main.cpp 10 KB

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  1. // Dear ImGui: standalone example application for SDL3 + SDL_GPU
  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_sdlgpu3.cpp/.h in their own engine/app.
  8. // - Unlike other backends, the user must call the function Imgui_ImplSDLGPU_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData.
  9. // Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info.
  10. #include "imgui.h"
  11. #include "imgui_impl_sdl3.h"
  12. #include "imgui_impl_sdlgpu3.h"
  13. #include <stdio.h> // printf, fprintf
  14. #include <stdlib.h> // abort
  15. #include <SDL3/SDL.h>
  16. // This example doesn't compile with Emscripten yet! Awaiting SDL3 support.
  17. #ifdef __EMSCRIPTEN__
  18. #include "../libs/emscripten/emscripten_mainloop_stub.h"
  19. #endif
  20. // Main code
  21. int main(int, char**)
  22. {
  23. // Setup SDL
  24. // [If using SDL_MAIN_USE_CALLBACKS: all code below until the main loop starts would likely be your SDL_AppInit() function]
  25. if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD))
  26. {
  27. printf("Error: SDL_Init(): %s\n", SDL_GetError());
  28. return -1;
  29. }
  30. // Create SDL window graphics context
  31. SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY);
  32. if (window == nullptr)
  33. {
  34. printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError());
  35. return -1;
  36. }
  37. // Create GPU Device
  38. SDL_GPUDevice* gpu_device = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV | SDL_GPU_SHADERFORMAT_DXIL | SDL_GPU_SHADERFORMAT_METALLIB,true,nullptr);
  39. if (gpu_device == nullptr)
  40. {
  41. printf("Error: SDL_CreateGPUDevice(): %s\n", SDL_GetError());
  42. return -1;
  43. }
  44. // Claim window for GPU Device
  45. if (!SDL_ClaimWindowForGPUDevice(gpu_device, window))
  46. {
  47. printf("Error: SDL_ClaimWindowForGPUDevice(): %s\n", SDL_GetError());
  48. return -1;
  49. }
  50. SDL_SetGPUSwapchainParameters(gpu_device, window, SDL_GPU_SWAPCHAINCOMPOSITION_SDR, SDL_GPU_PRESENTMODE_MAILBOX);
  51. // Setup Dear ImGui context
  52. IMGUI_CHECKVERSION();
  53. ImGui::CreateContext();
  54. ImGuiIO& io = ImGui::GetIO(); (void)io;
  55. io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
  56. io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
  57. // Setup Dear ImGui style
  58. ImGui::StyleColorsDark();
  59. //ImGui::StyleColorsLight();
  60. // Setup Platform/Renderer backends
  61. ImGui_ImplSDL3_InitForSDLGPU(window);
  62. ImGui_ImplSDLGPU3_InitInfo init_info = {};
  63. init_info.Device = gpu_device;
  64. init_info.ColorTargetFormat = SDL_GetGPUSwapchainTextureFormat(gpu_device, window);
  65. init_info.MSAASamples = SDL_GPU_SAMPLECOUNT_1;
  66. ImGui_ImplSDLGPU3_Init(&init_info);
  67. // Load Fonts
  68. // - 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.
  69. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
  70. // - 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).
  71. // - 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.
  72. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
  73. // - Read 'docs/FONTS.md' for more instructions and details.
  74. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
  75. //io.Fonts->AddFontDefault();
  76. //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
  77. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
  78. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
  79. //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
  80. //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
  81. //IM_ASSERT(font != nullptr);
  82. // Our state
  83. bool show_demo_window = true;
  84. bool show_another_window = false;
  85. ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
  86. // Main loop
  87. bool done = false;
  88. while (!done)
  89. {
  90. // Poll and handle events (inputs, window resize, etc.)
  91. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
  92. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
  93. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
  94. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
  95. // [If using SDL_MAIN_USE_CALLBACKS: call ImGui_ImplSDL3_ProcessEvent() from your SDL_AppEvent() function]
  96. SDL_Event event;
  97. while (SDL_PollEvent(&event))
  98. {
  99. ImGui_ImplSDL3_ProcessEvent(&event);
  100. if (event.type == SDL_EVENT_QUIT)
  101. done = true;
  102. if (event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED && event.window.windowID == SDL_GetWindowID(window))
  103. done = true;
  104. }
  105. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppIterate() function]
  106. if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
  107. {
  108. SDL_Delay(10);
  109. continue;
  110. }
  111. // Start the Dear ImGui frame
  112. ImGui_ImplSDLGPU3_NewFrame();
  113. ImGui_ImplSDL3_NewFrame();
  114. ImGui::NewFrame();
  115. // 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!).
  116. if (show_demo_window)
  117. ImGui::ShowDemoWindow(&show_demo_window);
  118. // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
  119. {
  120. static float f = 0.0f;
  121. static int counter = 0;
  122. ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
  123. ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
  124. ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
  125. ImGui::Checkbox("Another Window", &show_another_window);
  126. ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
  127. ImGui::ColorEdit4("clear color", (float*)&clear_color); // Edit 3 floats representing a color
  128. if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
  129. counter++;
  130. ImGui::SameLine();
  131. ImGui::Text("counter = %d", counter);
  132. ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
  133. ImGui::End();
  134. }
  135. // 3. Show another simple window.
  136. if (show_another_window)
  137. {
  138. 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)
  139. ImGui::Text("Hello from another window!");
  140. if (ImGui::Button("Close Me"))
  141. show_another_window = false;
  142. ImGui::End();
  143. }
  144. // Rendering
  145. ImGui::Render();
  146. ImDrawData* draw_data = ImGui::GetDrawData();
  147. const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
  148. SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(gpu_device); // Acquire a GPU command buffer
  149. SDL_GPUTexture* swapchain_texture;
  150. SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); // Acquire a swapchain texture
  151. if (swapchain_texture != nullptr && !is_minimized)
  152. {
  153. // This is mandatory: call Imgui_ImplSDLGPU3_PrepareDrawData() to upload the vertex/index buffer!
  154. Imgui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer);
  155. // Setup and start a render pass
  156. SDL_GPUColorTargetInfo target_info = {};
  157. target_info.texture = swapchain_texture;
  158. target_info.clear_color = SDL_FColor { clear_color.x, clear_color.y, clear_color.z, clear_color.w };
  159. target_info.load_op = SDL_GPU_LOADOP_CLEAR;
  160. target_info.store_op = SDL_GPU_STOREOP_STORE;
  161. target_info.mip_level = 0;
  162. target_info.layer_or_depth_plane = 0;
  163. target_info.cycle = false;
  164. SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr);
  165. // Render ImGui
  166. ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass);
  167. SDL_EndGPURenderPass(render_pass);
  168. }
  169. // Submit the command buffer
  170. SDL_SubmitGPUCommandBuffer(command_buffer);
  171. }
  172. // Cleanup
  173. // [If using SDL_MAIN_USE_CALLBACKS: all code below would likely be your SDL_AppQuit() function]
  174. SDL_WaitForGPUIdle(gpu_device);
  175. ImGui_ImplSDL3_Shutdown();
  176. ImGui_ImplSDLGPU3_Shutdown();
  177. ImGui::DestroyContext();
  178. SDL_ReleaseWindowFromGPUDevice(gpu_device, window);
  179. SDL_DestroyGPUDevice(gpu_device);
  180. SDL_DestroyWindow(window);
  181. SDL_Quit();
  182. return 0;
  183. }