main.cpp 26 KB

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  1. // Dear ImGui: standalone example application for SDL2 + 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_sdl2.h"
  15. #include "imgui_impl_vulkan.h"
  16. #include <stdio.h> // printf, fprintf
  17. #include <stdlib.h> // abort
  18. #include <SDL.h>
  19. #include <SDL_vulkan.h>
  20. #include <vulkan/vulkan.h>
  21. //#include <vulkan/vulkan_beta.h>
  22. //#define IMGUI_UNLIMITED_FRAME_RATE
  23. #ifdef _DEBUG
  24. #define IMGUI_VULKAN_DEBUG_REPORT
  25. #endif
  26. // Data
  27. static VkAllocationCallbacks* g_Allocator = nullptr;
  28. static VkInstance g_Instance = VK_NULL_HANDLE;
  29. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  30. static VkDevice g_Device = VK_NULL_HANDLE;
  31. static uint32_t g_QueueFamily = (uint32_t)-1;
  32. static VkQueue g_Queue = VK_NULL_HANDLE;
  33. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  34. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  35. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  36. static ImGui_ImplVulkanH_Window g_MainWindowData;
  37. static uint32_t g_MinImageCount = 2;
  38. static bool g_SwapChainRebuild = false;
  39. static void check_vk_result(VkResult err)
  40. {
  41. if (err == 0)
  42. return;
  43. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  44. if (err < 0)
  45. abort();
  46. }
  47. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  48. 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)
  49. {
  50. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  51. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  52. return VK_FALSE;
  53. }
  54. #endif // IMGUI_VULKAN_DEBUG_REPORT
  55. static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
  56. {
  57. for (const VkExtensionProperties& p : properties)
  58. if (strcmp(p.extensionName, extension) == 0)
  59. return true;
  60. return false;
  61. }
  62. static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
  63. {
  64. uint32_t gpu_count;
  65. VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
  66. check_vk_result(err);
  67. IM_ASSERT(gpu_count > 0);
  68. ImVector<VkPhysicalDevice> gpus;
  69. gpus.resize(gpu_count);
  70. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
  71. check_vk_result(err);
  72. // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
  73. // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
  74. // dedicated GPUs) is out of scope of this sample.
  75. for (VkPhysicalDevice& device : gpus)
  76. {
  77. VkPhysicalDeviceProperties properties;
  78. vkGetPhysicalDeviceProperties(device, &properties);
  79. if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  80. return device;
  81. }
  82. // Use first GPU (Integrated) is a Discrete one is not available.
  83. if (gpu_count > 0)
  84. return gpus[0];
  85. return VK_NULL_HANDLE;
  86. }
  87. static void SetupVulkan(ImVector<const char*> instance_extensions)
  88. {
  89. VkResult err;
  90. // Create Vulkan Instance
  91. {
  92. VkInstanceCreateInfo create_info = {};
  93. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  94. // Enumerate available extensions
  95. uint32_t properties_count;
  96. ImVector<VkExtensionProperties> properties;
  97. vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
  98. properties.resize(properties_count);
  99. err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
  100. check_vk_result(err);
  101. // Enable required extensions
  102. if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
  103. instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
  104. #ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
  105. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
  106. {
  107. instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
  108. create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  109. }
  110. #endif
  111. // Enabling validation layers
  112. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  113. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  114. create_info.enabledLayerCount = 1;
  115. create_info.ppEnabledLayerNames = layers;
  116. instance_extensions.push_back("VK_EXT_debug_report");
  117. #endif
  118. // Create Vulkan Instance
  119. create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
  120. create_info.ppEnabledExtensionNames = instance_extensions.Data;
  121. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  122. check_vk_result(err);
  123. // Setup the debug report callback
  124. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  125. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  126. IM_ASSERT(vkCreateDebugReportCallbackEXT != nullptr);
  127. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  128. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  129. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  130. debug_report_ci.pfnCallback = debug_report;
  131. debug_report_ci.pUserData = nullptr;
  132. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  133. check_vk_result(err);
  134. #endif
  135. }
  136. // Select Physical Device (GPU)
  137. g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
  138. // Select graphics queue family
  139. {
  140. uint32_t count;
  141. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
  142. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  143. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  144. for (uint32_t i = 0; i < count; i++)
  145. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  146. {
  147. g_QueueFamily = i;
  148. break;
  149. }
  150. free(queues);
  151. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  152. }
  153. // Create Logical Device (with 1 queue)
  154. {
  155. ImVector<const char*> device_extensions;
  156. device_extensions.push_back("VK_KHR_swapchain");
  157. // Enumerate physical device extension
  158. uint32_t properties_count;
  159. ImVector<VkExtensionProperties> properties;
  160. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
  161. properties.resize(properties_count);
  162. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
  163. #ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
  164. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
  165. device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
  166. #endif
  167. const float queue_priority[] = { 1.0f };
  168. VkDeviceQueueCreateInfo queue_info[1] = {};
  169. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  170. queue_info[0].queueFamilyIndex = g_QueueFamily;
  171. queue_info[0].queueCount = 1;
  172. queue_info[0].pQueuePriorities = queue_priority;
  173. VkDeviceCreateInfo create_info = {};
  174. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  175. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  176. create_info.pQueueCreateInfos = queue_info;
  177. create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
  178. create_info.ppEnabledExtensionNames = device_extensions.Data;
  179. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  180. check_vk_result(err);
  181. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  182. }
  183. // Create Descriptor Pool
  184. // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
  185. // If you wish to load e.g. additional textures you may need to alter pools sizes.
  186. {
  187. VkDescriptorPoolSize pool_sizes[] =
  188. {
  189. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
  190. };
  191. VkDescriptorPoolCreateInfo pool_info = {};
  192. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  193. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  194. pool_info.maxSets = 1;
  195. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  196. pool_info.pPoolSizes = pool_sizes;
  197. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  198. check_vk_result(err);
  199. }
  200. }
  201. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  202. // Your real engine/app may not use them.
  203. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  204. {
  205. wd->Surface = surface;
  206. // Check for WSI support
  207. VkBool32 res;
  208. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  209. if (res != VK_TRUE)
  210. {
  211. fprintf(stderr, "Error no WSI support on physical device 0\n");
  212. exit(-1);
  213. }
  214. // Select Surface Format
  215. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  216. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  217. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  218. // Select Present Mode
  219. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  220. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  221. #else
  222. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  223. #endif
  224. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  225. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  226. // Create SwapChain, RenderPass, Framebuffer, etc.
  227. IM_ASSERT(g_MinImageCount >= 2);
  228. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  229. }
  230. static void CleanupVulkan()
  231. {
  232. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  233. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  234. // Remove the debug report callback
  235. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  236. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  237. #endif // IMGUI_VULKAN_DEBUG_REPORT
  238. vkDestroyDevice(g_Device, g_Allocator);
  239. vkDestroyInstance(g_Instance, g_Allocator);
  240. }
  241. static void CleanupVulkanWindow()
  242. {
  243. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  244. }
  245. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  246. {
  247. VkResult err;
  248. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  249. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  250. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  251. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  252. {
  253. g_SwapChainRebuild = true;
  254. return;
  255. }
  256. check_vk_result(err);
  257. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  258. {
  259. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  260. check_vk_result(err);
  261. err = vkResetFences(g_Device, 1, &fd->Fence);
  262. check_vk_result(err);
  263. }
  264. {
  265. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  266. check_vk_result(err);
  267. VkCommandBufferBeginInfo info = {};
  268. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  269. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  270. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  271. check_vk_result(err);
  272. }
  273. {
  274. VkRenderPassBeginInfo info = {};
  275. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  276. info.renderPass = wd->RenderPass;
  277. info.framebuffer = fd->Framebuffer;
  278. info.renderArea.extent.width = wd->Width;
  279. info.renderArea.extent.height = wd->Height;
  280. info.clearValueCount = 1;
  281. info.pClearValues = &wd->ClearValue;
  282. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  283. }
  284. // Record dear imgui primitives into command buffer
  285. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  286. // Submit command buffer
  287. vkCmdEndRenderPass(fd->CommandBuffer);
  288. {
  289. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  290. VkSubmitInfo info = {};
  291. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  292. info.waitSemaphoreCount = 1;
  293. info.pWaitSemaphores = &image_acquired_semaphore;
  294. info.pWaitDstStageMask = &wait_stage;
  295. info.commandBufferCount = 1;
  296. info.pCommandBuffers = &fd->CommandBuffer;
  297. info.signalSemaphoreCount = 1;
  298. info.pSignalSemaphores = &render_complete_semaphore;
  299. err = vkEndCommandBuffer(fd->CommandBuffer);
  300. check_vk_result(err);
  301. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  302. check_vk_result(err);
  303. }
  304. }
  305. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  306. {
  307. if (g_SwapChainRebuild)
  308. return;
  309. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  310. VkPresentInfoKHR info = {};
  311. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  312. info.waitSemaphoreCount = 1;
  313. info.pWaitSemaphores = &render_complete_semaphore;
  314. info.swapchainCount = 1;
  315. info.pSwapchains = &wd->Swapchain;
  316. info.pImageIndices = &wd->FrameIndex;
  317. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  318. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  319. {
  320. g_SwapChainRebuild = true;
  321. return;
  322. }
  323. check_vk_result(err);
  324. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
  325. }
  326. // Main code
  327. int main(int, char**)
  328. {
  329. // Setup SDL
  330. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  331. {
  332. printf("Error: %s\n", SDL_GetError());
  333. return -1;
  334. }
  335. // From 2.0.18: Enable native IME.
  336. #ifdef SDL_HINT_IME_SHOW_UI
  337. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  338. #endif
  339. // Create window with Vulkan graphics context
  340. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  341. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  342. ImVector<const char*> extensions;
  343. uint32_t extensions_count = 0;
  344. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
  345. extensions.resize(extensions_count);
  346. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
  347. SetupVulkan(extensions);
  348. // Create Window Surface
  349. VkSurfaceKHR surface;
  350. VkResult err;
  351. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  352. {
  353. printf("Failed to create Vulkan surface.\n");
  354. return 1;
  355. }
  356. // Create Framebuffers
  357. int w, h;
  358. SDL_GetWindowSize(window, &w, &h);
  359. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  360. SetupVulkanWindow(wd, surface, w, h);
  361. // Setup Dear ImGui context
  362. IMGUI_CHECKVERSION();
  363. ImGui::CreateContext();
  364. ImGuiIO& io = ImGui::GetIO(); (void)io;
  365. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  366. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  367. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  368. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  369. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  370. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  371. // Setup Dear ImGui style
  372. ImGui::StyleColorsDark();
  373. //ImGui::StyleColorsLight();
  374. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  375. ImGuiStyle& style = ImGui::GetStyle();
  376. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  377. {
  378. style.WindowRounding = 0.0f;
  379. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  380. }
  381. // Setup Platform/Renderer backends
  382. ImGui_ImplSDL2_InitForVulkan(window);
  383. ImGui_ImplVulkan_InitInfo init_info = {};
  384. init_info.Instance = g_Instance;
  385. init_info.PhysicalDevice = g_PhysicalDevice;
  386. init_info.Device = g_Device;
  387. init_info.QueueFamily = g_QueueFamily;
  388. init_info.Queue = g_Queue;
  389. init_info.PipelineCache = g_PipelineCache;
  390. init_info.DescriptorPool = g_DescriptorPool;
  391. init_info.Subpass = 0;
  392. init_info.MinImageCount = g_MinImageCount;
  393. init_info.ImageCount = wd->ImageCount;
  394. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  395. init_info.Allocator = g_Allocator;
  396. init_info.CheckVkResultFn = check_vk_result;
  397. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  398. // Load Fonts
  399. // - 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.
  400. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  401. // - 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).
  402. // - 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.
  403. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  404. // - Read 'docs/FONTS.md' for more instructions and details.
  405. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  406. //io.Fonts->AddFontDefault();
  407. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  408. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  409. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  410. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  411. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  412. //IM_ASSERT(font != nullptr);
  413. // Upload Fonts
  414. {
  415. // Use any command queue
  416. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  417. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  418. err = vkResetCommandPool(g_Device, command_pool, 0);
  419. check_vk_result(err);
  420. VkCommandBufferBeginInfo begin_info = {};
  421. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  422. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  423. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  424. check_vk_result(err);
  425. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  426. VkSubmitInfo end_info = {};
  427. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  428. end_info.commandBufferCount = 1;
  429. end_info.pCommandBuffers = &command_buffer;
  430. err = vkEndCommandBuffer(command_buffer);
  431. check_vk_result(err);
  432. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  433. check_vk_result(err);
  434. err = vkDeviceWaitIdle(g_Device);
  435. check_vk_result(err);
  436. ImGui_ImplVulkan_DestroyFontUploadObjects();
  437. }
  438. // Our state
  439. bool show_demo_window = true;
  440. bool show_another_window = false;
  441. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  442. // Main loop
  443. bool done = false;
  444. while (!done)
  445. {
  446. // Poll and handle events (inputs, window resize, etc.)
  447. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  448. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  449. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  450. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  451. SDL_Event event;
  452. while (SDL_PollEvent(&event))
  453. {
  454. ImGui_ImplSDL2_ProcessEvent(&event);
  455. if (event.type == SDL_QUIT)
  456. done = true;
  457. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  458. done = true;
  459. }
  460. // Resize swap chain?
  461. if (g_SwapChainRebuild)
  462. {
  463. int width, height;
  464. SDL_GetWindowSize(window, &width, &height);
  465. if (width > 0 && height > 0)
  466. {
  467. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  468. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  469. g_MainWindowData.FrameIndex = 0;
  470. g_SwapChainRebuild = false;
  471. }
  472. }
  473. // Start the Dear ImGui frame
  474. ImGui_ImplVulkan_NewFrame();
  475. ImGui_ImplSDL2_NewFrame();
  476. ImGui::NewFrame();
  477. // 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!).
  478. if (show_demo_window)
  479. ImGui::ShowDemoWindow(&show_demo_window);
  480. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  481. {
  482. static float f = 0.0f;
  483. static int counter = 0;
  484. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  485. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  486. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  487. ImGui::Checkbox("Another Window", &show_another_window);
  488. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  489. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  490. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  491. counter++;
  492. ImGui::SameLine();
  493. ImGui::Text("counter = %d", counter);
  494. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  495. ImGui::End();
  496. }
  497. // 3. Show another simple window.
  498. if (show_another_window)
  499. {
  500. 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)
  501. ImGui::Text("Hello from another window!");
  502. if (ImGui::Button("Close Me"))
  503. show_another_window = false;
  504. ImGui::End();
  505. }
  506. // Rendering
  507. ImGui::Render();
  508. ImDrawData* main_draw_data = ImGui::GetDrawData();
  509. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  510. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  511. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  512. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  513. wd->ClearValue.color.float32[3] = clear_color.w;
  514. if (!main_is_minimized)
  515. FrameRender(wd, main_draw_data);
  516. // Update and Render additional Platform Windows
  517. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  518. {
  519. ImGui::UpdatePlatformWindows();
  520. ImGui::RenderPlatformWindowsDefault();
  521. }
  522. // Present Main Platform Window
  523. if (!main_is_minimized)
  524. FramePresent(wd);
  525. }
  526. // Cleanup
  527. err = vkDeviceWaitIdle(g_Device);
  528. check_vk_result(err);
  529. ImGui_ImplVulkan_Shutdown();
  530. ImGui_ImplSDL2_Shutdown();
  531. ImGui::DestroyContext();
  532. CleanupVulkanWindow();
  533. CleanupVulkan();
  534. SDL_DestroyWindow(window);
  535. SDL_Quit();
  536. return 0;
  537. }