main.cpp 24 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572
  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. // Volk headers
  22. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  23. #define VOLK_IMPLEMENTATION
  24. #include <Volk/volk.h>
  25. #endif
  26. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  27. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  28. // 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.
  29. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  30. #pragma comment(lib, "legacy_stdio_definitions")
  31. #endif
  32. //#define APP_USE_UNLIMITED_FRAME_RATE
  33. #ifdef _DEBUG
  34. #define APP_USE_VULKAN_DEBUG_REPORT
  35. #endif
  36. // Data
  37. static VkAllocationCallbacks* g_Allocator = nullptr;
  38. static VkInstance g_Instance = VK_NULL_HANDLE;
  39. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  40. static VkDevice g_Device = VK_NULL_HANDLE;
  41. static uint32_t g_QueueFamily = (uint32_t)-1;
  42. static VkQueue g_Queue = VK_NULL_HANDLE;
  43. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  44. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  45. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  46. static ImGui_ImplVulkanH_Window g_MainWindowData;
  47. static int g_MinImageCount = 2;
  48. static bool g_SwapChainRebuild = false;
  49. static void glfw_error_callback(int error, const char* description)
  50. {
  51. fprintf(stderr, "GLFW Error %d: %s\n", error, description);
  52. }
  53. static void check_vk_result(VkResult err)
  54. {
  55. if (err == 0)
  56. return;
  57. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  58. if (err < 0)
  59. abort();
  60. }
  61. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  62. 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)
  63. {
  64. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  65. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  66. return VK_FALSE;
  67. }
  68. #endif // APP_USE_VULKAN_DEBUG_REPORT
  69. static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
  70. {
  71. for (const VkExtensionProperties& p : properties)
  72. if (strcmp(p.extensionName, extension) == 0)
  73. return true;
  74. return false;
  75. }
  76. static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice()
  77. {
  78. uint32_t gpu_count;
  79. VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr);
  80. check_vk_result(err);
  81. IM_ASSERT(gpu_count > 0);
  82. ImVector<VkPhysicalDevice> gpus;
  83. gpus.resize(gpu_count);
  84. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data);
  85. check_vk_result(err);
  86. // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
  87. // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
  88. // dedicated GPUs) is out of scope of this sample.
  89. for (VkPhysicalDevice& device : gpus)
  90. {
  91. VkPhysicalDeviceProperties properties;
  92. vkGetPhysicalDeviceProperties(device, &properties);
  93. if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
  94. return device;
  95. }
  96. // Use first GPU (Integrated) is a Discrete one is not available.
  97. if (gpu_count > 0)
  98. return gpus[0];
  99. return VK_NULL_HANDLE;
  100. }
  101. static void SetupVulkan(ImVector<const char*> instance_extensions)
  102. {
  103. VkResult err;
  104. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  105. volkInitialize();
  106. #endif
  107. // Create Vulkan Instance
  108. {
  109. VkInstanceCreateInfo create_info = {};
  110. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  111. // Enumerate available extensions
  112. uint32_t properties_count;
  113. ImVector<VkExtensionProperties> properties;
  114. vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
  115. properties.resize(properties_count);
  116. err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
  117. check_vk_result(err);
  118. // Enable required extensions
  119. if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
  120. instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
  121. #ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
  122. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
  123. {
  124. instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
  125. create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  126. }
  127. #endif
  128. // Enabling validation layers
  129. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  130. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  131. create_info.enabledLayerCount = 1;
  132. create_info.ppEnabledLayerNames = layers;
  133. instance_extensions.push_back("VK_EXT_debug_report");
  134. #endif
  135. // Create Vulkan Instance
  136. create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
  137. create_info.ppEnabledExtensionNames = instance_extensions.Data;
  138. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  139. check_vk_result(err);
  140. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  141. volkLoadInstance(g_Instance);
  142. #endif
  143. // Setup the debug report callback
  144. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  145. auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  146. IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
  147. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  148. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  149. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  150. debug_report_ci.pfnCallback = debug_report;
  151. debug_report_ci.pUserData = nullptr;
  152. err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  153. check_vk_result(err);
  154. #endif
  155. }
  156. // Select Physical Device (GPU)
  157. g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice();
  158. // Select graphics queue family
  159. {
  160. uint32_t count;
  161. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr);
  162. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  163. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  164. for (uint32_t i = 0; i < count; i++)
  165. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  166. {
  167. g_QueueFamily = i;
  168. break;
  169. }
  170. free(queues);
  171. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  172. }
  173. // Create Logical Device (with 1 queue)
  174. {
  175. ImVector<const char*> device_extensions;
  176. device_extensions.push_back("VK_KHR_swapchain");
  177. // Enumerate physical device extension
  178. uint32_t properties_count;
  179. ImVector<VkExtensionProperties> properties;
  180. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
  181. properties.resize(properties_count);
  182. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
  183. #ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
  184. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
  185. device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
  186. #endif
  187. const float queue_priority[] = { 1.0f };
  188. VkDeviceQueueCreateInfo queue_info[1] = {};
  189. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  190. queue_info[0].queueFamilyIndex = g_QueueFamily;
  191. queue_info[0].queueCount = 1;
  192. queue_info[0].pQueuePriorities = queue_priority;
  193. VkDeviceCreateInfo create_info = {};
  194. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  195. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  196. create_info.pQueueCreateInfos = queue_info;
  197. create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
  198. create_info.ppEnabledExtensionNames = device_extensions.Data;
  199. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  200. check_vk_result(err);
  201. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  202. }
  203. // Create Descriptor Pool
  204. // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
  205. // If you wish to load e.g. additional textures you may need to alter pools sizes.
  206. {
  207. VkDescriptorPoolSize pool_sizes[] =
  208. {
  209. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 },
  210. };
  211. VkDescriptorPoolCreateInfo pool_info = {};
  212. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  213. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  214. pool_info.maxSets = 1;
  215. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  216. pool_info.pPoolSizes = pool_sizes;
  217. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  218. check_vk_result(err);
  219. }
  220. }
  221. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  222. // Your real engine/app may not use them.
  223. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  224. {
  225. wd->Surface = surface;
  226. // Check for WSI support
  227. VkBool32 res;
  228. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  229. if (res != VK_TRUE)
  230. {
  231. fprintf(stderr, "Error no WSI support on physical device 0\n");
  232. exit(-1);
  233. }
  234. // Select Surface Format
  235. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  236. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  237. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  238. // Select Present Mode
  239. #ifdef APP_USE_UNLIMITED_FRAME_RATE
  240. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  241. #else
  242. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  243. #endif
  244. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  245. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  246. // Create SwapChain, RenderPass, Framebuffer, etc.
  247. IM_ASSERT(g_MinImageCount >= 2);
  248. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  249. }
  250. static void CleanupVulkan()
  251. {
  252. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  253. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  254. // Remove the debug report callback
  255. auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  256. f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  257. #endif // APP_USE_VULKAN_DEBUG_REPORT
  258. vkDestroyDevice(g_Device, g_Allocator);
  259. vkDestroyInstance(g_Instance, g_Allocator);
  260. }
  261. static void CleanupVulkanWindow()
  262. {
  263. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  264. }
  265. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  266. {
  267. VkResult err;
  268. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  269. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  270. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  271. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  272. {
  273. g_SwapChainRebuild = true;
  274. return;
  275. }
  276. check_vk_result(err);
  277. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  278. {
  279. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  280. check_vk_result(err);
  281. err = vkResetFences(g_Device, 1, &fd->Fence);
  282. check_vk_result(err);
  283. }
  284. {
  285. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  286. check_vk_result(err);
  287. VkCommandBufferBeginInfo info = {};
  288. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  289. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  290. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  291. check_vk_result(err);
  292. }
  293. {
  294. VkRenderPassBeginInfo info = {};
  295. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  296. info.renderPass = wd->RenderPass;
  297. info.framebuffer = fd->Framebuffer;
  298. info.renderArea.extent.width = wd->Width;
  299. info.renderArea.extent.height = wd->Height;
  300. info.clearValueCount = 1;
  301. info.pClearValues = &wd->ClearValue;
  302. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  303. }
  304. // Record dear imgui primitives into command buffer
  305. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  306. // Submit command buffer
  307. vkCmdEndRenderPass(fd->CommandBuffer);
  308. {
  309. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  310. VkSubmitInfo info = {};
  311. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  312. info.waitSemaphoreCount = 1;
  313. info.pWaitSemaphores = &image_acquired_semaphore;
  314. info.pWaitDstStageMask = &wait_stage;
  315. info.commandBufferCount = 1;
  316. info.pCommandBuffers = &fd->CommandBuffer;
  317. info.signalSemaphoreCount = 1;
  318. info.pSignalSemaphores = &render_complete_semaphore;
  319. err = vkEndCommandBuffer(fd->CommandBuffer);
  320. check_vk_result(err);
  321. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  322. check_vk_result(err);
  323. }
  324. }
  325. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  326. {
  327. if (g_SwapChainRebuild)
  328. return;
  329. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  330. VkPresentInfoKHR info = {};
  331. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  332. info.waitSemaphoreCount = 1;
  333. info.pWaitSemaphores = &render_complete_semaphore;
  334. info.swapchainCount = 1;
  335. info.pSwapchains = &wd->Swapchain;
  336. info.pImageIndices = &wd->FrameIndex;
  337. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  338. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  339. {
  340. g_SwapChainRebuild = true;
  341. return;
  342. }
  343. check_vk_result(err);
  344. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
  345. }
  346. // Main code
  347. int main(int, char**)
  348. {
  349. glfwSetErrorCallback(glfw_error_callback);
  350. if (!glfwInit())
  351. return 1;
  352. // Create window with Vulkan context
  353. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  354. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr);
  355. if (!glfwVulkanSupported())
  356. {
  357. printf("GLFW: Vulkan Not Supported\n");
  358. return 1;
  359. }
  360. ImVector<const char*> extensions;
  361. uint32_t extensions_count = 0;
  362. const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
  363. for (uint32_t i = 0; i < extensions_count; i++)
  364. extensions.push_back(glfw_extensions[i]);
  365. SetupVulkan(extensions);
  366. // Create Window Surface
  367. VkSurfaceKHR surface;
  368. VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
  369. check_vk_result(err);
  370. // Create Framebuffers
  371. int w, h;
  372. glfwGetFramebufferSize(window, &w, &h);
  373. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  374. SetupVulkanWindow(wd, surface, w, h);
  375. // Setup Dear ImGui context
  376. IMGUI_CHECKVERSION();
  377. ImGui::CreateContext();
  378. ImGuiIO& io = ImGui::GetIO(); (void)io;
  379. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  380. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  381. // Setup Dear ImGui style
  382. ImGui::StyleColorsDark();
  383. //ImGui::StyleColorsLight();
  384. // Setup Platform/Renderer backends
  385. ImGui_ImplGlfw_InitForVulkan(window, true);
  386. ImGui_ImplVulkan_InitInfo init_info = {};
  387. init_info.Instance = g_Instance;
  388. init_info.PhysicalDevice = g_PhysicalDevice;
  389. init_info.Device = g_Device;
  390. init_info.QueueFamily = g_QueueFamily;
  391. init_info.Queue = g_Queue;
  392. init_info.PipelineCache = g_PipelineCache;
  393. init_info.DescriptorPool = g_DescriptorPool;
  394. init_info.RenderPass = wd->RenderPass;
  395. init_info.Subpass = 0;
  396. init_info.MinImageCount = g_MinImageCount;
  397. init_info.ImageCount = wd->ImageCount;
  398. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  399. init_info.Allocator = g_Allocator;
  400. init_info.CheckVkResultFn = check_vk_result;
  401. ImGui_ImplVulkan_Init(&init_info);
  402. // Load Fonts
  403. // - 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.
  404. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  405. // - 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).
  406. // - 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.
  407. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  408. // - Read 'docs/FONTS.md' for more instructions and details.
  409. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  410. //io.Fonts->AddFontDefault();
  411. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  412. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  413. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  414. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  415. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  416. //IM_ASSERT(font != nullptr);
  417. // Our state
  418. bool show_demo_window = true;
  419. bool show_another_window = false;
  420. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  421. // Main loop
  422. while (!glfwWindowShouldClose(window))
  423. {
  424. // Poll and handle events (inputs, window resize, etc.)
  425. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  426. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  427. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  428. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  429. glfwPollEvents();
  430. // Resize swap chain?
  431. if (g_SwapChainRebuild)
  432. {
  433. int width, height;
  434. glfwGetFramebufferSize(window, &width, &height);
  435. if (width > 0 && height > 0)
  436. {
  437. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  438. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  439. g_MainWindowData.FrameIndex = 0;
  440. g_SwapChainRebuild = false;
  441. }
  442. }
  443. // Start the Dear ImGui frame
  444. ImGui_ImplVulkan_NewFrame();
  445. ImGui_ImplGlfw_NewFrame();
  446. ImGui::NewFrame();
  447. // 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!).
  448. if (show_demo_window)
  449. ImGui::ShowDemoWindow(&show_demo_window);
  450. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  451. {
  452. static float f = 0.0f;
  453. static int counter = 0;
  454. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  455. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  456. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  457. ImGui::Checkbox("Another Window", &show_another_window);
  458. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  459. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  460. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  461. counter++;
  462. ImGui::SameLine();
  463. ImGui::Text("counter = %d", counter);
  464. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  465. ImGui::End();
  466. }
  467. // 3. Show another simple window.
  468. if (show_another_window)
  469. {
  470. 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)
  471. ImGui::Text("Hello from another window!");
  472. if (ImGui::Button("Close Me"))
  473. show_another_window = false;
  474. ImGui::End();
  475. }
  476. // Rendering
  477. ImGui::Render();
  478. ImDrawData* draw_data = ImGui::GetDrawData();
  479. const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
  480. if (!is_minimized)
  481. {
  482. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  483. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  484. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  485. wd->ClearValue.color.float32[3] = clear_color.w;
  486. FrameRender(wd, draw_data);
  487. FramePresent(wd);
  488. }
  489. }
  490. // Cleanup
  491. err = vkDeviceWaitIdle(g_Device);
  492. check_vk_result(err);
  493. ImGui_ImplVulkan_Shutdown();
  494. ImGui_ImplGlfw_Shutdown();
  495. ImGui::DestroyContext();
  496. CleanupVulkanWindow();
  497. CleanupVulkan();
  498. glfwDestroyWindow(window);
  499. glfwTerminate();
  500. return 0;
  501. }