroyWindow(window);
  507. glfwTerminate();
  508. return 0;
  509. }