main.cpp 11 KB

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  1. // Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
  2. // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
  3. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_glfw.h"
  10. #include "imgui_impl_wgpu.h"
  11. #include <stdio.h>
  12. #include <emscripten.h>
  13. #include <emscripten/html5.h>
  14. #include <emscripten/html5_webgpu.h>
  15. #include <GLFW/glfw3.h>
  16. #include <webgpu/webgpu.h>
  17. #include <webgpu/webgpu_cpp.h>
  18. // Global WebGPU required states
  19. static WGPUDevice wgpu_device = nullptr;
  20. static WGPUSurface wgpu_surface = nullptr;
  21. static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
  22. static WGPUSwapChain wgpu_swap_chain = nullptr;
  23. static int wgpu_swap_chain_width = 0;
  24. static int wgpu_swap_chain_height = 0;
  25. // Forward declarations
  26. static void MainLoopStep(void* window);
  27. static bool InitWGPU();
  28. static void print_glfw_error(int error, const char* description);
  29. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
  30. // Main code
  31. int main(int, char**)
  32. {
  33. glfwSetErrorCallback(print_glfw_error);
  34. if (!glfwInit())
  35. return 1;
  36. // Make sure GLFW does not initialize any graphics context.
  37. // This needs to be done explicitly later.
  38. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  39. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
  40. if (!window)
  41. {
  42. glfwTerminate();
  43. return 1;
  44. }
  45. // Initialize the WebGPU environment
  46. if (!InitWGPU())
  47. {
  48. if (window)
  49. glfwDestroyWindow(window);
  50. glfwTerminate();
  51. return 1;
  52. }
  53. glfwShowWindow(window);
  54. // Setup Dear ImGui context
  55. IMGUI_CHECKVERSION();
  56. ImGui::CreateContext();
  57. ImGuiIO& io = ImGui::GetIO(); (void)io;
  58. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  59. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  60. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  61. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  62. io.IniFilename = nullptr;
  63. // Setup Dear ImGui style
  64. ImGui::StyleColorsDark();
  65. //ImGui::StyleColorsLight();
  66. // Setup Platform/Renderer backends
  67. ImGui_ImplGlfw_InitForOther(window, true);
  68. ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
  69. ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
  70. // Load Fonts
  71. // - 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.
  72. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  73. // - 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).
  74. // - 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.
  75. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  76. // - Read 'docs/FONTS.md' for more instructions and details.
  77. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  78. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
  79. //io.Fonts->AddFontDefault();
  80. #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
  81. //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
  82. io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
  83. //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
  84. //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
  85. //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
  86. //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  87. //IM_ASSERT(font != nullptr);
  88. #endif
  89. // This function will directly return and exit the main function.
  90. // Make sure that no required objects get cleaned up.
  91. // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
  92. emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
  93. return 0;
  94. }
  95. static bool InitWGPU()
  96. {
  97. wgpu_device = emscripten_webgpu_get_device();
  98. if (!wgpu_device)
  99. return false;
  100. wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
  101. // Use C++ wrapper due to misbehavior in Emscripten.
  102. // Some offset computation for wgpuInstanceCreateSurface in JavaScript
  103. // seem to be inline with struct alignments in the C++ structure
  104. wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
  105. html_surface_desc.selector = "#canvas";
  106. wgpu::SurfaceDescriptor surface_desc = {};
  107. surface_desc.nextInChain = &html_surface_desc;
  108. wgpu::Instance instance = wgpuCreateInstance(nullptr);
  109. wgpu::Surface surface = instance.CreateSurface(&surface_desc);
  110. wgpu::Adapter adapter = {};
  111. wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
  112. wgpu_surface = surface.Release();
  113. return true;
  114. }
  115. static void MainLoopStep(void* window)
  116. {
  117. ImGuiIO& io = ImGui::GetIO();
  118. glfwPollEvents();
  119. int width, height;
  120. glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
  121. // React to changes in screen size
  122. if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
  123. {
  124. ImGui_ImplWGPU_InvalidateDeviceObjects();
  125. if (wgpu_swap_chain)
  126. wgpuSwapChainRelease(wgpu_swap_chain);
  127. wgpu_swap_chain_width = width;
  128. wgpu_swap_chain_height = height;
  129. WGPUSwapChainDescriptor swap_chain_desc = {};
  130. swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
  131. swap_chain_desc.format = wgpu_preferred_fmt;
  132. swap_chain_desc.width = width;
  133. swap_chain_desc.height = height;
  134. swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
  135. wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
  136. ImGui_ImplWGPU_CreateDeviceObjects();
  137. }
  138. // Start the Dear ImGui frame
  139. ImGui_ImplWGPU_NewFrame();
  140. ImGui_ImplGlfw_NewFrame();
  141. ImGui::NewFrame();
  142. // Our state
  143. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  144. static bool show_demo_window = true;
  145. static bool show_another_window = false;
  146. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  147. // 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!).
  148. if (show_demo_window)
  149. ImGui::ShowDemoWindow(&show_demo_window);
  150. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  151. {
  152. static float f = 0.0f;
  153. static int counter = 0;
  154. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  155. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  156. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  157. ImGui::Checkbox("Another Window", &show_another_window);
  158. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  159. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  160. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  161. counter++;
  162. ImGui::SameLine();
  163. ImGui::Text("counter = %d", counter);
  164. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  165. ImGui::End();
  166. }
  167. // 3. Show another simple window.
  168. if (show_another_window)
  169. {
  170. 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)
  171. ImGui::Text("Hello from another window!");
  172. if (ImGui::Button("Close Me"))
  173. show_another_window = false;
  174. ImGui::End();
  175. }
  176. // Rendering
  177. ImGui::Render();
  178. WGPURenderPassColorAttachment color_attachments = {};
  179. color_attachments.loadOp = WGPULoadOp_Clear;
  180. color_attachments.storeOp = WGPUStoreOp_Store;
  181. color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  182. color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
  183. WGPURenderPassDescriptor render_pass_desc = {};
  184. render_pass_desc.colorAttachmentCount = 1;
  185. render_pass_desc.colorAttachments = &color_attachments;
  186. render_pass_desc.depthStencilAttachment = nullptr;
  187. WGPUCommandEncoderDescriptor enc_desc = {};
  188. WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
  189. WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
  190. ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
  191. wgpuRenderPassEncoderEnd(pass);
  192. WGPUCommandBufferDescriptor cmd_buffer_desc = {};
  193. WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
  194. WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
  195. wgpuQueueSubmit(queue, 1, &cmd_buffer);
  196. }
  197. static void print_glfw_error(int error, const char* description)
  198. {
  199. printf("GLFW Error %d: %s\n", error, description);
  200. }
  201. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
  202. {
  203. const char* error_type_lbl = "";
  204. switch (error_type)
  205. {
  206. case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
  207. case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
  208. case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
  209. case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
  210. default: error_type_lbl = "Unknown";
  211. }
  212. printf("%s error: %s\n", error_type_lbl, message);
  213. }