main.cpp 24 KB

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  1. // Dear ImGui: standalone example application for SDL2 + 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_sdl2.h"
  15. #include "imgui_impl_vulkan.h"
  16. #include <stdio.h> // printf, fprintf
  17. #include <stdlib.h> // abort
  18. #include <SDL.h>
  19. #include <SDL_vulkan.h>
  20. // Volk headers
  21. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  22. #define VOLK_IMPLEMENTATION
  23. #include <volk.h>
  24. #endif
  25. //#define APP_USE_UNLIMITED_FRAME_RATE
  26. #ifdef _DEBUG
  27. #define APP_USE_VULKAN_DEBUG_REPORT
  28. #endif
  29. // Data
  30. static VkAllocationCallbacks* g_Allocator = nullptr;
  31. static VkInstance g_Instance = VK_NULL_HANDLE;
  32. static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
  33. static VkDevice g_Device = VK_NULL_HANDLE;
  34. static uint32_t g_QueueFamily = (uint32_t)-1;
  35. static VkQueue g_Queue = VK_NULL_HANDLE;
  36. static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
  37. static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
  38. static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
  39. static ImGui_ImplVulkanH_Window g_MainWindowData;
  40. static uint32_t g_MinImageCount = 2;
  41. static bool g_SwapChainRebuild = false;
  42. static void check_vk_result(VkResult err)
  43. {
  44. if (err == VK_SUCCESS)
  45. return;
  46. fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
  47. if (err < 0)
  48. abort();
  49. }
  50. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  51. 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)
  52. {
  53. (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
  54. fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
  55. return VK_FALSE;
  56. }
  57. #endif // APP_USE_VULKAN_DEBUG_REPORT
  58. static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension)
  59. {
  60. for (const VkExtensionProperties& p : properties)
  61. if (strcmp(p.extensionName, extension) == 0)
  62. return true;
  63. return false;
  64. }
  65. static void SetupVulkan(ImVector<const char*> instance_extensions)
  66. {
  67. VkResult err;
  68. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  69. volkInitialize();
  70. #endif
  71. // Create Vulkan Instance
  72. {
  73. VkInstanceCreateInfo create_info = {};
  74. create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
  75. // Enumerate available extensions
  76. uint32_t properties_count;
  77. ImVector<VkExtensionProperties> properties;
  78. vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr);
  79. properties.resize(properties_count);
  80. err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data);
  81. check_vk_result(err);
  82. // Enable required extensions
  83. if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME))
  84. instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
  85. #ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
  86. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME))
  87. {
  88. instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME);
  89. create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR;
  90. }
  91. #endif
  92. // Enabling validation layers
  93. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  94. const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
  95. create_info.enabledLayerCount = 1;
  96. create_info.ppEnabledLayerNames = layers;
  97. instance_extensions.push_back("VK_EXT_debug_report");
  98. #endif
  99. // Create Vulkan Instance
  100. create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size;
  101. create_info.ppEnabledExtensionNames = instance_extensions.Data;
  102. err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
  103. check_vk_result(err);
  104. #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
  105. volkLoadInstance(g_Instance);
  106. #endif
  107. // Setup the debug report callback
  108. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  109. auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
  110. IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr);
  111. VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
  112. debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
  113. debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
  114. debug_report_ci.pfnCallback = debug_report;
  115. debug_report_ci.pUserData = nullptr;
  116. err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
  117. check_vk_result(err);
  118. #endif
  119. }
  120. // Select Physical Device (GPU)
  121. g_PhysicalDevice = ImGui_ImplVulkanH_SelectPhysicalDevice(g_Instance);
  122. IM_ASSERT(g_PhysicalDevice != VK_NULL_HANDLE);
  123. // Select graphics queue family
  124. g_QueueFamily = ImGui_ImplVulkanH_SelectQueueFamilyIndex(g_PhysicalDevice);
  125. IM_ASSERT(g_QueueFamily != (uint32_t)-1);
  126. // Create Logical Device (with 1 queue)
  127. {
  128. ImVector<const char*> device_extensions;
  129. device_extensions.push_back("VK_KHR_swapchain");
  130. // Enumerate physical device extension
  131. uint32_t properties_count;
  132. ImVector<VkExtensionProperties> properties;
  133. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr);
  134. properties.resize(properties_count);
  135. vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data);
  136. #ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
  137. if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME))
  138. device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME);
  139. #endif
  140. const float queue_priority[] = { 1.0f };
  141. VkDeviceQueueCreateInfo queue_info[1] = {};
  142. queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
  143. queue_info[0].queueFamilyIndex = g_QueueFamily;
  144. queue_info[0].queueCount = 1;
  145. queue_info[0].pQueuePriorities = queue_priority;
  146. VkDeviceCreateInfo create_info = {};
  147. create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
  148. create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
  149. create_info.pQueueCreateInfos = queue_info;
  150. create_info.enabledExtensionCount = (uint32_t)device_extensions.Size;
  151. create_info.ppEnabledExtensionNames = device_extensions.Data;
  152. err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
  153. check_vk_result(err);
  154. vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
  155. }
  156. // Create Descriptor Pool
  157. // If you wish to load e.g. additional textures you may need to alter pools sizes and maxSets.
  158. {
  159. VkDescriptorPoolSize pool_sizes[] =
  160. {
  161. { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE },
  162. };
  163. VkDescriptorPoolCreateInfo pool_info = {};
  164. pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
  165. pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
  166. pool_info.maxSets = 0;
  167. for (VkDescriptorPoolSize& pool_size : pool_sizes)
  168. pool_info.maxSets += pool_size.descriptorCount;
  169. pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
  170. pool_info.pPoolSizes = pool_sizes;
  171. err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
  172. check_vk_result(err);
  173. }
  174. }
  175. // All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
  176. // Your real engine/app may not use them.
  177. static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
  178. {
  179. wd->Surface = surface;
  180. // Check for WSI support
  181. VkBool32 res;
  182. vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
  183. if (res != VK_TRUE)
  184. {
  185. fprintf(stderr, "Error no WSI support on physical device 0\n");
  186. exit(-1);
  187. }
  188. // Select Surface Format
  189. const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
  190. const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
  191. wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
  192. // Select Present Mode
  193. #ifdef APP_USE_UNLIMITED_FRAME_RATE
  194. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
  195. #else
  196. VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
  197. #endif
  198. wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
  199. //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
  200. // Create SwapChain, RenderPass, Framebuffer, etc.
  201. IM_ASSERT(g_MinImageCount >= 2);
  202. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
  203. }
  204. static void CleanupVulkan()
  205. {
  206. vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
  207. #ifdef APP_USE_VULKAN_DEBUG_REPORT
  208. // Remove the debug report callback
  209. auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
  210. f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
  211. #endif // APP_USE_VULKAN_DEBUG_REPORT
  212. vkDestroyDevice(g_Device, g_Allocator);
  213. vkDestroyInstance(g_Instance, g_Allocator);
  214. }
  215. static void CleanupVulkanWindow()
  216. {
  217. ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
  218. }
  219. static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
  220. {
  221. VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
  222. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  223. VkResult err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
  224. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  225. g_SwapChainRebuild = true;
  226. if (err == VK_ERROR_OUT_OF_DATE_KHR)
  227. return;
  228. if (err != VK_SUBOPTIMAL_KHR)
  229. check_vk_result(err);
  230. ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
  231. {
  232. err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
  233. check_vk_result(err);
  234. err = vkResetFences(g_Device, 1, &fd->Fence);
  235. check_vk_result(err);
  236. }
  237. {
  238. err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
  239. check_vk_result(err);
  240. VkCommandBufferBeginInfo info = {};
  241. info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
  242. info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
  243. err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
  244. check_vk_result(err);
  245. }
  246. {
  247. VkRenderPassBeginInfo info = {};
  248. info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
  249. info.renderPass = wd->RenderPass;
  250. info.framebuffer = fd->Framebuffer;
  251. info.renderArea.extent.width = wd->Width;
  252. info.renderArea.extent.height = wd->Height;
  253. info.clearValueCount = 1;
  254. info.pClearValues = &wd->ClearValue;
  255. vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
  256. }
  257. // Record dear imgui primitives into command buffer
  258. ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
  259. // Submit command buffer
  260. vkCmdEndRenderPass(fd->CommandBuffer);
  261. {
  262. VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
  263. VkSubmitInfo info = {};
  264. info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
  265. info.waitSemaphoreCount = 1;
  266. info.pWaitSemaphores = &image_acquired_semaphore;
  267. info.pWaitDstStageMask = &wait_stage;
  268. info.commandBufferCount = 1;
  269. info.pCommandBuffers = &fd->CommandBuffer;
  270. info.signalSemaphoreCount = 1;
  271. info.pSignalSemaphores = &render_complete_semaphore;
  272. err = vkEndCommandBuffer(fd->CommandBuffer);
  273. check_vk_result(err);
  274. err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
  275. check_vk_result(err);
  276. }
  277. }
  278. static void FramePresent(ImGui_ImplVulkanH_Window* wd)
  279. {
  280. if (g_SwapChainRebuild)
  281. return;
  282. VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
  283. VkPresentInfoKHR info = {};
  284. info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
  285. info.waitSemaphoreCount = 1;
  286. info.pWaitSemaphores = &render_complete_semaphore;
  287. info.swapchainCount = 1;
  288. info.pSwapchains = &wd->Swapchain;
  289. info.pImageIndices = &wd->FrameIndex;
  290. VkResult err = vkQueuePresentKHR(g_Queue, &info);
  291. if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR)
  292. g_SwapChainRebuild = true;
  293. if (err == VK_ERROR_OUT_OF_DATE_KHR)
  294. return;
  295. if (err != VK_SUBOPTIMAL_KHR)
  296. check_vk_result(err);
  297. wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores
  298. }
  299. // Main code
  300. int main(int, char**)
  301. {
  302. // Setup SDL
  303. if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
  304. {
  305. printf("Error: %s\n", SDL_GetError());
  306. return -1;
  307. }
  308. // From 2.0.18: Enable native IME.
  309. #ifdef SDL_HINT_IME_SHOW_UI
  310. SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");
  311. #endif
  312. // Create window with Vulkan graphics context
  313. SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
  314. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
  315. if (window == nullptr)
  316. {
  317. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  318. return -1;
  319. }
  320. ImVector<const char*> extensions;
  321. uint32_t extensions_count = 0;
  322. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, nullptr);
  323. extensions.resize(extensions_count);
  324. SDL_Vulkan_GetInstanceExtensions(window, &extensions_count, extensions.Data);
  325. SetupVulkan(extensions);
  326. // Create Window Surface
  327. VkSurfaceKHR surface;
  328. VkResult err;
  329. if (SDL_Vulkan_CreateSurface(window, g_Instance, &surface) == 0)
  330. {
  331. printf("Failed to create Vulkan surface.\n");
  332. return 1;
  333. }
  334. // Create Framebuffers
  335. int w, h;
  336. SDL_GetWindowSize(window, &w, &h);
  337. ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
  338. SetupVulkanWindow(wd, surface, w, h);
  339. // Setup Dear ImGui context
  340. IMGUI_CHECKVERSION();
  341. ImGui::CreateContext();
  342. ImGuiIO& io = ImGui::GetIO(); (void)io;
  343. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  344. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  345. io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
  346. io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
  347. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoTaskBarIcons;
  348. //io.ConfigFlags |= ImGuiConfigFlags_ViewportsNoMerge;
  349. // Setup Dear ImGui style
  350. ImGui::StyleColorsDark();
  351. //ImGui::StyleColorsLight();
  352. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
  353. ImGuiStyle& style = ImGui::GetStyle();
  354. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  355. {
  356. style.WindowRounding = 0.0f;
  357. style.Colors[ImGuiCol_WindowBg].w = 1.0f;
  358. }
  359. // Setup Platform/Renderer backends
  360. ImGui_ImplSDL2_InitForVulkan(window);
  361. ImGui_ImplVulkan_InitInfo init_info = {};
  362. //init_info.ApiVersion = VK_API_VERSION_1_3; // Pass in your value of VkApplicationInfo::apiVersion, otherwise will default to header version.
  363. init_info.Instance = g_Instance;
  364. init_info.PhysicalDevice = g_PhysicalDevice;
  365. init_info.Device = g_Device;
  366. init_info.QueueFamily = g_QueueFamily;
  367. init_info.Queue = g_Queue;
  368. init_info.PipelineCache = g_PipelineCache;
  369. init_info.DescriptorPool = g_DescriptorPool;
  370. init_info.RenderPass = wd->RenderPass;
  371. init_info.Subpass = 0;
  372. init_info.MinImageCount = g_MinImageCount;
  373. init_info.ImageCount = wd->ImageCount;
  374. init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
  375. init_info.Allocator = g_Allocator;
  376. init_info.CheckVkResultFn = check_vk_result;
  377. ImGui_ImplVulkan_Init(&init_info);
  378. // Load Fonts
  379. // - 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.
  380. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  381. // - 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).
  382. // - 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.
  383. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  384. // - Read 'docs/FONTS.md' for more instructions and details.
  385. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  386. //io.Fonts->AddFontDefault();
  387. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  388. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  389. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  390. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  391. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  392. //IM_ASSERT(font != nullptr);
  393. // Our state
  394. bool show_demo_window = true;
  395. bool show_another_window = false;
  396. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  397. // Main loop
  398. bool done = false;
  399. while (!done)
  400. {
  401. // Poll and handle events (inputs, window resize, etc.)
  402. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  403. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  404. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  405. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  406. SDL_Event event;
  407. while (SDL_PollEvent(&event))
  408. {
  409. ImGui_ImplSDL2_ProcessEvent(&event);
  410. if (event.type == SDL_QUIT)
  411. done = true;
  412. if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
  413. done = true;
  414. }
  415. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  416. {
  417. SDL_Delay(10);
  418. continue;
  419. }
  420. // Resize swap chain?
  421. int fb_width, fb_height;
  422. SDL_GetWindowSize(window, &fb_width, &fb_height);
  423. if (fb_width > 0 && fb_height > 0 && (g_SwapChainRebuild || g_MainWindowData.Width != fb_width || g_MainWindowData.Height != fb_height))
  424. {
  425. ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
  426. ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, fb_width, fb_height, g_MinImageCount);
  427. g_MainWindowData.FrameIndex = 0;
  428. g_SwapChainRebuild = false;
  429. }
  430. // Start the Dear ImGui frame
  431. ImGui_ImplVulkan_NewFrame();
  432. ImGui_ImplSDL2_NewFrame();
  433. ImGui::NewFrame();
  434. // 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!).
  435. if (show_demo_window)
  436. ImGui::ShowDemoWindow(&show_demo_window);
  437. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  438. {
  439. static float f = 0.0f;
  440. static int counter = 0;
  441. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  442. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  443. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  444. ImGui::Checkbox("Another Window", &show_another_window);
  445. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  446. ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  447. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  448. counter++;
  449. ImGui::SameLine();
  450. ImGui::Text("counter = %d", counter);
  451. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  452. ImGui::End();
  453. }
  454. // 3. Show another simple window.
  455. if (show_another_window)
  456. {
  457. 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)
  458. ImGui::Text("Hello from another window!");
  459. if (ImGui::Button("Close Me"))
  460. show_another_window = false;
  461. ImGui::End();
  462. }
  463. // Rendering
  464. ImGui::Render();
  465. ImDrawData* main_draw_data = ImGui::GetDrawData();
  466. const bool main_is_minimized = (main_draw_data->DisplaySize.x <= 0.0f || main_draw_data->DisplaySize.y <= 0.0f);
  467. wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w;
  468. wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w;
  469. wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w;
  470. wd->ClearValue.color.float32[3] = clear_color.w;
  471. if (!main_is_minimized)
  472. FrameRender(wd, main_draw_data);
  473. // Update and Render additional Platform Windows
  474. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
  475. {
  476. ImGui::UpdatePlatformWindows();
  477. ImGui::RenderPlatformWindowsDefault();
  478. }
  479. // Present Main Platform Window
  480. if (!main_is_minimized)
  481. FramePresent(wd);
  482. }
  483. // Cleanup
  484. err = vkDeviceWaitIdle(g_Device);
  485. check_vk_result(err);
  486. ImGui_ImplVulkan_Shutdown();
  487. ImGui_ImplSDL2_Shutdown();
  488. ImGui::DestroyContext();
  489. CleanupVulkanWindow();
  490. CleanupVulkan();
  491. SDL_DestroyWindow(window);
  492. SDL_Quit();
  493. return 0;
  494. }