main.cpp 25 KB

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  1. // Dear ImGui: standalone example application for SDL2 + Vulkan
  2. // Learn about Dear ImGui:
  3. // - FAQ https://dearimgui.com/faq
  4. // - Getting Started https://dearimgui.com/getting-started
  5. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  6. // - Introduction, links and more at the top of imgui.cpp
  7. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
  8. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
  9. // You will use those if you want to use this rendering backend in your engine/app.
  10. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
  11. // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
  12. // Read comments in imgui_impl_vulkan.h.
  13. #include "imgui.h"
  14. #include "imgui_impl_sdl2.h"
  15. #include "imgui_impl_vulkan.h"
  16. #include <stdio.h> // printf, fprintf
  17. #include <stdlib.h> // abort
  18. #include <SDL.h>
  19. #include <SDL_vulkan.h>
  20. #ifdef _WIN32
  21. #include <windows.h> // SetProcessDPIAware()
  22. #endif
  23. // Volk headers
  24. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  25. #define VOLK_IMPLEMENTATION
  26. #include <volk.h>
  27. #endif
  28. //#define APP_USE_UNLIMITED_FRAME_RATE
  29. #ifdef _DEBUG
  30. #define APP_USE_VULKAN_DEBUG_REPORT
  31. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  32. #endif
  33. // Data
  34. static VkAllocationCallbacks* g_Allocator = nullptr;
  35. static VkInstance g_Instance = VK_NULL_HANDLE;
  36. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  37. static VkDevice g_Device = VK_NULL_HANDLE;
  38. static uint32_t g_QueueFamily = (uint32_t)-1;
  39. static VkQueue g_Queue = VK_NULL_HANDLE;
  40. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  41. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  42. static ImGui_ImplVulkanH_Window g_MainWindowData;
  43. static uint32_t g_MinImageCount = 2;
  44. static bool g_SwapChainRebuild = false;
  45. static void check_vk_result(VkResult err)
  46. {
  47. if (err == VK_SUCCESS)
  48. return;
  49. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  50. if (err < 0)
  51. abort();
  52. }
  53. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  54. 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)
  55. {
  56. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  57. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  58. return VK_FALSE;
  59. }
  60. #endif // APP_USE_VULKAN_DEBUG_REPORT
  61. static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
  62. {
  63. for (const VkExtensionProperties& p : properties)
  64. if (strcmp(p.extensionName, extension) == 0)
  65. return true;
  66. return false;
  67. }
  68. static void SetupVulkan(ImVector<const char*> instance_extensions)
  69. {
  70. VkResult err;
  71. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  72. volkInitialize();
  73. #endif
  74. // Create Vulkan Instance
  75. {
  76. VkInstanceCreateInfo create_info = {};
  77. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  78. // Enumerate available extensions
  79. uint32_t properties_count;
  80. ImVector<VkExtensionProperties> properties;
  81. vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
  82. properties.resize(properties_count);
  83. err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
  84. check_vk_result(err);
  85. // Enable required extensions
  86. if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
  87. instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
  88. #ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
  89. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
  90. {
  91. instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
  92. create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  93. }
  94. #endif
  95. // Enabling validation layers
  96. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  97. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  98. create_info.enabledLayerCount = 1;
  99. create_info.ppEnabledLayerNames = layers;
  100. instance_extensions.push_back("VK_EXT_debug_report");
  101. #endif
  102. // Create Vulkan Instance
  103. create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
  104. create_info.ppEnabledExtensionNames = instance_extensions.Data;
  105. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  106. check_vk_result(err);
  107. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  108. volkLoadInstance(g_Instance);
  109. #endif
  110. // Setup the debug report callback
  111. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  112. auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  113. IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
  114. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  115. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  116. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  117. debug_report_ci.pfnCallback = debug_report;
  118. debug_report_ci.pUserData = nullptr;
  119. err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  120. check_vk_result(err);
  121. #endif
  122. }
  123. // Select Physical Device (GPU)
  124. g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
  125. IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
  126. // Select graphics queue family
  127. g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
  128. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  129. // Create Logical Device (with 1 queue)
  130. {
  131. ImVector<const char*> device_extensions;
  132. device_extensions.push_back("VK_KHR_swapchain");
  133. // Enumerate physical device extension
  134. uint32_t properties_count;
  135. ImVector<VkExtensionProperties> properties;
  136. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
  137. properties.resize(properties_count);
  138. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
  139. #ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
  140. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
  141. device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
  142. #endif
  143. const float queue_priority[] = { 1.0f };
  144. VkDeviceQueueCreateInfo queue_info[1] = {};
  145. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  146. queue_info[0].queueFamilyIndex = g_QueueFamily;
  147. queue_info[0].queueCount = 1;
  148. queue_info[0].pQueuePriorities = queue_priority;
  149. VkDeviceCreateInfo create_info = {};
  150. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  151. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  152. create_info.pQueueCreateInfos = queue_info;
  153. create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
  154. create_info.ppEnabledExtensionNames = device_extensions.Data;
  155. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  156. check_vk_result(err);
  157. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  158. }
  159. // Create Descriptor Pool
  160. // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
  161. {
  162. VkDescriptorPoolSize pool_sizes[] =
  163. {
  164. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
  165. };
  166. VkDescriptorPoolCreateInfo pool_info = {};
  167. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  168. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  169. pool_info.maxSets = 0;
  170. for (VkDescriptorPoolSize& pool_size : pool_sizes)
  171. pool_info.maxSets += pool_size.descriptorCount;
  172. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  173. pool_info.pPoolSizes = pool_sizes;
  174. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  175. check_vk_result(err);
  176. }
  177. }
  178. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  179. // Your real engine/app may not use them.
  180. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  181. {
  182. wd->Surface = surface;
  183. // Check for WSI support
  184. VkBool32 res;
  185. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  186. if (res != VK_TRUE)
  187. {
  188. fprintf(stderr, "Error no WSI support on physical device 0\n");
  189. exit(-1);
  190. }
  191. // Select Surface Format
  192. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  193. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  194. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  195. // Select Present Mode
  196. #ifdef APP_USE_UNLIMITED_FRAME_RATE
  197. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  198. #else
  199. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  200. #endif
  201. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  202. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  203. // Create SwapChain, RenderPass, Framebuffer, etc.
  204. IM_ASSERT(g_MinImageCount >= 2);
  205. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  206. }
  207. static void CleanupVulkan()
  208. {
  209. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  210. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  211. // Remove the debug report callback
  212. auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  213. f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  214. #endif // APP_USE_VULKAN_DEBUG_REPORT
  215. vkDestroyDevice(g_Device, g_Allocator);
  216. vkDestroyInstance(g_Instance, g_Allocator);
  217. }
  218. static void CleanupVulkanWindow()
  219. {
  220. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  221. }
  222. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  223. {
  224. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  225. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  226. VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  227. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  228. g_SwapChainRebuild = true;
  229. if (err == VK_ERROR_OUT_OF_DATE_KHR)
  230. return;
  231. if (err != VK_SUBOPTIMAL_KHR)
  232. check_vk_result(err);
  233. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  234. {
  235. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  236. check_vk_result(err);
  237. err = vkResetFences(g_Device, 1, &fd->Fence);
  238. check_vk_result(err);
  239. }
  240. {
  241. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  242. check_vk_result(err);
  243. VkCommandBufferBeginInfo info = {};
  244. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  245. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  246. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  247. check_vk_result(err);
  248. }
  249. {
  250. VkRenderPassBeginInfo info = {};
  251. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  252. info.renderPass = wd->RenderPass;
  253. info.framebuffer = fd->Framebuffer;
  254. info.renderArea.extent.width = wd->Width;
  255. info.renderArea.extent.height = wd->Height;
  256. info.clearValueCount = 1;
  257. info.pClearValues = &wd->ClearValue;
  258. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  259. }
  260. // Record dear imgui primitives into command buffer
  261. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  262. // Submit command buffer
  263. vkCmdEndRenderPass(fd->CommandBuffer);
  264. {
  265. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  266. VkSubmitInfo info = {};
  267. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  268. info.waitSemaphoreCount = 1;
  269. info.pWaitSemaphores = &image_acquired_semaphore;
  270. info.pWaitDstStageMask = &wait_stage;
  271. info.commandBufferCount = 1;
  272. info.pCommandBuffers = &fd->CommandBuffer;
  273. info.signalSemaphoreCount = 1;
  274. info.pSignalSemaphores = &render_complete_semaphore;
  275. err = vkEndCommandBuffer(fd->CommandBuffer);
  276. check_vk_result(err);
  277. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  278. check_vk_result(err);
  279. }
  280. }
  281. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  282. {
  283. if (g_SwapChainRebuild)
  284. return;
  285. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  286. VkPresentInfoKHR info = {};
  287. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  288. info.waitSemaphoreCount = 1;
  289. info.pWaitSemaphores = &render_complete_semaphore;
  290. info.swapchainCount = 1;
  291. info.pSwapchains = &wd->Swapchain;
  292. info.pImageIndices = &wd->FrameIndex;
  293. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  294. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  295. g_SwapChainRebuild = true;
  296. if (err == VK_ERROR_OUT_OF_DATE_KHR)
  297. return;
  298. if (err != VK_SUBOPTIMAL_KHR)
  299. check_vk_result(err);
  300. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
  301. }
  302. // Main code
  303. int main(int, char**)
  304. {
  305. // Setup SDL
  306. #ifdef _WIN32
  307. ::SetProcessDPIAware();
  308. #endif
  309. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  310. {
  311. printf("Error: %s\n", SDL_GetError());
  312. return -1;
  313. }
  314. // From 2.0.18: Enable native IME.
  315. #ifdef SDL_HINT_IME_SHOW_UI
  316. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  317. #endif
  318. // Create window with Vulkan graphics context
  319. float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0);
  320. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  321. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags);
  322. if (window == nullptr)
  323. {
  324. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  325. return -1;
  326. }
  327. ImVector<const char*> extensions;
  328. uint32_t extensions_count = 0;
  329. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
  330. extensions.resize(extensions_count);
  331. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
  332. SetupVulkan(extensions);
  333. // Create Window Surface
  334. VkSurfaceKHR surface;
  335. VkResult err;
  336. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  337. {
  338. printf("Failed to create Vulkan surface.\n");
  339. return 1;
  340. }
  341. // Create Framebuffers
  342. int w, h;
  343. SDL_GetWindowSize(window, &w, &h);
  344. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  345. SetupVulkanWindow(wd, surface, w, h);
  346. // Setup Dear ImGui context
  347. IMGUI_CHECKVERSION();
  348. ImGui::CreateContext();
  349. ImGuiIO& io = ImGui::GetIO(); (void)io;
  350. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  351. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  352. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  353. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  354. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  355. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  356. // Setup Dear ImGui style
  357. ImGui::StyleColorsDark();
  358. //ImGui::StyleColorsLight();
  359. // Setup scaling
  360. ImGuiStyle& style = ImGui::GetStyle();
  361. style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
  362. style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose)
  363. io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
  364. io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes.
  365. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  366. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  367. {
  368. style.WindowRounding = 0.0f;
  369. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  370. }
  371. // Setup Platform/Renderer backends
  372. ImGui_ImplSDL2_InitForVulkan(window);
  373. ImGui_ImplVulkan_InitInfo init_info = {};
  374. //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
  375. init_info.Instance = g_Instance;
  376. init_info.PhysicalDevice = g_PhysicalDevice;
  377. init_info.Device = g_Device;
  378. init_info.QueueFamily = g_QueueFamily;
  379. init_info.Queue = g_Queue;
  380. init_info.PipelineCache = g_PipelineCache;
  381. init_info.DescriptorPool = g_DescriptorPool;
  382. init_info.RenderPass = wd->RenderPass;
  383. init_info.Subpass = 0;
  384. init_info.MinImageCount = g_MinImageCount;
  385. init_info.ImageCount = wd->ImageCount;
  386. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  387. init_info.Allocator = g_Allocator;
  388. init_info.CheckVkResultFn = check_vk_result;
  389. ImGui_ImplVulkan_Init(&init_info);
  390. // Load Fonts
  391. // - 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.
  392. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  393. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
  394. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  395. // - Read 'docs/FONTS.md' for more instructions and details.
  396. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  397. //style.FontSizeBase = 20.0f;
  398. //io.Fonts->AddFontDefault();
  399. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
  400. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
  401. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");
  402. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf");
  403. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf");
  404. //IM_ASSERT(font != nullptr);
  405. // Our state
  406. bool show_demo_window = true;
  407. bool show_another_window = false;
  408. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  409. // Main loop
  410. bool done = false;
  411. while (!done)
  412. {
  413. // Poll and handle events (inputs, window resize, etc.)
  414. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  415. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  416. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  417. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  418. SDL_Event event;
  419. while (SDL_PollEvent(&event))
  420. {
  421. ImGui_ImplSDL2_ProcessEvent(&event);
  422. if (event.type == SDL_QUIT)
  423. done = true;
  424. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  425. done = true;
  426. }
  427. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  428. {
  429. SDL_Delay(10);
  430. continue;
  431. }
  432. // Resize swap chain?
  433. int fb_width, fb_height;
  434. SDL_GetWindowSize(window, &fb_width, &fb_height);
  435. if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
  436. {
  437. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  438. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
  439. g_MainWindowData.FrameIndex = 0;
  440. g_SwapChainRebuild = false;
  441. }
  442. // Start the Dear ImGui frame
  443. ImGui_ImplVulkan_NewFrame();
  444. ImGui_ImplSDL2_NewFrame();
  445. ImGui::NewFrame();
  446. // 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!).
  447. if (show_demo_window)
  448. ImGui::ShowDemoWindow(&show_demo_window);
  449. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  450. {
  451. static float f = 0.0f;
  452. static int counter = 0;
  453. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  454. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  455. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  456. ImGui::Checkbox("Another Window", &show_another_window);
  457. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  458. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  459. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  460. counter++;
  461. ImGui::SameLine();
  462. ImGui::Text("counter = %d", counter);
  463. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  464. ImGui::End();
  465. }
  466. // 3. Show another simple window.
  467. if (show_another_window)
  468. {
  469. 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)
  470. ImGui::Text("Hello from another window!");
  471. if (ImGui::Button("Close Me"))
  472. show_another_window = false;
  473. ImGui::End();
  474. }
  475. // Rendering
  476. ImGui::Render();
  477. ImDrawData* main_draw_data = ImGui::GetDrawData();
  478. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  479. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  480. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  481. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  482. wd->ClearValue.color.float32[3] = clear_color.w;
  483. if (!main_is_minimized)
  484. FrameRender(wd, main_draw_data);
  485. // Update and Render additional Platform Windows
  486. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  487. {
  488. ImGui::UpdatePlatformWindows();
  489. ImGui::RenderPlatformWindowsDefault();
  490. }
  491. // Present Main Platform Window
  492. if (!main_is_minimized)
  493. FramePresent(wd);
  494. }
  495. // Cleanup
  496. err = vkDeviceWaitIdle(g_Device);
  497. check_vk_result(err);
  498. ImGui_ImplVulkan_Shutdown();
  499. ImGui_ImplSDL2_Shutdown();
  500. ImGui::DestroyContext();
  501. CleanupVulkanWindow();
  502. CleanupVulkan();
  503. SDL_DestroyWindow(window);
  504. SDL_Quit();
  505. return 0;
  506. }