main.cpp 26 KB

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  1. // Dear ImGui: standalone example application for Glfw + Vulkan
  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_vulkan.cpp/.h in their own engine/app.
  8. // - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
  9. // You will use those if you want to use this rendering backend in your engine/app.
  10. // - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
  11. // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
  12. // Read comments in imgui_impl_vulkan.h.
  13. #include "imgui.h"
  14. #include "imgui_impl_glfw.h"
  15. #include "imgui_impl_vulkan.h"
  16. #include <stdio.h> // printf, fprintf
  17. #include <stdlib.h> // abort
  18. #define GLFW_INCLUDE_NONE
  19. #define GLFW_INCLUDE_VULKAN
  20. #include <GLFW/glfw3.h>
  21. #include <vulkan/vulkan.h>
  22. //#include <vulkan/vulkan_beta.h>
  23. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  24. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  25. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
  26. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  27. #pragma comment(lib, "legacy_stdio_definitions")
  28. #endif
  29. //#define IMGUI_UNLIMITED_FRAME_RATE
  30. #ifdef _DEBUG
  31. #define IMGUI_VULKAN_DEBUG_REPORT
  32. #endif
  33. // Data
  34. static VkAllocationCallbacks* g_Allocator = nullptr;
  35. static VkInstance g_Instance = VK_NULL_HANDLE;
  36. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  37. static VkDevice g_Device = VK_NULL_HANDLE;
  38. static uint32_t g_QueueFamily = (uint32_t)-1;
  39. static VkQueue g_Queue = VK_NULL_HANDLE;
  40. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  41. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  42. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  43. static ImGui_ImplVulkanH_Window g_MainWindowData;
  44. static int g_MinImageCount = 2;
  45. static bool g_SwapChainRebuild = false;
  46. static void glfw_error_callback(int error, const char* description)
  47. {
  48. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  49. }
  50. static void check_vk_result(VkResult err)
  51. {
  52. if (err == 0)
  53. return;
  54. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  55. if (err < 0)
  56. abort();
  57. }
  58. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  59. 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)
  60. {
  61. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  62. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  63. return VK_FALSE;
  64. }
  65. #endif // IMGUI_VULKAN_DEBUG_REPORT
  66. static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
  67. {
  68. for (const VkExtensionProperties& p : properties)
  69. if (strcmp(p.extensionName, extension) == 0)
  70. return true;
  71. return false;
  72. }
  73. static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
  74. {
  75. uint32_t gpu_count;
  76. VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
  77. check_vk_result(err);
  78. IM_ASSERT(gpu_count > 0);
  79. ImVector<VkPhysicalDevice> gpus;
  80. gpus.resize(gpu_count);
  81. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
  82. check_vk_result(err);
  83. // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
  84. // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
  85. // dedicated GPUs) is out of scope of this sample.
  86. for (VkPhysicalDevice& device : gpus)
  87. {
  88. VkPhysicalDeviceProperties properties;
  89. vkGetPhysicalDeviceProperties(device, &properties);
  90. if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  91. return device;
  92. }
  93. // Use first GPU (Integrated) is a Discrete one is not available.
  94. if (gpu_count > 0)
  95. return gpus[0];
  96. return VK_NULL_HANDLE;
  97. }
  98. static void SetupVulkan(ImVector<const char*> instance_extensions)
  99. {
  100. VkResult err;
  101. // Create Vulkan Instance
  102. {
  103. VkInstanceCreateInfo create_info = {};
  104. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  105. // Enumerate available extensions
  106. uint32_t properties_count;
  107. ImVector<VkExtensionProperties> properties;
  108. vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
  109. properties.resize(properties_count);
  110. err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
  111. check_vk_result(err);
  112. // Enable required extensions
  113. if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
  114. instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
  115. #ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
  116. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
  117. {
  118. instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
  119. create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  120. }
  121. #endif
  122. // Enabling validation layers
  123. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  124. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  125. create_info.enabledLayerCount = 1;
  126. create_info.ppEnabledLayerNames = layers;
  127. instance_extensions.push_back("VK_EXT_debug_report");
  128. #endif
  129. // Create Vulkan Instance
  130. create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
  131. create_info.ppEnabledExtensionNames = instance_extensions.Data;
  132. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  133. check_vk_result(err);
  134. // Setup the debug report callback
  135. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  136. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  137. IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
  138. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  139. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  140. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  141. debug_report_ci.pfnCallback = debug_report;
  142. debug_report_ci.pUserData = nullptr;
  143. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  144. check_vk_result(err);
  145. #endif
  146. }
  147. // Select Physical Device (GPU)
  148. g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
  149. // Select graphics queue family
  150. {
  151. uint32_t count;
  152. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
  153. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  154. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  155. for (uint32_t i = 0; i < count; i++)
  156. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  157. {
  158. g_QueueFamily = i;
  159. break;
  160. }
  161. free(queues);
  162. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  163. }
  164. // Create Logical Device (with 1 queue)
  165. {
  166. ImVector<const char*> device_extensions;
  167. device_extensions.push_back("VK_KHR_swapchain");
  168. // Enumerate physical device extension
  169. uint32_t properties_count;
  170. ImVector<VkExtensionProperties> properties;
  171. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
  172. properties.resize(properties_count);
  173. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
  174. #ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
  175. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
  176. device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
  177. #endif
  178. const float queue_priority[] = { 1.0f };
  179. VkDeviceQueueCreateInfo queue_info[1] = {};
  180. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  181. queue_info[0].queueFamilyIndex = g_QueueFamily;
  182. queue_info[0].queueCount = 1;
  183. queue_info[0].pQueuePriorities = queue_priority;
  184. VkDeviceCreateInfo create_info = {};
  185. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  186. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  187. create_info.pQueueCreateInfos = queue_info;
  188. create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
  189. create_info.ppEnabledExtensionNames = device_extensions.Data;
  190. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  191. check_vk_result(err);
  192. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  193. }
  194. // Create Descriptor Pool
  195. // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
  196. // If you wish to load e.g. additional textures you may need to alter pools sizes.
  197. {
  198. VkDescriptorPoolSize pool_sizes[] =
  199. {
  200. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
  201. };
  202. VkDescriptorPoolCreateInfo pool_info = {};
  203. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  204. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  205. pool_info.maxSets = 1;
  206. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  207. pool_info.pPoolSizes = pool_sizes;
  208. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  209. check_vk_result(err);
  210. }
  211. }
  212. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  213. // Your real engine/app may not use them.
  214. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  215. {
  216. wd->Surface = surface;
  217. // Check for WSI support
  218. VkBool32 res;
  219. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  220. if (res != VK_TRUE)
  221. {
  222. fprintf(stderr, "Error no WSI support on physical device 0\n");
  223. exit(-1);
  224. }
  225. // Select Surface Format
  226. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  227. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  228. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  229. // Select Present Mode
  230. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  231. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  232. #else
  233. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  234. #endif
  235. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  236. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  237. // Create SwapChain, RenderPass, Framebuffer, etc.
  238. IM_ASSERT(g_MinImageCount >= 2);
  239. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  240. }
  241. static void CleanupVulkan()
  242. {
  243. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  244. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  245. // Remove the debug report callback
  246. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  247. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  248. #endif // IMGUI_VULKAN_DEBUG_REPORT
  249. vkDestroyDevice(g_Device, g_Allocator);
  250. vkDestroyInstance(g_Instance, g_Allocator);
  251. }
  252. static void CleanupVulkanWindow()
  253. {
  254. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  255. }
  256. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  257. {
  258. VkResult err;
  259. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  260. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  261. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  262. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  263. {
  264. g_SwapChainRebuild = true;
  265. return;
  266. }
  267. check_vk_result(err);
  268. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  269. {
  270. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  271. check_vk_result(err);
  272. err = vkResetFences(g_Device, 1, &fd->Fence);
  273. check_vk_result(err);
  274. }
  275. {
  276. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  277. check_vk_result(err);
  278. VkCommandBufferBeginInfo info = {};
  279. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  280. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  281. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  282. check_vk_result(err);
  283. }
  284. {
  285. VkRenderPassBeginInfo info = {};
  286. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  287. info.renderPass = wd->RenderPass;
  288. info.framebuffer = fd->Framebuffer;
  289. info.renderArea.extent.width = wd->Width;
  290. info.renderArea.extent.height = wd->Height;
  291. info.clearValueCount = 1;
  292. info.pClearValues = &wd->ClearValue;
  293. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  294. }
  295. // Record dear imgui primitives into command buffer
  296. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  297. // Submit command buffer
  298. vkCmdEndRenderPass(fd->CommandBuffer);
  299. {
  300. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  301. VkSubmitInfo info = {};
  302. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  303. info.waitSemaphoreCount = 1;
  304. info.pWaitSemaphores = &image_acquired_semaphore;
  305. info.pWaitDstStageMask = &wait_stage;
  306. info.commandBufferCount = 1;
  307. info.pCommandBuffers = &fd->CommandBuffer;
  308. info.signalSemaphoreCount = 1;
  309. info.pSignalSemaphores = &render_complete_semaphore;
  310. err = vkEndCommandBuffer(fd->CommandBuffer);
  311. check_vk_result(err);
  312. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  313. check_vk_result(err);
  314. }
  315. }
  316. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  317. {
  318. if (g_SwapChainRebuild)
  319. return;
  320. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  321. VkPresentInfoKHR info = {};
  322. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  323. info.waitSemaphoreCount = 1;
  324. info.pWaitSemaphores = &render_complete_semaphore;
  325. info.swapchainCount = 1;
  326. info.pSwapchains = &wd->Swapchain;
  327. info.pImageIndices = &wd->FrameIndex;
  328. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  329. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  330. {
  331. g_SwapChainRebuild = true;
  332. return;
  333. }
  334. check_vk_result(err);
  335. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
  336. }
  337. // Main code
  338. int main(int, char**)
  339. {
  340. glfwSetErrorCallback(glfw_error_callback);
  341. if (!glfwInit())
  342. return 1;
  343. // Create window with Vulkan context
  344. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  345. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
  346. if (!glfwVulkanSupported())
  347. {
  348. printf("GLFW: Vulkan Not Supported\n");
  349. return 1;
  350. }
  351. ImVector<const char*> extensions;
  352. uint32_t extensions_count = 0;
  353. const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
  354. for (uint32_t i = 0; i < extensions_count; i++)
  355. extensions.push_back(glfw_extensions[i]);
  356. SetupVulkan(extensions);
  357. // Create Window Surface
  358. VkSurfaceKHR surface;
  359. VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
  360. check_vk_result(err);
  361. // Create Framebuffers
  362. int w, h;
  363. glfwGetFramebufferSize(window, &w, &h);
  364. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  365. SetupVulkanWindow(wd, surface, w, h);
  366. // Setup Dear ImGui context
  367. IMGUI_CHECKVERSION();
  368. ImGui::CreateContext();
  369. ImGuiIO& io = ImGui::GetIO(); (void)io;
  370. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  371. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  372. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  373. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  374. //io.ConfigViewportsNoAutoMerge = true;
  375. //io.ConfigViewportsNoTaskBarIcon = true;
  376. // Setup Dear ImGui style
  377. ImGui::StyleColorsDark();
  378. //ImGui::StyleColorsLight();
  379. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  380. ImGuiStyle& style = ImGui::GetStyle();
  381. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  382. {
  383. style.WindowRounding = 0.0f;
  384. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  385. }
  386. // Setup Platform/Renderer backends
  387. ImGui_ImplGlfw_InitForVulkan(window, true);
  388. ImGui_ImplVulkan_InitInfo init_info = {};
  389. init_info.Instance = g_Instance;
  390. init_info.PhysicalDevice = g_PhysicalDevice;
  391. init_info.Device = g_Device;
  392. init_info.QueueFamily = g_QueueFamily;
  393. init_info.Queue = g_Queue;
  394. init_info.PipelineCache = g_PipelineCache;
  395. init_info.DescriptorPool = g_DescriptorPool;
  396. init_info.Subpass = 0;
  397. init_info.MinImageCount = g_MinImageCount;
  398. init_info.ImageCount = wd->ImageCount;
  399. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  400. init_info.Allocator = g_Allocator;
  401. init_info.CheckVkResultFn = check_vk_result;
  402. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  403. // Load Fonts
  404. // - 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.
  405. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  406. // - 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).
  407. // - 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.
  408. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  409. // - Read 'docs/FONTS.md' for more instructions and details.
  410. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  411. //io.Fonts->AddFontDefault();
  412. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  413. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  414. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  415. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  416. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  417. //IM_ASSERT(font != nullptr);
  418. // Upload Fonts
  419. {
  420. // Use any command queue
  421. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  422. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  423. err = vkResetCommandPool(g_Device, command_pool, 0);
  424. check_vk_result(err);
  425. VkCommandBufferBeginInfo begin_info = {};
  426. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  427. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  428. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  429. check_vk_result(err);
  430. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  431. VkSubmitInfo end_info = {};
  432. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  433. end_info.commandBufferCount = 1;
  434. end_info.pCommandBuffers = &command_buffer;
  435. err = vkEndCommandBuffer(command_buffer);
  436. check_vk_result(err);
  437. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  438. check_vk_result(err);
  439. err = vkDeviceWaitIdle(g_Device);
  440. check_vk_result(err);
  441. ImGui_ImplVulkan_DestroyFontUploadObjects();
  442. }
  443. // Our state
  444. bool show_demo_window = true;
  445. bool show_another_window = false;
  446. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  447. // Main loop
  448. while (!glfwWindowShouldClose(window))
  449. {
  450. // Poll and handle events (inputs, window resize, etc.)
  451. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  452. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  453. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  454. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  455. glfwPollEvents();
  456. // Resize swap chain?
  457. if (g_SwapChainRebuild)
  458. {
  459. int width, height;
  460. glfwGetFramebufferSize(window, &width, &height);
  461. if (width > 0 && height > 0)
  462. {
  463. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  464. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  465. g_MainWindowData.FrameIndex = 0;
  466. g_SwapChainRebuild = false;
  467. }
  468. }
  469. // Start the Dear ImGui frame
  470. ImGui_ImplVulkan_NewFrame();
  471. ImGui_ImplGlfw_NewFrame();
  472. ImGui::NewFrame();
  473. // 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!).
  474. if (show_demo_window)
  475. ImGui::ShowDemoWindow(&show_demo_window);
  476. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  477. {
  478. static float f = 0.0f;
  479. static int counter = 0;
  480. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  481. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  482. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  483. ImGui::Checkbox("Another Window", &show_another_window);
  484. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  485. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  486. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  487. counter++;
  488. ImGui::SameLine();
  489. ImGui::Text("counter = %d", counter);
  490. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  491. ImGui::End();
  492. }
  493. // 3. Show another simple window.
  494. if (show_another_window)
  495. {
  496. 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)
  497. ImGui::Text("Hello from another window!");
  498. if (ImGui::Button("Close Me"))
  499. show_another_window = false;
  500. ImGui::End();
  501. }
  502. // Rendering
  503. ImGui::Render();
  504. ImDrawData* main_draw_data = ImGui::GetDrawData();
  505. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  506. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  507. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  508. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  509. wd->ClearValue.color.float32[3] = clear_color.w;
  510. if (!main_is_minimized)
  511. FrameRender(wd, main_draw_data);
  512. // Update and Render additional Platform Windows
  513. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  514. {
  515. ImGui::UpdatePlatformWindows();
  516. ImGui::RenderPlatformWindowsDefault();
  517. }
  518. // Present Main Platform Window
  519. if (!main_is_minimized)
  520. FramePresent(wd);
  521. }
  522. // Cleanup
  523. err = vkDeviceWaitIdle(g_Device);
  524. check_vk_result(err);
  525. ImGui_ImplVulkan_Shutdown();
  526. ImGui_ImplGlfw_Shutdown();
  527. ImGui::DestroyContext();
  528. CleanupVulkanWindow();
  529. CleanupVulkan();
  530. glfwDestroyWindow(window);
  531. glfwTerminate();
  532. return 0;
  533. }