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@@ -31,6 +31,7 @@
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#define IMGUI_VULKAN_DEBUG_REPORT
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#define IMGUI_VULKAN_DEBUG_REPORT
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#endif
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#endif
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+// Data
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static VkAllocationCallbacks* g_Allocator = NULL;
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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 VkInstance g_Instance = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
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@@ -41,10 +42,17 @@ static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
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static VkPipelineCache g_PipelineCache = 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 VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
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+static GLFWwindow* g_AppWindow = NULL;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static ImGui_ImplVulkanH_Window g_MainWindowData;
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static int g_MinImageCount = 2;
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static int g_MinImageCount = 2;
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static bool g_SwapChainRebuild = false;
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static bool g_SwapChainRebuild = false;
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+// Forward declarations of helper functions
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+void MainLoopStep();
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+static void glfw_error_callback(int error, const char* description)
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+{
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+ fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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+}
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static void check_vk_result(VkResult err)
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static void check_vk_result(VkResult err)
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{
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{
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if (err == 0)
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if (err == 0)
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@@ -347,22 +355,16 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
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wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
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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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}
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-static void glfw_error_callback(int error, const char* description)
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-{
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- fprintf(stderr, "Glfw Error %d: %s\n", error, description);
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-}
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-
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+// Main code
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int main(int, char**)
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int main(int, char**)
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{
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{
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- // Setup GLFW window
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glfwSetErrorCallback(glfw_error_callback);
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit())
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if (!glfwInit())
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return 1;
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return 1;
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+ // Create window with Vulkan context
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
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-
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- // Setup Vulkan
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if (!glfwVulkanSupported())
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if (!glfwVulkanSupported())
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{
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{
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printf("GLFW: Vulkan Not Supported\n");
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printf("GLFW: Vulkan Not Supported\n");
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@@ -371,6 +373,7 @@ int main(int, char**)
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uint32_t extensions_count = 0;
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uint32_t extensions_count = 0;
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const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
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const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
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SetupVulkan(extensions, extensions_count);
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SetupVulkan(extensions, extensions_count);
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+ g_AppWindow = window;
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// Create Window Surface
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// Create Window Surface
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VkSurfaceKHR surface;
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VkSurfaceKHR surface;
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@@ -458,91 +461,9 @@ int main(int, char**)
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ImGui_ImplVulkan_DestroyFontUploadObjects();
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ImGui_ImplVulkan_DestroyFontUploadObjects();
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}
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}
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- // Our state
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- bool show_demo_window = true;
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- bool show_another_window = false;
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- ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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-
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// Main loop
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// Main loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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- {
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- // Poll and handle events (inputs, window resize, etc.)
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- // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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- // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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- // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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- // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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- glfwPollEvents();
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-
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- // Resize swap chain?
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- if (g_SwapChainRebuild)
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- {
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- int width, height;
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- glfwGetFramebufferSize(window, &width, &height);
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- if (width > 0 && height > 0)
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- {
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- ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
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- ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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- g_MainWindowData.FrameIndex = 0;
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- g_SwapChainRebuild = false;
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- }
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- }
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-
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- // Start the Dear ImGui frame
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- ImGui_ImplVulkan_NewFrame();
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- ImGui_ImplGlfw_NewFrame();
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- ImGui::NewFrame();
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-
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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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-
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- // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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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-
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- ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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-
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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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-
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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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-
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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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-
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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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-
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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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-
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- // Rendering
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- ImGui::Render();
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- ImDrawData* draw_data = ImGui::GetDrawData();
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- const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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- if (!is_minimized)
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- {
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- wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
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- wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
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- wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
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- wd->ClearValue.color.float32[3] = clear_color.w;
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- FrameRender(wd, draw_data);
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- FramePresent(wd);
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- }
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- }
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+ MainLoopStep();
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// Cleanup
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// Cleanup
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err = vkDeviceWaitIdle(g_Device);
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err = vkDeviceWaitIdle(g_Device);
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@@ -559,3 +480,91 @@ int main(int, char**)
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return 0;
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return 0;
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}
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}
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+
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+void MainLoopStep()
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+{
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+ // Poll and handle events (inputs, window resize, etc.)
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+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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+ GLFWwindow* window = g_AppWindow;
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+ glfwPollEvents();
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+
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+ // Resize swap chain?
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+ if (g_SwapChainRebuild)
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+ {
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+ int width, height;
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+ glfwGetFramebufferSize(window, &width, &height);
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+ if (width > 0 && height > 0)
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+ {
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+ ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
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+ ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
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+ g_MainWindowData.FrameIndex = 0;
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+ g_SwapChainRebuild = false;
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+ }
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+ }
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+
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+ // Start the Dear ImGui frame
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+ ImGui_ImplVulkan_NewFrame();
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+ ImGui_ImplGlfw_NewFrame();
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+ ImGui::NewFrame();
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+
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+ // Our state
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+ // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
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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 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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+
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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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+
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+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create 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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+
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+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ // Rendering
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+ ImGui::Render();
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+ ImDrawData* draw_data = ImGui::GetDrawData();
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+ const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
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+ if (!is_minimized)
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+ {
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+ ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
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+ wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
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+ wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
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+ wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
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+ wd->ClearValue.color.float32[3] = clear_color.w;
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+ FrameRender(wd, draw_data);
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+ FramePresent(wd);
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+ }
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+}
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