main.cpp 21 KB

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  1. // ImGui - standalone example application for SDL2 + Vulkan
  2. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "imgui_impl_sdl2.h"
  5. #include "imgui_impl_vulkan.h"
  6. #include <stdio.h>
  7. #include <SDL.h>
  8. #include <SDL_vulkan.h>
  9. #include <vulkan/vulkan.h>
  10. #define IMGUI_UNLIMITED_FRAME_RATE
  11. #ifdef _DEBUG
  12. #define IMGUI_VULKAN_DEBUG_REPORT
  13. #endif
  14. static VkAllocationCallbacks* g_Allocator = NULL;
  15. static VkInstance g_Instance = VK_NULL_HANDLE;
  16. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  17. static VkDevice g_Device = VK_NULL_HANDLE;
  18. static uint32_t g_QueueFamily = (uint32_t)-1;
  19. static VkQueue g_Queue = VK_NULL_HANDLE;
  20. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  21. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  22. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  23. static ImGui_ImplVulkan_WindowData g_WindowData;
  24. static void check_vk_result(VkResult err)
  25. {
  26. if (err == 0) return;
  27. printf("VkResult %d\n", err);
  28. if (err < 0)
  29. abort();
  30. }
  31. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  32. 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)
  33. {
  34. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  35. fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  36. return VK_FALSE;
  37. }
  38. #endif // IMGUI_VULKAN_DEBUG_REPORT
  39. static void SetupVulkan(const char** extensions, uint32_t extensions_count)
  40. {
  41. VkResult err;
  42. // Create Vulkan Instance
  43. {
  44. VkInstanceCreateInfo create_info = {};
  45. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  46. create_info.enabledExtensionCount = extensions_count;
  47. create_info.ppEnabledExtensionNames = extensions;
  48. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  49. // Enabling multiple validation layers grouped as LunarG standard validation
  50. const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
  51. create_info.enabledLayerCount = 1;
  52. create_info.ppEnabledLayerNames = layers;
  53. // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
  54. const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
  55. memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
  56. extensions_ext[extensions_count] = "VK_EXT_debug_report";
  57. create_info.enabledExtensionCount = extensions_count + 1;
  58. create_info.ppEnabledExtensionNames = extensions_ext;
  59. // Create Vulkan Instance
  60. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  61. check_vk_result(err);
  62. free(extensions_ext);
  63. // Get the function pointer (required for any extensions)
  64. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  65. IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
  66. // Setup the debug report callback
  67. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  68. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  69. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  70. debug_report_ci.pfnCallback = debug_report;
  71. debug_report_ci.pUserData = NULL;
  72. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  73. check_vk_result(err);
  74. #else
  75. // Create Vulkan Instance without any debug feature
  76. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  77. check_vk_result(err);
  78. #endif
  79. }
  80. // Select GPU
  81. {
  82. uint32_t gpu_count;
  83. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
  84. check_vk_result(err);
  85. VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
  86. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
  87. check_vk_result(err);
  88. // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
  89. // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
  90. // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
  91. g_PhysicalDevice = gpus[0];
  92. free(gpus);
  93. }
  94. // Select graphics queue family
  95. {
  96. uint32_t count;
  97. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
  98. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  99. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  100. for (uint32_t i = 0; i < count; i++)
  101. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  102. {
  103. g_QueueFamily = i;
  104. break;
  105. }
  106. free(queues);
  107. IM_ASSERT(g_QueueFamily != -1);
  108. }
  109. // Create Logical Device (with 1 queue)
  110. {
  111. int device_extension_count = 1;
  112. const char* device_extensions[] = { "VK_KHR_swapchain" };
  113. const float queue_priority[] = { 1.0f };
  114. VkDeviceQueueCreateInfo queue_info[1] = {};
  115. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  116. queue_info[0].queueFamilyIndex = g_QueueFamily;
  117. queue_info[0].queueCount = 1;
  118. queue_info[0].pQueuePriorities = queue_priority;
  119. VkDeviceCreateInfo create_info = {};
  120. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  121. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  122. create_info.pQueueCreateInfos = queue_info;
  123. create_info.enabledExtensionCount = device_extension_count;
  124. create_info.ppEnabledExtensionNames = device_extensions;
  125. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  126. check_vk_result(err);
  127. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  128. }
  129. // Create Descriptor Pool
  130. {
  131. VkDescriptorPoolSize pool_sizes[] =
  132. {
  133. { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
  134. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
  135. { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
  136. { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
  137. { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
  138. { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
  139. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
  140. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
  141. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
  142. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
  143. { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
  144. };
  145. VkDescriptorPoolCreateInfo pool_info = {};
  146. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  147. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  148. pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
  149. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  150. pool_info.pPoolSizes = pool_sizes;
  151. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  152. check_vk_result(err);
  153. }
  154. }
  155. static void SetupVulkanWindowData(ImGui_ImplVulkan_WindowData* wd, VkSurfaceKHR surface, int width, int height)
  156. {
  157. wd->Surface = surface;
  158. // Check for WSI support
  159. VkBool32 res;
  160. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  161. if (res != VK_TRUE)
  162. {
  163. fprintf(stderr, "Error no WSI support on physical device 0\n");
  164. exit(-1);
  165. }
  166. // Get Surface Format
  167. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  168. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  169. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  170. // Get Present Mode
  171. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  172. VkPresentModeKHR present_mode = VK_PRESENT_MODE_IMMEDIATE_KHR;
  173. #else
  174. VkPresentModeKHR present_mode = VK_PRESENT_MODE_FIFO_KHR;
  175. #endif
  176. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_mode, 1);
  177. // Create SwapChain, RenderPass, Framebuffer, etc.
  178. ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
  179. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
  180. }
  181. static void CleanupVulkan()
  182. {
  183. ImGui_ImplVulkan_WindowData* wd = &g_WindowData;
  184. ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
  185. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  186. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  187. // Remove the debug report callback
  188. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  189. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  190. #endif // IMGUI_VULKAN_DEBUG_REPORT
  191. vkDestroyDevice(g_Device, g_Allocator);
  192. vkDestroyInstance(g_Instance, g_Allocator);
  193. }
  194. static void FrameRender(ImGui_ImplVulkan_WindowData* wd)
  195. {
  196. VkResult err;
  197. VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
  198. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  199. check_vk_result(err);
  200. ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
  201. {
  202. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  203. check_vk_result(err);
  204. err = vkResetFences(g_Device, 1, &fd->Fence);
  205. check_vk_result(err);
  206. }
  207. {
  208. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  209. check_vk_result(err);
  210. VkCommandBufferBeginInfo info = {};
  211. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  212. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  213. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  214. check_vk_result(err);
  215. }
  216. {
  217. VkRenderPassBeginInfo info = {};
  218. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  219. info.renderPass = wd->RenderPass;
  220. info.framebuffer = wd->Framebuffer[wd->FrameIndex];
  221. info.renderArea.extent.width = wd->Width;
  222. info.renderArea.extent.height = wd->Height;
  223. info.clearValueCount = 1;
  224. info.pClearValues = &wd->ClearValue;
  225. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  226. }
  227. // Record Imgui Draw Data and draw funcs into command buffer
  228. ImGui_ImplVulkan_RenderDrawData(fd->CommandBuffer, ImGui::GetDrawData());
  229. // Submit command buffer
  230. vkCmdEndRenderPass(fd->CommandBuffer);
  231. {
  232. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  233. VkSubmitInfo info = {};
  234. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  235. info.waitSemaphoreCount = 1;
  236. info.pWaitSemaphores = &image_acquired_semaphore;
  237. info.pWaitDstStageMask = &wait_stage;
  238. info.commandBufferCount = 1;
  239. info.pCommandBuffers = &fd->CommandBuffer;
  240. info.signalSemaphoreCount = 1;
  241. info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
  242. err = vkEndCommandBuffer(fd->CommandBuffer);
  243. check_vk_result(err);
  244. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  245. check_vk_result(err);
  246. }
  247. }
  248. static void FramePresent(ImGui_ImplVulkan_WindowData* wd)
  249. {
  250. ImGui_ImplVulkan_FrameData* fd = &wd->Frames[wd->FrameIndex];
  251. VkPresentInfoKHR info = {};
  252. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  253. info.waitSemaphoreCount = 1;
  254. info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
  255. info.swapchainCount = 1;
  256. info.pSwapchains = &wd->Swapchain;
  257. info.pImageIndices = &wd->FrameIndex;
  258. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  259. check_vk_result(err);
  260. }
  261. int main(int, char**)
  262. {
  263. // Setup SDL
  264. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
  265. {
  266. printf("Error: %s\n", SDL_GetError());
  267. return 1;
  268. }
  269. // Setup window
  270. SDL_DisplayMode current;
  271. SDL_GetCurrentDisplayMode(0, &current);
  272. SDL_Window* window = SDL_CreateWindow("ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
  273. // Setup Vulkan
  274. uint32_t extensions_count = 0;
  275. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, NULL);
  276. const char** extensions = new const char*[extensions_count];
  277. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions);
  278. SetupVulkan(extensions, extensions_count);
  279. delete[] extensions;
  280. // Create Window Surface
  281. VkSurfaceKHR surface;
  282. VkResult err;
  283. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  284. {
  285. printf("Failed to create Vulkan surface.\n");
  286. return 1;
  287. }
  288. // Create Framebuffers
  289. int w, h;
  290. SDL_GetWindowSize(window, &w, &h);
  291. ImGui_ImplVulkan_WindowData* wd = &g_WindowData;
  292. SetupVulkanWindowData(wd, surface, w, h);
  293. // Setup ImGui binding
  294. ImGui::CreateContext();
  295. ImGuiIO& io = ImGui::GetIO(); (void)io;
  296. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
  297. io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  298. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  299. // Setup SDL binding
  300. ImGui_ImplSDL2_Init(window, NULL);
  301. // Setup Vulkan binding
  302. ImGui_ImplVulkan_InitInfo init_info = {};
  303. init_info.Instance = g_Instance;
  304. init_info.PhysicalDevice = g_PhysicalDevice;
  305. init_info.Device = g_Device;
  306. init_info.QueueFamily = g_QueueFamily;
  307. init_info.Queue = g_Queue;
  308. init_info.PipelineCache = g_PipelineCache;
  309. init_info.DescriptorPool = g_DescriptorPool;
  310. init_info.Allocator = g_Allocator;
  311. init_info.CheckVkResultFn = check_vk_result;
  312. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  313. // Setup style
  314. ImGui::StyleColorsDark();
  315. //ImGui::StyleColorsClassic();
  316. // Load Fonts
  317. // - 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.
  318. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  319. // - 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).
  320. // - 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.
  321. // - Read 'misc/fonts/README.txt' for more instructions and details.
  322. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  323. //io.Fonts->AddFontDefault();
  324. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  325. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  326. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  327. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  328. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  329. //IM_ASSERT(font != NULL);
  330. // Upload Fonts
  331. {
  332. // Use any command queue
  333. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  334. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  335. err = vkResetCommandPool(g_Device, command_pool, 0);
  336. check_vk_result(err);
  337. VkCommandBufferBeginInfo begin_info = {};
  338. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  339. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  340. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  341. check_vk_result(err);
  342. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  343. VkSubmitInfo end_info = {};
  344. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  345. end_info.commandBufferCount = 1;
  346. end_info.pCommandBuffers = &command_buffer;
  347. err = vkEndCommandBuffer(command_buffer);
  348. check_vk_result(err);
  349. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  350. check_vk_result(err);
  351. err = vkDeviceWaitIdle(g_Device);
  352. check_vk_result(err);
  353. ImGui_ImplVulkan_InvalidateFontUploadObjects();
  354. }
  355. bool show_demo_window = true;
  356. bool show_another_window = false;
  357. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  358. // Main loop
  359. bool done = false;
  360. while (!done)
  361. {
  362. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  363. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  364. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  365. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  366. SDL_Event event;
  367. while (SDL_PollEvent(&event))
  368. {
  369. ImGui_ImplSDL2_ProcessEvent(&event);
  370. if (event.type == SDL_QUIT)
  371. done = true;
  372. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
  373. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
  374. }
  375. ImGui_ImplVulkan_NewFrame();
  376. ImGui_ImplSDL2_NewFrame(window);
  377. // 1. Show a simple window.
  378. // Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
  379. {
  380. static float f = 0.0f;
  381. static int counter = 0;
  382. ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
  383. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  384. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  385. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our windows open/close state
  386. ImGui::Checkbox("Another Window", &show_another_window);
  387. if (ImGui::Button("Button")) // Buttons return true when clicked (NB: most widgets return true when edited/activated)
  388. counter++;
  389. ImGui::SameLine();
  390. ImGui::Text("counter = %d", counter);
  391. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  392. }
  393. // 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
  394. if (show_another_window)
  395. {
  396. ImGui::Begin("Another Window", &show_another_window);
  397. ImGui::Text("Hello from another window!");
  398. if (ImGui::Button("Close Me"))
  399. show_another_window = false;
  400. ImGui::End();
  401. }
  402. // 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow(). Read its code to learn more about Dear ImGui!
  403. if (show_demo_window)
  404. {
  405. ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
  406. ImGui::ShowDemoWindow(&show_demo_window);
  407. }
  408. // Rendering
  409. ImGui::Render();
  410. memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
  411. FrameRender(wd);
  412. // Update and Render additional Platform Windows
  413. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  414. {
  415. ImGui::UpdatePlatformWindows();
  416. ImGui::RenderPlatformWindowsDefault();
  417. }
  418. FramePresent(wd);
  419. }
  420. // Cleanup
  421. err = vkDeviceWaitIdle(g_Device);
  422. check_vk_result(err);
  423. ImGui_ImplVulkan_Shutdown();
  424. ImGui_ImplSDL2_Shutdown();
  425. ImGui::DestroyContext();
  426. SDL_DestroyWindow(window);
  427. CleanupVulkan();
  428. SDL_Quit();
  429. return 0;
  430. }