main.cpp 12 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. // Learn about Dear ImGui:
  4. // - FAQ https://dearimgui.com/faq
  5. // - Getting Started https://dearimgui.com/getting-started
  6. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  7. // - Introduction, links and more at the top of imgui.cpp
  8. #include "imgui.h"
  9. #include "imgui_impl_glfw.h"
  10. #include "imgui_impl_wgpu.h"
  11. #include <stdio.h>
  12. #ifdef __EMSCRIPTEN__
  13. #include <emscripten.h>
  14. #include <emscripten/html5.h>
  15. #include <emscripten/html5_webgpu.h>
  16. #endif
  17. #include <GLFW/glfw3.h>
  18. #include <webgpu/webgpu.h>
  19. #include <webgpu/webgpu_cpp.h>
  20. // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
  21. #ifdef __EMSCRIPTEN__
  22. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  23. #endif
  24. // Global WebGPU required states
  25. static WGPUDevice wgpu_device = nullptr;
  26. static WGPUSurface wgpu_surface = nullptr;
  27. static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
  28. static WGPUSwapChain wgpu_swap_chain = nullptr;
  29. static int wgpu_swap_chain_width = 0;
  30. static int wgpu_swap_chain_height = 0;
  31. // Forward declarations
  32. static bool InitWGPU();
  33. static void CreateSwapChain(int width, int height);
  34. static void glfw_error_callback(int error, const char* description)
  35. {
  36. printf("GLFW Error %d: %s\n", error, description);
  37. }
  38. static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
  39. {
  40. const char* error_type_lbl = "";
  41. switch (error_type)
  42. {
  43. case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
  44. case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
  45. case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
  46. case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
  47. default: error_type_lbl = "Unknown";
  48. }
  49. printf("%s error: %s\n", error_type_lbl, message);
  50. }
  51. // Main code
  52. int main(int, char**)
  53. {
  54. glfwSetErrorCallback(glfw_error_callback);
  55. if (!glfwInit())
  56. return 1;
  57. // Make sure GLFW does not initialize any graphics context.
  58. // This needs to be done explicitly later.
  59. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  60. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
  61. if (window == nullptr)
  62. return 1;
  63. // Initialize the WebGPU environment
  64. if (!InitWGPU())
  65. {
  66. if (window)
  67. glfwDestroyWindow(window);
  68. glfwTerminate();
  69. return 1;
  70. }
  71. glfwShowWindow(window);
  72. // Setup Dear ImGui context
  73. IMGUI_CHECKVERSION();
  74. ImGui::CreateContext();
  75. ImGuiIO& io = ImGui::GetIO(); (void)io;
  76. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  77. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  78. // Setup Dear ImGui style
  79. ImGui::StyleColorsDark();
  80. //ImGui::StyleColorsLight();
  81. // Setup Platform/Renderer backends
  82. ImGui_ImplGlfw_InitForOther(window, true);
  83. #ifdef __EMSCRIPTEN__
  84. ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
  85. #endif
  86. ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
  87. // Load Fonts
  88. // - 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.
  89. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  90. // - 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).
  91. // - 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.
  92. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  93. // - Read 'docs/FONTS.md' for more instructions and details.
  94. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  95. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
  96. //io.Fonts->AddFontDefault();
  97. #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
  98. //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
  99. io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
  100. //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
  101. //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
  102. //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
  103. //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  104. //IM_ASSERT(font != nullptr);
  105. #endif
  106. // Our state
  107. bool show_demo_window = true;
  108. bool show_another_window = false;
  109. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  110. // Main loop
  111. #ifdef __EMSCRIPTEN__
  112. // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
  113. // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
  114. io.IniFilename = nullptr;
  115. EMSCRIPTEN_MAINLOOP_BEGIN
  116. #else
  117. while (!glfwWindowShouldClose(window))
  118. #endif
  119. {
  120. // Poll and handle events (inputs, window resize, etc.)
  121. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  122. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  123. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  124. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  125. glfwPollEvents();
  126. // React to changes in screen size
  127. int width, height;
  128. glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
  129. if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
  130. {
  131. ImGui_ImplWGPU_InvalidateDeviceObjects();
  132. CreateSwapChain(width, height);
  133. ImGui_ImplWGPU_CreateDeviceObjects();
  134. }
  135. // Start the Dear ImGui frame
  136. ImGui_ImplWGPU_NewFrame();
  137. ImGui_ImplGlfw_NewFrame();
  138. ImGui::NewFrame();
  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 = nullptr;
  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. #ifdef __EMSCRIPTEN__
  190. EMSCRIPTEN_MAINLOOP_END;
  191. #endif
  192. // Cleanup
  193. ImGui_ImplWGPU_Shutdown();
  194. ImGui_ImplGlfw_Shutdown();
  195. ImGui::DestroyContext();
  196. glfwDestroyWindow(window);
  197. glfwTerminate();
  198. return 0;
  199. }
  200. static bool InitWGPU()
  201. {
  202. wgpu_device = emscripten_webgpu_get_device();
  203. if (!wgpu_device)
  204. return false;
  205. wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
  206. // Use C++ wrapper due to misbehavior in Emscripten.
  207. // Some offset computation for wgpuInstanceCreateSurface in JavaScript
  208. // seem to be inline with struct alignments in the C++ structure
  209. wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
  210. html_surface_desc.selector = "#canvas";
  211. wgpu::SurfaceDescriptor surface_desc = {};
  212. surface_desc.nextInChain = &html_surface_desc;
  213. wgpu::Instance instance = wgpuCreateInstance(nullptr);
  214. wgpu::Surface surface = instance.CreateSurface(&surface_desc);
  215. wgpu::Adapter adapter = {};
  216. wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
  217. wgpu_surface = surface.MoveToCHandle();
  218. return true;
  219. }
  220. static void CreateSwapChain(int width, int height)
  221. {
  222. if (wgpu_swap_chain)
  223. wgpuSwapChainRelease(wgpu_swap_chain);
  224. wgpu_swap_chain_width = width;
  225. wgpu_swap_chain_height = height;
  226. WGPUSwapChainDescriptor swap_chain_desc = {};
  227. swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
  228. swap_chain_desc.format = wgpu_preferred_fmt;
  229. swap_chain_desc.width = width;
  230. swap_chain_desc.height = height;
  231. swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
  232. wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
  233. }