main.cpp 25 KB

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  1. // Dear ImGui: standalone example application for SDL2 + 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_sdl.h"
  12. #include "imgui_impl_vulkan.h"
  13. #include <stdio.h> // printf, fprintf
  14. #include <stdlib.h> // abort
  15. #include <SDL.h>
  16. #include <SDL_vulkan.h>
  17. #include <vulkan/vulkan.h>
  18. //#define IMGUI_UNLIMITED_FRAME_RATE
  19. #ifdef _DEBUG
  20. #define IMGUI_VULKAN_DEBUG_REPORT
  21. #endif
  22. // Data
  23. static VkAllocationCallbacks* g_Allocator = NULL;
  24. static VkInstance g_Instance = VK_NULL_HANDLE;
  25. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  26. static VkDevice g_Device = VK_NULL_HANDLE;
  27. static uint32_t g_QueueFamily = (uint32_t)-1;
  28. static VkQueue g_Queue = VK_NULL_HANDLE;
  29. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  30. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  31. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  32. static SDL_Window* g_AppWindow = NULL;
  33. static ImGui_ImplVulkanH_Window g_MainWindowData;
  34. static uint32_t g_MinImageCount = 2;
  35. static bool g_SwapChainRebuild = false;
  36. // Forward declarations of helper functions
  37. bool MainLoopStep();
  38. static void check_vk_result(VkResult err)
  39. {
  40. if (err == 0)
  41. return;
  42. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  43. if (err < 0)
  44. abort();
  45. }
  46. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  47. 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)
  48. {
  49. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  50. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  51. return VK_FALSE;
  52. }
  53. #endif // IMGUI_VULKAN_DEBUG_REPORT
  54. static void SetupVulkan(const char** extensions, uint32_t extensions_count)
  55. {
  56. VkResult err;
  57. // Create Vulkan Instance
  58. {
  59. VkInstanceCreateInfo create_info = {};
  60. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  61. create_info.enabledExtensionCount = extensions_count;
  62. create_info.ppEnabledExtensionNames = extensions;
  63. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  64. // Enabling validation layers
  65. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  66. create_info.enabledLayerCount = 1;
  67. create_info.ppEnabledLayerNames = layers;
  68. // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
  69. const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
  70. memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
  71. extensions_ext[extensions_count] = "VK_EXT_debug_report";
  72. create_info.enabledExtensionCount = extensions_count + 1;
  73. create_info.ppEnabledExtensionNames = extensions_ext;
  74. // Create Vulkan Instance
  75. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  76. check_vk_result(err);
  77. free(extensions_ext);
  78. // Get the function pointer (required for any extensions)
  79. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  80. IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
  81. // Setup the debug report callback
  82. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  83. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  84. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  85. debug_report_ci.pfnCallback = debug_report;
  86. debug_report_ci.pUserData = NULL;
  87. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  88. check_vk_result(err);
  89. #else
  90. // Create Vulkan Instance without any debug feature
  91. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  92. check_vk_result(err);
  93. IM_UNUSED(g_DebugReport);
  94. #endif
  95. }
  96. // Select GPU
  97. {
  98. uint32_t gpu_count;
  99. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
  100. check_vk_result(err);
  101. IM_ASSERT(gpu_count > 0);
  102. VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
  103. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
  104. check_vk_result(err);
  105. // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
  106. // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
  107. // dedicated GPUs) is out of scope of this sample.
  108. int use_gpu = 0;
  109. for (int i = 0; i < (int)gpu_count; i++)
  110. {
  111. VkPhysicalDeviceProperties properties;
  112. vkGetPhysicalDeviceProperties(gpus[i], &properties);
  113. if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  114. {
  115. use_gpu = i;
  116. break;
  117. }
  118. }
  119. g_PhysicalDevice = gpus[use_gpu];
  120. free(gpus);
  121. }
  122. // Select graphics queue family
  123. {
  124. uint32_t count;
  125. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
  126. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  127. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  128. for (uint32_t i = 0; i < count; i++)
  129. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  130. {
  131. g_QueueFamily = i;
  132. break;
  133. }
  134. free(queues);
  135. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  136. }
  137. // Create Logical Device (with 1 queue)
  138. {
  139. int device_extension_count = 1;
  140. const char* device_extensions[] = { "VK_KHR_swapchain" };
  141. const float queue_priority[] = { 1.0f };
  142. VkDeviceQueueCreateInfo queue_info[1] = {};
  143. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  144. queue_info[0].queueFamilyIndex = g_QueueFamily;
  145. queue_info[0].queueCount = 1;
  146. queue_info[0].pQueuePriorities = queue_priority;
  147. VkDeviceCreateInfo create_info = {};
  148. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  149. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  150. create_info.pQueueCreateInfos = queue_info;
  151. create_info.enabledExtensionCount = device_extension_count;
  152. create_info.ppEnabledExtensionNames = device_extensions;
  153. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  154. check_vk_result(err);
  155. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  156. }
  157. // Create Descriptor Pool
  158. {
  159. VkDescriptorPoolSize pool_sizes[] =
  160. {
  161. { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
  162. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
  163. { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
  164. { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
  165. { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
  166. { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
  167. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
  168. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
  169. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
  170. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
  171. { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
  172. };
  173. VkDescriptorPoolCreateInfo pool_info = {};
  174. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  175. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  176. pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
  177. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  178. pool_info.pPoolSizes = pool_sizes;
  179. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  180. check_vk_result(err);
  181. }
  182. }
  183. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  184. // Your real engine/app may not use them.
  185. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  186. {
  187. wd->Surface = surface;
  188. // Check for WSI support
  189. VkBool32 res;
  190. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  191. if (res != VK_TRUE)
  192. {
  193. fprintf(stderr, "Error no WSI support on physical device 0\n");
  194. exit(-1);
  195. }
  196. // Select Surface Format
  197. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  198. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  199. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  200. // Select Present Mode
  201. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  202. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  203. #else
  204. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  205. #endif
  206. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  207. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  208. // Create SwapChain, RenderPass, Framebuffer, etc.
  209. IM_ASSERT(g_MinImageCount >= 2);
  210. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  211. }
  212. static void CleanupVulkan()
  213. {
  214. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  215. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  216. // Remove the debug report callback
  217. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  218. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  219. #endif // IMGUI_VULKAN_DEBUG_REPORT
  220. vkDestroyDevice(g_Device, g_Allocator);
  221. vkDestroyInstance(g_Instance, g_Allocator);
  222. }
  223. static void CleanupVulkanWindow()
  224. {
  225. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  226. }
  227. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  228. {
  229. VkResult err;
  230. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  231. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  232. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  233. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  234. {
  235. g_SwapChainRebuild = true;
  236. return;
  237. }
  238. check_vk_result(err);
  239. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  240. {
  241. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  242. check_vk_result(err);
  243. err = vkResetFences(g_Device, 1, &fd->Fence);
  244. check_vk_result(err);
  245. }
  246. {
  247. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  248. check_vk_result(err);
  249. VkCommandBufferBeginInfo info = {};
  250. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  251. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  252. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  253. check_vk_result(err);
  254. }
  255. {
  256. VkRenderPassBeginInfo info = {};
  257. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  258. info.renderPass = wd->RenderPass;
  259. info.framebuffer = fd->Framebuffer;
  260. info.renderArea.extent.width = wd->Width;
  261. info.renderArea.extent.height = wd->Height;
  262. info.clearValueCount = 1;
  263. info.pClearValues = &wd->ClearValue;
  264. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  265. }
  266. // Record dear imgui primitives into command buffer
  267. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  268. // Submit command buffer
  269. vkCmdEndRenderPass(fd->CommandBuffer);
  270. {
  271. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  272. VkSubmitInfo info = {};
  273. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  274. info.waitSemaphoreCount = 1;
  275. info.pWaitSemaphores = &image_acquired_semaphore;
  276. info.pWaitDstStageMask = &wait_stage;
  277. info.commandBufferCount = 1;
  278. info.pCommandBuffers = &fd->CommandBuffer;
  279. info.signalSemaphoreCount = 1;
  280. info.pSignalSemaphores = &render_complete_semaphore;
  281. err = vkEndCommandBuffer(fd->CommandBuffer);
  282. check_vk_result(err);
  283. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  284. check_vk_result(err);
  285. }
  286. }
  287. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  288. {
  289. if (g_SwapChainRebuild)
  290. return;
  291. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  292. VkPresentInfoKHR info = {};
  293. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  294. info.waitSemaphoreCount = 1;
  295. info.pWaitSemaphores = &render_complete_semaphore;
  296. info.swapchainCount = 1;
  297. info.pSwapchains = &wd->Swapchain;
  298. info.pImageIndices = &wd->FrameIndex;
  299. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  300. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  301. {
  302. g_SwapChainRebuild = true;
  303. return;
  304. }
  305. check_vk_result(err);
  306. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
  307. }
  308. // Main code
  309. int main(int, char**)
  310. {
  311. // Setup SDL
  312. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  313. {
  314. printf("Error: %s\n", SDL_GetError());
  315. return -1;
  316. }
  317. // Create window with Vulkan graphics context
  318. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  319. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  320. uint32_t extensions_count = 0;
  321. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
  322. const char** extensions = new const char*[extensions_count];
  323. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
  324. SetupVulkan(extensions, extensions_count);
  325. delete[] extensions;
  326. g_AppWindow = window;
  327. // Create Window Surface
  328. VkSurfaceKHR surface;
  329. VkResult err;
  330. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  331. {
  332. printf("Failed to create Vulkan surface.\n");
  333. return 1;
  334. }
  335. // Create Framebuffers
  336. int w, h;
  337. SDL_GetWindowSize(window, &w, &h);
  338. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  339. SetupVulkanWindow(wd, surface, w, h);
  340. // Setup Dear ImGui context
  341. IMGUI_CHECKVERSION();
  342. ImGui::CreateContext();
  343. ImGuiIO& io = ImGui::GetIO(); (void)io;
  344. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  345. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  346. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  347. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  348. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  349. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  350. // Setup Dear ImGui style
  351. ImGui::StyleColorsDark();
  352. //ImGui::StyleColorsLight();
  353. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  354. ImGuiStyle& style = ImGui::GetStyle();
  355. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  356. {
  357. style.WindowRounding = 0.0f;
  358. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  359. }
  360. // Setup Platform/Renderer backends
  361. ImGui_ImplSDL2_InitForVulkan(window);
  362. ImGui_ImplVulkan_InitInfo init_info = {};
  363. init_info.Instance = g_Instance;
  364. init_info.PhysicalDevice = g_PhysicalDevice;
  365. init_info.Device = g_Device;
  366. init_info.QueueFamily = g_QueueFamily;
  367. init_info.Queue = g_Queue;
  368. init_info.PipelineCache = g_PipelineCache;
  369. init_info.DescriptorPool = g_DescriptorPool;
  370. init_info.Subpass = 0;
  371. init_info.MinImageCount = g_MinImageCount;
  372. init_info.ImageCount = wd->ImageCount;
  373. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  374. init_info.Allocator = g_Allocator;
  375. init_info.CheckVkResultFn = check_vk_result;
  376. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  377. // Load Fonts
  378. // - 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.
  379. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  380. // - 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).
  381. // - 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.
  382. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  383. // - Read 'docs/FONTS.md' for more instructions and details.
  384. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  385. //io.Fonts->AddFontDefault();
  386. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  387. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  388. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  389. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  390. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  391. //IM_ASSERT(font != NULL);
  392. // Upload Fonts
  393. {
  394. // Use any command queue
  395. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  396. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  397. err = vkResetCommandPool(g_Device, command_pool, 0);
  398. check_vk_result(err);
  399. VkCommandBufferBeginInfo begin_info = {};
  400. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  401. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  402. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  403. check_vk_result(err);
  404. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  405. VkSubmitInfo end_info = {};
  406. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  407. end_info.commandBufferCount = 1;
  408. end_info.pCommandBuffers = &command_buffer;
  409. err = vkEndCommandBuffer(command_buffer);
  410. check_vk_result(err);
  411. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  412. check_vk_result(err);
  413. err = vkDeviceWaitIdle(g_Device);
  414. check_vk_result(err);
  415. ImGui_ImplVulkan_DestroyFontUploadObjects();
  416. }
  417. // Main loop
  418. while (true)
  419. {
  420. if (!MainLoopStep())
  421. break;
  422. }
  423. // Cleanup
  424. err = vkDeviceWaitIdle(g_Device);
  425. check_vk_result(err);
  426. ImGui_ImplVulkan_Shutdown();
  427. ImGui_ImplSDL2_Shutdown();
  428. ImGui::DestroyContext();
  429. CleanupVulkanWindow();
  430. CleanupVulkan();
  431. SDL_DestroyWindow(window);
  432. SDL_Quit();
  433. return 0;
  434. }
  435. bool MainLoopStep()
  436. {
  437. // Poll and handle events (inputs, window resize, etc.)
  438. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  439. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  440. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  441. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  442. SDL_Window* window = g_AppWindow;
  443. SDL_Event event;
  444. while (SDL_PollEvent(&event))
  445. {
  446. ImGui_ImplSDL2_ProcessEvent(&event);
  447. if (event.type == SDL_QUIT)
  448. return false;
  449. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  450. return false;
  451. }
  452. // Resize swap chain?
  453. if (g_SwapChainRebuild)
  454. {
  455. int width, height;
  456. SDL_GetWindowSize(window, &width, &height);
  457. if (width > 0 && height > 0)
  458. {
  459. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  460. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  461. g_MainWindowData.FrameIndex = 0;
  462. g_SwapChainRebuild = false;
  463. }
  464. }
  465. // Start the Dear ImGui frame
  466. ImGui_ImplVulkan_NewFrame();
  467. ImGui_ImplSDL2_NewFrame();
  468. ImGui::NewFrame();
  469. // Our state
  470. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  471. static bool show_demo_window = true;
  472. static bool show_another_window = false;
  473. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  474. // 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!).
  475. if (show_demo_window)
  476. ImGui::ShowDemoWindow(&show_demo_window);
  477. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  478. {
  479. static float f = 0.0f;
  480. static int counter = 0;
  481. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  482. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  483. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  484. ImGui::Checkbox("Another Window", &show_another_window);
  485. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  486. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  487. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  488. counter++;
  489. ImGui::SameLine();
  490. ImGui::Text("counter = %d", counter);
  491. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  492. ImGui::End();
  493. }
  494. // 3. Show another simple window.
  495. if (show_another_window)
  496. {
  497. 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)
  498. ImGui::Text("Hello from another window!");
  499. if (ImGui::Button("Close Me"))
  500. show_another_window = false;
  501. ImGui::End();
  502. }
  503. // Rendering
  504. ImGui::Render();
  505. ImDrawData* main_draw_data = ImGui::GetDrawData();
  506. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  507. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  508. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  509. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  510. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  511. wd->ClearValue.color.float32[3] = clear_color.w;
  512. if (!main_is_minimized)
  513. FrameRender(wd, main_draw_data);
  514. // Update and Render additional Platform Windows
  515. if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  516. {
  517. ImGui::UpdatePlatformWindows();
  518. ImGui::RenderPlatformWindowsDefault();
  519. }
  520. // Present Main Platform Window
  521. if (!main_is_minimized)
  522. FramePresent(wd);
  523. return true;
  524. }