main.cpp 23 KB

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  1. // dear imgui: standalone example application for SDL2 + Vulkan
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
  4. // - Common ImGui_ImplVulkan_XXXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
  5. // You will use those if you want to use this rendering back-end in your engine/app.
  6. // - Helper ImGui_ImplVulkanH_XXXX functions and structures are only used by this example (main.cpp) and by
  7. // the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
  8. // Read comments in imgui_impl_vulkan.h.
  9. #include "imgui.h"
  10. #include "imgui_impl_sdl.h"
  11. #include "imgui_impl_vulkan.h"
  12. #include <stdio.h> // printf, fprintf
  13. #include <stdlib.h> // abort
  14. #include <SDL.h>
  15. #include <SDL_vulkan.h>
  16. #include <vulkan/vulkan.h>
  17. //#define IMGUI_UNLIMITED_FRAME_RATE
  18. #ifdef _DEBUG
  19. #define IMGUI_VULKAN_DEBUG_REPORT
  20. #endif
  21. static VkAllocationCallbacks* g_Allocator = NULL;
  22. static VkInstance g_Instance = VK_NULL_HANDLE;
  23. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  24. static VkDevice g_Device = VK_NULL_HANDLE;
  25. static uint32_t g_QueueFamily = (uint32_t)-1;
  26. static VkQueue g_Queue = VK_NULL_HANDLE;
  27. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  28. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  29. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  30. static ImGui_ImplVulkanH_WindowData g_WindowData;
  31. static uint32_t g_MinImageCount = 2;
  32. static bool g_WantSwapChainRebuild = false;
  33. static void check_vk_result(VkResult err)
  34. {
  35. if (err == 0) return;
  36. printf("VkResult %d\n", err);
  37. if (err < 0)
  38. abort();
  39. }
  40. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  41. 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)
  42. {
  43. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  44. fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  45. return VK_FALSE;
  46. }
  47. #endif // IMGUI_VULKAN_DEBUG_REPORT
  48. static void SetupVulkan(const char** extensions, uint32_t extensions_count)
  49. {
  50. VkResult err;
  51. // Create Vulkan Instance
  52. {
  53. VkInstanceCreateInfo create_info = {};
  54. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  55. create_info.enabledExtensionCount = extensions_count;
  56. create_info.ppEnabledExtensionNames = extensions;
  57. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  58. // Enabling multiple validation layers grouped as LunarG standard validation
  59. const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
  60. create_info.enabledLayerCount = 1;
  61. create_info.ppEnabledLayerNames = layers;
  62. // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
  63. const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
  64. memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
  65. extensions_ext[extensions_count] = "VK_EXT_debug_report";
  66. create_info.enabledExtensionCount = extensions_count + 1;
  67. create_info.ppEnabledExtensionNames = extensions_ext;
  68. // Create Vulkan Instance
  69. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  70. check_vk_result(err);
  71. free(extensions_ext);
  72. // Get the function pointer (required for any extensions)
  73. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  74. IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
  75. // Setup the debug report callback
  76. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  77. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  78. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  79. debug_report_ci.pfnCallback = debug_report;
  80. debug_report_ci.pUserData = NULL;
  81. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  82. check_vk_result(err);
  83. #else
  84. // Create Vulkan Instance without any debug feature
  85. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  86. check_vk_result(err);
  87. #endif
  88. }
  89. // Select GPU
  90. {
  91. uint32_t gpu_count;
  92. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
  93. check_vk_result(err);
  94. IM_ASSERT(gpu_count > 0);
  95. VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
  96. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
  97. check_vk_result(err);
  98. // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
  99. // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
  100. // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
  101. g_PhysicalDevice = gpus[0];
  102. free(gpus);
  103. }
  104. // Select graphics queue family
  105. {
  106. uint32_t count;
  107. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
  108. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  109. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  110. for (uint32_t i = 0; i < count; i++)
  111. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  112. {
  113. g_QueueFamily = i;
  114. break;
  115. }
  116. free(queues);
  117. IM_ASSERT(g_QueueFamily != -1);
  118. }
  119. // Create Logical Device (with 1 queue)
  120. {
  121. int device_extension_count = 1;
  122. const char* device_extensions[] = { "VK_KHR_swapchain" };
  123. const float queue_priority[] = { 1.0f };
  124. VkDeviceQueueCreateInfo queue_info[1] = {};
  125. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  126. queue_info[0].queueFamilyIndex = g_QueueFamily;
  127. queue_info[0].queueCount = 1;
  128. queue_info[0].pQueuePriorities = queue_priority;
  129. VkDeviceCreateInfo create_info = {};
  130. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  131. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  132. create_info.pQueueCreateInfos = queue_info;
  133. create_info.enabledExtensionCount = device_extension_count;
  134. create_info.ppEnabledExtensionNames = device_extensions;
  135. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  136. check_vk_result(err);
  137. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  138. }
  139. // Create Descriptor Pool
  140. {
  141. VkDescriptorPoolSize pool_sizes[] =
  142. {
  143. { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
  144. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
  145. { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
  146. { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
  147. { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
  148. { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
  149. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
  150. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
  151. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
  152. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
  153. { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
  154. };
  155. VkDescriptorPoolCreateInfo pool_info = {};
  156. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  157. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  158. pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
  159. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  160. pool_info.pPoolSizes = pool_sizes;
  161. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  162. check_vk_result(err);
  163. }
  164. }
  165. static void SetupVulkanWindow(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
  166. {
  167. wd->Surface = surface;
  168. // Check for WSI support
  169. VkBool32 res;
  170. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  171. if (res != VK_TRUE)
  172. {
  173. fprintf(stderr, "Error no WSI support on physical device 0\n");
  174. exit(-1);
  175. }
  176. // Select Surface Format
  177. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  178. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  179. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  180. // Select Present Mode
  181. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  182. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  183. #else
  184. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  185. #endif
  186. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  187. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  188. // Create SwapChain, RenderPass, Framebuffer, etc.
  189. ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  190. IM_ASSERT(wd->FramesQueueSize >= 2);
  191. }
  192. static void CleanupVulkan()
  193. {
  194. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  195. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  196. // Remove the debug report callback
  197. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  198. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  199. #endif // IMGUI_VULKAN_DEBUG_REPORT
  200. vkDestroyDevice(g_Device, g_Allocator);
  201. vkDestroyInstance(g_Instance, g_Allocator);
  202. }
  203. static void CleanupVulkanWindow()
  204. {
  205. // In a normal engine/app integration, you wouldn't use the ImGui_ImplVulkanH_WindowData helpers,
  206. // however you would instead need to call ImGui_ImplVulkan_DestroyFrameRenderBuffers() on each
  207. // ImGui_ImplVulkan_FrameRenderBuffers structure that you own.
  208. ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
  209. ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
  210. }
  211. static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
  212. {
  213. VkResult err;
  214. VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
  215. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  216. check_vk_result(err);
  217. ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
  218. {
  219. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  220. check_vk_result(err);
  221. err = vkResetFences(g_Device, 1, &fd->Fence);
  222. check_vk_result(err);
  223. }
  224. {
  225. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  226. check_vk_result(err);
  227. VkCommandBufferBeginInfo info = {};
  228. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  229. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  230. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  231. check_vk_result(err);
  232. }
  233. {
  234. VkRenderPassBeginInfo info = {};
  235. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  236. info.renderPass = wd->RenderPass;
  237. info.framebuffer = fd->Framebuffer;
  238. info.renderArea.extent.width = wd->Width;
  239. info.renderArea.extent.height = wd->Height;
  240. info.clearValueCount = 1;
  241. info.pClearValues = &wd->ClearValue;
  242. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  243. }
  244. // Record Imgui Draw Data and draw funcs into command buffer
  245. ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer, &fd->RenderBuffers);
  246. // Submit command buffer
  247. vkCmdEndRenderPass(fd->CommandBuffer);
  248. {
  249. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  250. VkSubmitInfo info = {};
  251. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  252. info.waitSemaphoreCount = 1;
  253. info.pWaitSemaphores = &image_acquired_semaphore;
  254. info.pWaitDstStageMask = &wait_stage;
  255. info.commandBufferCount = 1;
  256. info.pCommandBuffers = &fd->CommandBuffer;
  257. info.signalSemaphoreCount = 1;
  258. info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
  259. err = vkEndCommandBuffer(fd->CommandBuffer);
  260. check_vk_result(err);
  261. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  262. check_vk_result(err);
  263. }
  264. }
  265. static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
  266. {
  267. ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
  268. VkPresentInfoKHR info = {};
  269. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  270. info.waitSemaphoreCount = 1;
  271. info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
  272. info.swapchainCount = 1;
  273. info.pSwapchains = &wd->Swapchain;
  274. info.pImageIndices = &wd->FrameIndex;
  275. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  276. check_vk_result(err);
  277. }
  278. int main(int, char**)
  279. {
  280. // Setup SDL
  281. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  282. {
  283. printf("Error: %s\n", SDL_GetError());
  284. return 1;
  285. }
  286. // Setup window
  287. SDL_DisplayMode current;
  288. SDL_GetCurrentDisplayMode(0, &current);
  289. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  290. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  291. // Setup Vulkan
  292. uint32_t extensions_count = 0;
  293. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
  294. const char** extensions = new const char*[extensions_count];
  295. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
  296. SetupVulkan(extensions, extensions_count);
  297. delete[] extensions;
  298. // Create Window Surface
  299. VkSurfaceKHR surface;
  300. VkResult err;
  301. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  302. {
  303. printf("Failed to create Vulkan surface.\n");
  304. return 1;
  305. }
  306. // Create Framebuffers
  307. int w, h;
  308. SDL_GetWindowSize(window, &w, &h);
  309. ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
  310. SetupVulkanWindow(wd, surface, w, h);
  311. // Setup Dear ImGui context
  312. ImGui::CreateContext();
  313. ImGuiIO& io = ImGui::GetIO(); (void)io;
  314. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  315. // Setup Dear ImGui style
  316. ImGui::StyleColorsDark();
  317. //ImGui::StyleColorsClassic();
  318. // Setup Platform/Renderer bindings
  319. ImGui_ImplSDL2_InitForVulkan(window);
  320. ImGui_ImplVulkan_InitInfo init_info = {};
  321. init_info.Instance = g_Instance;
  322. init_info.PhysicalDevice = g_PhysicalDevice;
  323. init_info.Device = g_Device;
  324. init_info.QueueFamily = g_QueueFamily;
  325. init_info.Queue = g_Queue;
  326. init_info.PipelineCache = g_PipelineCache;
  327. init_info.DescriptorPool = g_DescriptorPool;
  328. init_info.Allocator = g_Allocator;
  329. init_info.MinImageCount = g_MinImageCount;
  330. init_info.CheckVkResultFn = check_vk_result;
  331. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  332. // Load Fonts
  333. // - 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.
  334. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  335. // - 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).
  336. // - 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.
  337. // - Read 'misc/fonts/README.txt' for more instructions and details.
  338. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  339. //io.Fonts->AddFontDefault();
  340. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  341. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  342. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  343. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  344. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  345. //IM_ASSERT(font != NULL);
  346. // Upload Fonts
  347. {
  348. // Use any command queue
  349. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  350. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  351. err = vkResetCommandPool(g_Device, command_pool, 0);
  352. check_vk_result(err);
  353. VkCommandBufferBeginInfo begin_info = {};
  354. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  355. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  356. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  357. check_vk_result(err);
  358. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  359. VkSubmitInfo end_info = {};
  360. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  361. end_info.commandBufferCount = 1;
  362. end_info.pCommandBuffers = &command_buffer;
  363. err = vkEndCommandBuffer(command_buffer);
  364. check_vk_result(err);
  365. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  366. check_vk_result(err);
  367. err = vkDeviceWaitIdle(g_Device);
  368. check_vk_result(err);
  369. ImGui_ImplVulkan_DestroyFontUploadObjects();
  370. }
  371. bool show_demo_window = true;
  372. bool show_another_window = false;
  373. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  374. // Main loop
  375. bool done = false;
  376. while (!done)
  377. {
  378. // Poll and handle events (inputs, window resize, etc.)
  379. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  380. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  381. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  382. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  383. SDL_Event event;
  384. while (SDL_PollEvent(&event))
  385. {
  386. ImGui_ImplSDL2_ProcessEvent(&event);
  387. if (event.type == SDL_QUIT)
  388. done = true;
  389. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  390. {
  391. g_WindowData.Width = (int)event.window.data1;
  392. g_WindowData.Height = (int)event.window.data2;
  393. g_WantSwapChainRebuild = true;
  394. }
  395. }
  396. if (g_WantSwapChainRebuild)
  397. {
  398. ImGui_ImplVulkanH_CreateWindowData(g_Instance, g_PhysicalDevice, g_Device, &g_WindowData, g_QueueFamily, g_Allocator, g_WindowData.Width, g_WindowData.Height, g_MinImageCount);
  399. ImGui_ImplVulkan_SetSwapChainMinImageCount(g_MinImageCount);
  400. g_WindowData.FrameIndex = 0;
  401. g_WantSwapChainRebuild = false;
  402. }
  403. // Start the Dear ImGui frame
  404. ImGui_ImplVulkan_NewFrame();
  405. ImGui_ImplSDL2_NewFrame(window);
  406. ImGui::NewFrame();
  407. // 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!).
  408. if (show_demo_window)
  409. ImGui::ShowDemoWindow(&show_demo_window);
  410. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  411. {
  412. static float f = 0.0f;
  413. static int counter = 0;
  414. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  415. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  416. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  417. ImGui::Checkbox("Another Window", &show_another_window);
  418. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  419. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  420. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  421. counter++;
  422. ImGui::SameLine();
  423. ImGui::Text("counter = %d", counter);
  424. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  425. ImGui::End();
  426. }
  427. // 3. Show another simple window.
  428. if (show_another_window)
  429. {
  430. 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)
  431. ImGui::Text("Hello from another window!");
  432. if (ImGui::Button("Close Me"))
  433. show_another_window = false;
  434. ImGui::End();
  435. }
  436. // Rendering
  437. ImGui::Render();
  438. memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
  439. FrameRender(wd);
  440. FramePresent(wd);
  441. }
  442. // Cleanup
  443. err = vkDeviceWaitIdle(g_Device);
  444. check_vk_result(err);
  445. ImGui_ImplVulkan_Shutdown();
  446. ImGui_ImplSDL2_Shutdown();
  447. ImGui::DestroyContext();
  448. CleanupVulkanWindow();
  449. CleanupVulkan();
  450. SDL_DestroyWindow(window);
  451. SDL_Quit();
  452. return 0;
  453. }