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. // Forward declarations
  22. static void MainLoopStep(void* window);
  23. static bool InitWGPU();
  24. static void print_glfw_error(int error, const char* description);
  25. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
  26. // Main code
  27. int main(int, char**)
  28. {
  29. glfwSetErrorCallback(print_glfw_error);
  30. if (!glfwInit())
  31. return 1;
  32. // Make sure GLFW does not initialize any graphics context.
  33. // This needs to be done explicitly later.
  34. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  35. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
  36. if (!window)
  37. {
  38. glfwTerminate();
  39. return 1;
  40. }
  41. // Initialize the WebGPU environment
  42. if (!InitWGPU())
  43. {
  44. if (window)
  45. glfwDestroyWindow(window);
  46. glfwTerminate();
  47. return 1;
  48. }
  49. glfwShowWindow(window);
  50. // Setup Dear ImGui context
  51. IMGUI_CHECKVERSION();
  52. ImGui::CreateContext();
  53. ImGuiIO& io = ImGui::GetIO(); (void)io;
  54. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  55. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  56. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  57. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  58. io.IniFilename = NULL;
  59. // Setup Dear ImGui style
  60. ImGui::StyleColorsDark();
  61. //ImGui::StyleColorsLight();
  62. // Setup Platform/Renderer backends
  63. ImGui_ImplGlfw_InitForOther(window, true);
  64. ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined);
  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 NULL. 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. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
  74. //io.Fonts->AddFontDefault();
  75. #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
  76. //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
  77. io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
  78. //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
  79. //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
  80. //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
  81. //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  82. //IM_ASSERT(font != NULL);
  83. #endif
  84. // This function will directly return and exit the main function.
  85. // Make sure that no required objects get cleaned up.
  86. // This way we can use the browsers 'requestAnimationFrame' to control the rendering.
  87. emscripten_set_main_loop_arg(MainLoopStep, window, 0, false);
  88. return 0;
  89. }
  90. static bool InitWGPU()
  91. {
  92. wgpu_device = emscripten_webgpu_get_device();
  93. if (!wgpu_device)
  94. return false;
  95. wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
  96. // Use C++ wrapper due to misbehavior in Emscripten.
  97. // Some offset computation for wgpuInstanceCreateSurface in JavaScript
  98. // seem to be inline with struct alignments in the C++ structure
  99. wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
  100. html_surface_desc.selector = "#canvas";
  101. wgpu::SurfaceDescriptor surface_desc = {};
  102. surface_desc.nextInChain = &html_surface_desc;
  103. // Use 'null' instance
  104. wgpu::Instance instance = {};
  105. wgpu_surface = instance.CreateSurface(&surface_desc).Release();
  106. return true;
  107. }
  108. static void MainLoopStep(void* window)
  109. {
  110. glfwPollEvents();
  111. int width, height;
  112. glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
  113. // React to changes in screen size
  114. if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
  115. {
  116. ImGui_ImplWGPU_InvalidateDeviceObjects();
  117. if (wgpu_swap_chain)
  118. wgpuSwapChainRelease(wgpu_swap_chain);
  119. wgpu_swap_chain_width = width;
  120. wgpu_swap_chain_height = height;
  121. WGPUSwapChainDescriptor swap_chain_desc = {};
  122. swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
  123. swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
  124. swap_chain_desc.width = width;
  125. swap_chain_desc.height = height;
  126. swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
  127. wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
  128. ImGui_ImplWGPU_CreateDeviceObjects();
  129. }
  130. // Start the Dear ImGui frame
  131. ImGui_ImplWGPU_NewFrame();
  132. ImGui_ImplGlfw_NewFrame();
  133. ImGui::NewFrame();
  134. // Our state
  135. // (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow)
  136. static bool show_demo_window = true;
  137. static bool show_another_window = false;
  138. static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  139. // 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!).
  140. if (show_demo_window)
  141. ImGui::ShowDemoWindow(&show_demo_window);
  142. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  143. {
  144. static float f = 0.0f;
  145. static int counter = 0;
  146. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  147. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  148. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  149. ImGui::Checkbox("Another Window", &show_another_window);
  150. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  151. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  152. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  153. counter++;
  154. ImGui::SameLine();
  155. ImGui::Text("counter = %d", counter);
  156. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  157. ImGui::End();
  158. }
  159. // 3. Show another simple window.
  160. if (show_another_window)
  161. {
  162. 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)
  163. ImGui::Text("Hello from another window!");
  164. if (ImGui::Button("Close Me"))
  165. show_another_window = false;
  166. ImGui::End();
  167. }
  168. // Rendering
  169. ImGui::Render();
  170. WGPURenderPassColorAttachment color_attachments = {};
  171. color_attachments.loadOp = WGPULoadOp_Clear;
  172. color_attachments.storeOp = WGPUStoreOp_Store;
  173. color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
  174. color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
  175. WGPURenderPassDescriptor render_pass_desc = {};
  176. render_pass_desc.colorAttachmentCount = 1;
  177. render_pass_desc.colorAttachments = &color_attachments;
  178. render_pass_desc.depthStencilAttachment = NULL;
  179. WGPUCommandEncoderDescriptor enc_desc = {};
  180. WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
  181. WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
  182. ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
  183. wgpuRenderPassEncoderEnd(pass);
  184. WGPUCommandBufferDescriptor cmd_buffer_desc = {};
  185. WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
  186. WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
  187. wgpuQueueSubmit(queue, 1, &cmd_buffer);
  188. }
  189. static void print_glfw_error(int error, const char* description)
  190. {
  191. printf("GLFW Error %d: %s\n", error, description);
  192. }
  193. static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
  194. {
  195. const char* error_type_lbl = "";
  196. switch (error_type)
  197. {
  198. case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
  199. case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
  200. case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
  201. case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
  202. default: error_type_lbl = "Unknown";
  203. }
  204. printf("%s error: %s\n", error_type_lbl, message);
  205. }