main.cpp 10 KB

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  1. // Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
  2. // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
  3. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  4. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  5. #include "imgui.h"
  6. #include "imgui_impl_glfw.h"
  7. #include "imgui_impl_wgpu.h"
  8. #include <stdio.h>
  9. #include <emscripten.h>
  10. #include <emscripten/html5.h>
  11. #include <emscripten/html5_webgpu.h>
  12. #include <GLFW/glfw3.h>
  13. #include <webgpu/webgpu.h>
  14. #include <webgpu/webgpu_cpp.h>
  15. // Global WebGPU required states
  16. static WGPUDevice wgpu_device = NULL;
  17. static WGPUSurface wgpu_surface = NULL;
  18. static WGPUSwapChain wgpu_swap_chain = NULL;
  19. static int wgpu_swap_chain_width = 0;
  20. static int wgpu_swap_chain_height = 0;
  21. // States tracked across render frames
  22. static bool show_demo_window = true;
  23. static bool show_another_window = false;
  24. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  25. // Forward declarations
  26. static bool init_wgpu();
  27. static void main_loop(void* window);
  28. static void print_glfw_error(int error, const char* description);
  29. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
  30. int main(int, char**)
  31. {
  32. glfwSetErrorCallback(print_glfw_error);
  33. if (!glfwInit())
  34. return 1;
  35. // Make sure GLFW does not initialize any graphics context.
  36. // This needs to be done explicitly later
  37. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  38. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
  39. if (!window)
  40. {
  41. glfwTerminate();
  42. return 1;
  43. }
  44. // Initialize the WebGPU environment
  45. if (!init_wgpu())
  46. {
  47. if (window)
  48. glfwDestroyWindow(window);
  49. glfwTerminate();
  50. return 1;
  51. }
  52. glfwShowWindow(window);
  53. // Setup Dear ImGui context
  54. IMGUI_CHECKVERSION();
  55. ImGui::CreateContext();
  56. ImGuiIO& io = ImGui::GetIO(); (void)io;
  57. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  58. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  59. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  60. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  61. io.IniFilename = NULL;
  62. // Setup Dear ImGui style
  63. ImGui::StyleColorsDark();
  64. //ImGui::StyleColorsLight();
  65. // Setup Platform/Renderer backends
  66. ImGui_ImplGlfw_InitForOther(window, true);
  67. ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined);
  68. // Load Fonts
  69. // - 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.
  70. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  71. // - 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).
  72. // - 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.
  73. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  74. // - Read 'docs/FONTS.md' for more instructions and details.
  75. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  76. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
  77. //io.Fonts->AddFontDefault();
  78. #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
  79. //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
  80. io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
  81. //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
  82. //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
  83. //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
  84. //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  85. //IM_ASSERT(font != NULL);
  86. #endif
  87. // This function will directly return and exit the main function.
  88. // Make sure that no required objects get cleaned up.
  89. // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
  90. emscripten_set_main_loop_arg(main_loop, window, 0, false);
  91. return 0;
  92. }
  93. static bool init_wgpu()
  94. {
  95. wgpu_device = emscripten_webgpu_get_device();
  96. if (!wgpu_device)
  97. return false;
  98. wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
  99. // Use C++ wrapper due to misbehavior in Emscripten.
  100. // Some offset computation for wgpuInstanceCreateSurface in JavaScript
  101. // seem to be inline with struct alignments in the C++ structure
  102. wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
  103. html_surface_desc.selector = "#canvas";
  104. wgpu::SurfaceDescriptor surface_desc = {};
  105. surface_desc.nextInChain = &html_surface_desc;
  106. // Use 'null' instance
  107. wgpu::Instance instance = {};
  108. wgpu_surface = instance.CreateSurface(&surface_desc).Release();
  109. return true;
  110. }
  111. static void main_loop(void* window)
  112. {
  113. glfwPollEvents();
  114. int width, height;
  115. glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
  116. // React to changes in screen size
  117. if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
  118. {
  119. ImGui_ImplWGPU_InvalidateDeviceObjects();
  120. if (wgpu_swap_chain)
  121. wgpuSwapChainRelease(wgpu_swap_chain);
  122. wgpu_swap_chain_width = width;
  123. wgpu_swap_chain_height = height;
  124. WGPUSwapChainDescriptor swap_chain_desc = {};
  125. swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
  126. swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
  127. swap_chain_desc.width = width;
  128. swap_chain_desc.height = height;
  129. swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
  130. wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
  131. ImGui_ImplWGPU_CreateDeviceObjects();
  132. }
  133. // Start the Dear ImGui frame
  134. ImGui_ImplWGPU_NewFrame();
  135. ImGui_ImplGlfw_NewFrame();
  136. ImGui::NewFrame();
  137. // 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!).
  138. if (show_demo_window)
  139. ImGui::ShowDemoWindow(&show_demo_window);
  140. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  141. {
  142. static float f = 0.0f;
  143. static int counter = 0;
  144. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  145. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  146. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  147. ImGui::Checkbox("Another Window", &show_another_window);
  148. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  149. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  150. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  151. counter++;
  152. ImGui::SameLine();
  153. ImGui::Text("counter = %d", counter);
  154. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  155. ImGui::End();
  156. }
  157. // 3. Show another simple window.
  158. if (show_another_window)
  159. {
  160. 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)
  161. ImGui::Text("Hello from another window!");
  162. if (ImGui::Button("Close Me"))
  163. show_another_window = false;
  164. ImGui::End();
  165. }
  166. // Rendering
  167. ImGui::Render();
  168. WGPURenderPassColorAttachment color_attachments = {};
  169. color_attachments.loadOp = WGPULoadOp_Clear;
  170. color_attachments.storeOp = WGPUStoreOp_Store;
  171. color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  172. color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
  173. WGPURenderPassDescriptor render_pass_desc = {};
  174. render_pass_desc.colorAttachmentCount = 1;
  175. render_pass_desc.colorAttachments = &color_attachments;
  176. render_pass_desc.depthStencilAttachment = NULL;
  177. WGPUCommandEncoderDescriptor enc_desc = {};
  178. WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
  179. WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
  180. ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
  181. wgpuRenderPassEncoderEnd(pass);
  182. WGPUCommandBufferDescriptor cmd_buffer_desc = {};
  183. WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
  184. WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
  185. wgpuQueueSubmit(queue, 1, &cmd_buffer);
  186. }
  187. static void print_glfw_error(int error, const char* description)
  188. {
  189. printf("Glfw Error %d: %s\n", error, description);
  190. }
  191. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
  192. {
  193. const char* error_type_lbl = "";
  194. switch (error_type)
  195. {
  196. case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
  197. case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
  198. case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
  199. case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
  200. default: error_type_lbl = "Unknown";
  201. }
  202. printf("%s error: %s\n", error_type_lbl, message);
  203. }