main.cpp 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523
  1. // dear imgui: standalone example application for Glfw + Vulkan
  2. // If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
  3. #include "imgui.h"
  4. #include "imgui_impl_glfw.h"
  5. #include "imgui_impl_vulkan.h"
  6. #include <stdio.h> // printf, fprintf
  7. #include <stdlib.h> // abort
  8. #define GLFW_INCLUDE_NONE
  9. #define GLFW_INCLUDE_VULKAN
  10. #include <GLFW/glfw3.h>
  11. #include <vulkan/vulkan.h>
  12. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
  13. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
  14. // 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.
  15. #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
  16. #pragma comment(lib, "legacy_stdio_definitions")
  17. #endif
  18. //#define IMGUI_UNLIMITED_FRAME_RATE
  19. #ifdef _DEBUG
  20. #define IMGUI_VULKAN_DEBUG_REPORT
  21. #endif
  22. static VkAllocationCallbacks* g_Allocator = NULL;
  23. static VkInstance g_Instance = VK_NULL_HANDLE;
  24. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  25. static VkDevice g_Device = VK_NULL_HANDLE;
  26. static uint32_t g_QueueFamily = (uint32_t)-1;
  27. static VkQueue g_Queue = VK_NULL_HANDLE;
  28. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  29. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  30. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  31. static ImGui_ImplVulkanH_WindowData g_WindowData;
  32. static bool g_ResizeWanted = false;
  33. static int g_ResizeWidth = 0, g_ResizeHeight = 0;
  34. static void check_vk_result(VkResult err)
  35. {
  36. if (err == 0) return;
  37. printf("VkResult %d\n", err);
  38. if (err < 0)
  39. abort();
  40. }
  41. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  42. 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)
  43. {
  44. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  45. fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  46. return VK_FALSE;
  47. }
  48. #endif // IMGUI_VULKAN_DEBUG_REPORT
  49. static void SetupVulkan(const char** extensions, uint32_t extensions_count)
  50. {
  51. VkResult err;
  52. // Create Vulkan Instance
  53. {
  54. VkInstanceCreateInfo create_info = {};
  55. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  56. create_info.enabledExtensionCount = extensions_count;
  57. create_info.ppEnabledExtensionNames = extensions;
  58. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  59. // Enabling multiple validation layers grouped as LunarG standard validation
  60. const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
  61. create_info.enabledLayerCount = 1;
  62. create_info.ppEnabledLayerNames = layers;
  63. // Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
  64. const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
  65. memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
  66. extensions_ext[extensions_count] = "VK_EXT_debug_report";
  67. create_info.enabledExtensionCount = extensions_count + 1;
  68. create_info.ppEnabledExtensionNames = extensions_ext;
  69. // Create Vulkan Instance
  70. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  71. check_vk_result(err);
  72. free(extensions_ext);
  73. // Get the function pointer (required for any extensions)
  74. auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  75. IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
  76. // Setup the debug report callback
  77. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  78. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  79. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  80. debug_report_ci.pfnCallback = debug_report;
  81. debug_report_ci.pUserData = NULL;
  82. err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  83. check_vk_result(err);
  84. #else
  85. // Create Vulkan Instance without any debug feature
  86. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  87. check_vk_result(err);
  88. #endif
  89. }
  90. // Select GPU
  91. {
  92. uint32_t gpu_count;
  93. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
  94. check_vk_result(err);
  95. VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
  96. err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
  97. check_vk_result(err);
  98. // If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
  99. // e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
  100. // for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
  101. g_PhysicalDevice = gpus[0];
  102. free(gpus);
  103. }
  104. // Select graphics queue family
  105. {
  106. uint32_t count;
  107. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
  108. VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
  109. vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
  110. for (uint32_t i = 0; i < count; i++)
  111. if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
  112. {
  113. g_QueueFamily = i;
  114. break;
  115. }
  116. free(queues);
  117. IM_ASSERT(g_QueueFamily != -1);
  118. }
  119. // Create Logical Device (with 1 queue)
  120. {
  121. int device_extension_count = 1;
  122. const char* device_extensions[] = { "VK_KHR_swapchain" };
  123. const float queue_priority[] = { 1.0f };
  124. VkDeviceQueueCreateInfo queue_info[1] = {};
  125. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  126. queue_info[0].queueFamilyIndex = g_QueueFamily;
  127. queue_info[0].queueCount = 1;
  128. queue_info[0].pQueuePriorities = queue_priority;
  129. VkDeviceCreateInfo create_info = {};
  130. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  131. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  132. create_info.pQueueCreateInfos = queue_info;
  133. create_info.enabledExtensionCount = device_extension_count;
  134. create_info.ppEnabledExtensionNames = device_extensions;
  135. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  136. check_vk_result(err);
  137. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  138. }
  139. // Create Descriptor Pool
  140. {
  141. VkDescriptorPoolSize pool_sizes[] =
  142. {
  143. { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
  144. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
  145. { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
  146. { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
  147. { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
  148. { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
  149. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
  150. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
  151. { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
  152. { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
  153. { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
  154. };
  155. VkDescriptorPoolCreateInfo pool_info = {};
  156. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  157. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  158. pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
  159. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  160. pool_info.pPoolSizes = pool_sizes;
  161. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  162. check_vk_result(err);
  163. }
  164. }
  165. static void SetupVulkanWindowData(ImGui_ImplVulkanH_WindowData* wd, VkSurfaceKHR surface, int width, int height)
  166. {
  167. wd->Surface = surface;
  168. // Check for WSI support
  169. VkBool32 res;
  170. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  171. if (res != VK_TRUE)
  172. {
  173. fprintf(stderr, "Error no WSI support on physical device 0\n");
  174. exit(-1);
  175. }
  176. // Select Surface Format
  177. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  178. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  179. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  180. // Select Present Mode
  181. #ifdef IMGUI_UNLIMITED_FRAME_RATE
  182. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  183. #else
  184. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  185. #endif
  186. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  187. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  188. // Create SwapChain, RenderPass, Framebuffer, etc.
  189. ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(g_PhysicalDevice, g_Device, g_QueueFamily, wd, g_Allocator);
  190. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, wd, g_Allocator, width, height);
  191. }
  192. static void CleanupVulkan()
  193. {
  194. ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
  195. ImGui_ImplVulkanH_DestroyWindowData(g_Instance, g_Device, wd, g_Allocator);
  196. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  197. #ifdef IMGUI_VULKAN_DEBUG_REPORT
  198. // Remove the debug report callback
  199. auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  200. vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  201. #endif // IMGUI_VULKAN_DEBUG_REPORT
  202. vkDestroyDevice(g_Device, g_Allocator);
  203. vkDestroyInstance(g_Instance, g_Allocator);
  204. }
  205. static void FrameRender(ImGui_ImplVulkanH_WindowData* wd)
  206. {
  207. VkResult err;
  208. VkSemaphore& image_acquired_semaphore = wd->Frames[wd->FrameIndex].ImageAcquiredSemaphore;
  209. err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  210. check_vk_result(err);
  211. ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
  212. {
  213. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  214. check_vk_result(err);
  215. err = vkResetFences(g_Device, 1, &fd->Fence);
  216. check_vk_result(err);
  217. }
  218. {
  219. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  220. check_vk_result(err);
  221. VkCommandBufferBeginInfo info = {};
  222. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  223. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  224. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  225. check_vk_result(err);
  226. }
  227. {
  228. VkRenderPassBeginInfo info = {};
  229. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  230. info.renderPass = wd->RenderPass;
  231. info.framebuffer = wd->Framebuffer[wd->FrameIndex];
  232. info.renderArea.extent.width = wd->Width;
  233. info.renderArea.extent.height = wd->Height;
  234. info.clearValueCount = 1;
  235. info.pClearValues = &wd->ClearValue;
  236. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  237. }
  238. // Record Imgui Draw Data and draw funcs into command buffer
  239. ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
  240. // Submit command buffer
  241. vkCmdEndRenderPass(fd->CommandBuffer);
  242. {
  243. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  244. VkSubmitInfo info = {};
  245. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  246. info.waitSemaphoreCount = 1;
  247. info.pWaitSemaphores = &image_acquired_semaphore;
  248. info.pWaitDstStageMask = &wait_stage;
  249. info.commandBufferCount = 1;
  250. info.pCommandBuffers = &fd->CommandBuffer;
  251. info.signalSemaphoreCount = 1;
  252. info.pSignalSemaphores = &fd->RenderCompleteSemaphore;
  253. err = vkEndCommandBuffer(fd->CommandBuffer);
  254. check_vk_result(err);
  255. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  256. check_vk_result(err);
  257. }
  258. }
  259. static void FramePresent(ImGui_ImplVulkanH_WindowData* wd)
  260. {
  261. ImGui_ImplVulkanH_FrameData* fd = &wd->Frames[wd->FrameIndex];
  262. VkPresentInfoKHR info = {};
  263. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  264. info.waitSemaphoreCount = 1;
  265. info.pWaitSemaphores = &fd->RenderCompleteSemaphore;
  266. info.swapchainCount = 1;
  267. info.pSwapchains = &wd->Swapchain;
  268. info.pImageIndices = &wd->FrameIndex;
  269. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  270. check_vk_result(err);
  271. }
  272. static void glfw_error_callback(int error, const char* description)
  273. {
  274. fprintf(stderr, "Glfw Error %d: %s\n", error, description);
  275. }
  276. static void glfw_resize_callback(GLFWwindow*, int w, int h)
  277. {
  278. g_ResizeWanted = true;
  279. g_ResizeWidth = w;
  280. g_ResizeHeight = h;
  281. }
  282. int main(int, char**)
  283. {
  284. // Setup window
  285. glfwSetErrorCallback(glfw_error_callback);
  286. if (!glfwInit())
  287. return 1;
  288. glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
  289. GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
  290. // Setup Vulkan
  291. if (!glfwVulkanSupported())
  292. {
  293. printf("GLFW: Vulkan Not Supported\n");
  294. return 1;
  295. }
  296. uint32_t extensions_count = 0;
  297. const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
  298. SetupVulkan(extensions, extensions_count);
  299. // Create Window Surface
  300. VkSurfaceKHR surface;
  301. VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
  302. check_vk_result(err);
  303. // Create Framebuffers
  304. int w, h;
  305. glfwGetFramebufferSize(window, &w, &h);
  306. glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
  307. ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
  308. SetupVulkanWindowData(wd, surface, w, h);
  309. // Setup Dear ImGui context
  310. IMGUI_CHECKVERSION();
  311. ImGui::CreateContext();
  312. ImGuiIO& io = ImGui::GetIO(); (void)io;
  313. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  314. //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  315. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  316. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  317. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  318. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  319. // Setup Dear ImGui style
  320. ImGui::StyleColorsDark();
  321. //ImGui::StyleColorsClassic();
  322. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  323. ImGuiStyle& style = ImGui::GetStyle();
  324. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  325. {
  326. style.WindowRounding = 0.0f;
  327. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  328. }
  329. // Setup Platform/Renderer bindings
  330. ImGui_ImplGlfw_InitForVulkan(window, true);
  331. ImGui_ImplVulkan_InitInfo init_info = {};
  332. init_info.Instance = g_Instance;
  333. init_info.PhysicalDevice = g_PhysicalDevice;
  334. init_info.Device = g_Device;
  335. init_info.QueueFamily = g_QueueFamily;
  336. init_info.Queue = g_Queue;
  337. init_info.PipelineCache = g_PipelineCache;
  338. init_info.DescriptorPool = g_DescriptorPool;
  339. init_info.Allocator = g_Allocator;
  340. init_info.CheckVkResultFn = check_vk_result;
  341. ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
  342. // Load Fonts
  343. // - 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.
  344. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  345. // - 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).
  346. // - 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.
  347. // - Read 'misc/fonts/README.txt' for more instructions and details.
  348. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  349. //io.Fonts->AddFontDefault();
  350. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  351. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  352. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  353. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
  354. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
  355. //IM_ASSERT(font != NULL);
  356. // Upload Fonts
  357. {
  358. // Use any command queue
  359. VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
  360. VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
  361. err = vkResetCommandPool(g_Device, command_pool, 0);
  362. check_vk_result(err);
  363. VkCommandBufferBeginInfo begin_info = {};
  364. begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  365. begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  366. err = vkBeginCommandBuffer(command_buffer, &begin_info);
  367. check_vk_result(err);
  368. ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
  369. VkSubmitInfo end_info = {};
  370. end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  371. end_info.commandBufferCount = 1;
  372. end_info.pCommandBuffers = &command_buffer;
  373. err = vkEndCommandBuffer(command_buffer);
  374. check_vk_result(err);
  375. err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
  376. check_vk_result(err);
  377. err = vkDeviceWaitIdle(g_Device);
  378. check_vk_result(err);
  379. ImGui_ImplVulkan_InvalidateFontUploadObjects();
  380. }
  381. bool show_demo_window = true;
  382. bool show_another_window = false;
  383. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  384. // Main loop
  385. while (!glfwWindowShouldClose(window))
  386. {
  387. // Poll and handle events (inputs, window resize, etc.)
  388. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  389. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
  390. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
  391. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  392. glfwPollEvents();
  393. if (g_ResizeWanted)
  394. {
  395. ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, g_ResizeWidth, g_ResizeHeight);
  396. g_ResizeWanted = false;
  397. }
  398. // Start the Dear ImGui frame
  399. ImGui_ImplVulkan_NewFrame();
  400. ImGui_ImplGlfw_NewFrame();
  401. ImGui::NewFrame();
  402. // 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!).
  403. if (show_demo_window)
  404. ImGui::ShowDemoWindow(&show_demo_window);
  405. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
  406. {
  407. static float f = 0.0f;
  408. static int counter = 0;
  409. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  410. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  411. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  412. ImGui::Checkbox("Another Window", &show_another_window);
  413. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  414. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  415. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  416. counter++;
  417. ImGui::SameLine();
  418. ImGui::Text("counter = %d", counter);
  419. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
  420. ImGui::End();
  421. }
  422. // 3. Show another simple window.
  423. if (show_another_window)
  424. {
  425. 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)
  426. ImGui::Text("Hello from another window!");
  427. if (ImGui::Button("Close Me"))
  428. show_another_window = false;
  429. ImGui::End();
  430. }
  431. // Rendering
  432. ImGui::Render();
  433. memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
  434. FrameRender(wd);
  435. // Update and Render additional Platform Windows
  436. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  437. {
  438. ImGui::UpdatePlatformWindows();
  439. ImGui::RenderPlatformWindowsDefault();
  440. }
  441. FramePresent(wd);
  442. }
  443. // Cleanup
  444. err = vkDeviceWaitIdle(g_Device);
  445. check_vk_result(err);
  446. ImGui_ImplVulkan_Shutdown();
  447. ImGui_ImplGlfw_Shutdown();
  448. ImGui::DestroyContext();
  449. CleanupVulkan();
  450. glfwDestroyWindow(window);
  451. glfwTerminate();
  452. return 0;
  453. }