main.cpp 9.6 KB

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  1. // Dear ImGui: standalone example application for SDL3 + SDL_GPU
  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_sdlgpu3.cpp/.h in their own engine/app.
  8. // - Unline other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
  9. // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl3.h"
  12. #include "imgui_impl_sdlgpu3.h"
  13. #include <stdio.h> // printf, fprintf
  14. #include <stdlib.h> // abort
  15. #include <SDL3/SDL.h>
  16. // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
  17. #ifdef __EMSCRIPTEN__
  18. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  19. #endif
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Setup SDL
  24. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD) != 0)
  25. {
  26. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  27. return -1;
  28. }
  29. // Create SDL window graphics context
  30. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
  31. if (window == nullptr)
  32. {
  33. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  34. return -1;
  35. }
  36. // Create GPU Device
  37. SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
  38. if (gpu_device == nullptr)
  39. {
  40. printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
  41. return -1;
  42. }
  43. // Claim window for GPU Device
  44. if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
  45. {
  46. printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
  47. return -1;
  48. }
  49. // Setup Dear ImGui context
  50. IMGUI_CHECKVERSION();
  51. ImGui::CreateContext();
  52. ImGuiIO& io = ImGui::GetIO(); (void)io;
  53. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  54. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  55. // Setup Dear ImGui style
  56. ImGui::StyleColorsDark();
  57. //ImGui::StyleColorsLight();
  58. // Setup Platform/Renderer backends
  59. ImGui_ImplSDL3_InitForSDLGPU(window);
  60. ImGui_ImplSDLGPU3_InitInfo init_info = {};
  61. init_info.Device = gpu_device;
  62. init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
  63. init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
  64. ImGui_ImplSDLGPU3_Init(&init_info);
  65. // Load Fonts
  66. // - 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.
  67. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  68. // - 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).
  69. // - 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.
  70. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  71. // - Read 'docs/FONTS.md' for more instructions and details.
  72. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  73. //io.Fonts->AddFontDefault();
  74. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  75. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  76. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  78. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  79. //IM_ASSERT(font != nullptr);
  80. // Our state
  81. bool show_demo_window = true;
  82. bool show_another_window = false;
  83. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  84. // Main loop
  85. bool done = false;
  86. while (!done)
  87. {
  88. // Poll and handle events (inputs, window resize, etc.)
  89. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  90. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  91. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  92. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  93. SDL_Event event;
  94. while (SDL_PollEvent(&event))
  95. {
  96. ImGui_ImplSDL3_ProcessEvent(&event);
  97. if (event.type == SDL_EVENT_QUIT)
  98. done = true;
  99. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  100. done = true;
  101. }
  102. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  103. {
  104. SDL_Delay(10);
  105. continue;
  106. }
  107. // Start the Dear ImGui frame
  108. ImGui_ImplSDLGPU3_NewFrame();
  109. ImGui_ImplSDL3_NewFrame();
  110. ImGui::NewFrame();
  111. // 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!).
  112. if (show_demo_window)
  113. ImGui::ShowDemoWindow(&show_demo_window);
  114. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  115. {
  116. static float f = 0.0f;
  117. static int counter = 0;
  118. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  119. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  120. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  121. ImGui::Checkbox("Another Window", &show_another_window);
  122. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  123. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  124. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  125. counter++;
  126. ImGui::SameLine();
  127. ImGui::Text("counter = %d", counter);
  128. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  129. ImGui::End();
  130. }
  131. // 3. Show another simple window.
  132. if (show_another_window)
  133. {
  134. 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)
  135. ImGui::Text("Hello from another window!");
  136. if (ImGui::Button("Close Me"))
  137. show_another_window = false;
  138. ImGui::End();
  139. }
  140. // Rendering
  141. ImGui::Render();
  142. ImDrawData* draw_data = ImGui::GetDrawData();
  143. const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
  144. SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
  145. SDL_GPUTexture* swapchain_texture;
  146. SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
  147. if (swapchain_texture != nullptr && !is_minimized)
  148. {
  149. // This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
  150. Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
  151. // Setup and start a render pass
  152. SDL_GPUColorTargetInfo target_info = {};
  153. target_info.texture = swapchain_texture;
  154. target_info.clear_color = SDL_FColor{ clear_color.x,clear_color.y,clear_color.z,clear_color.w };
  155. target_info.load_op = SDL_GPU_LOADOP_CLEAR;
  156. target_info.store_op = SDL_GPU_STOREOP_STORE;
  157. target_info.mip_level = 0;
  158. target_info.layer_or_depth_plane = 0;
  159. target_info.cycle = false;
  160. SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
  161. // Render ImGui
  162. ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
  163. SDL_EndGPURenderPass(render_pass);
  164. }
  165. // Submit the command buffer
  166. SDL_SubmitGPUCommandBuffer(command_buffer);
  167. }
  168. // Cleanup
  169. SDL_WaitForGPUIdle(gpu_device);
  170. ImGui_ImplSDL3_Shutdown();
  171. ImGui_ImplSDLGPU3_Shutdown();
  172. ImGui::DestroyContext();
  173. SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
  174. SDL_DestroyGPUDevice(gpu_device);
  175. SDL_DestroyWindow(window);
  176. SDL_Quit();
  177. return 0;
  178. }