// not needed yet -- add custom cpp functions first
#include "cplusplus.h"
#include "vksetup.h"
#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1
#define VMA_STATIC_VULKAN_FUNCTIONS 0
#define VMA_DYNAMIC_VULKAN_FUNCTIONS 1
#define VMA_IMPLEMENTATION
#include "vk_mem_alloc.h"
#include <imgui.h>
#include <backends/imgui_impl_sdl2.h>
#include <backends/imgui_impl_vulkan.h>
static void check_vk_result(VkResult err)
{
if (err == 0)
return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0)
abort();
}
void
imgui_draw_cmd(VkCommandBuffer cmd)
{
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd);
}
void
imgui_draw()
{
ImGui::Render();
}
void
imgui_new_frame(vks_context vk)
{
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
ImGui::ShowDemoWindow();
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
}
bool
imgui_proc_event(SDL_Event* e)
{
return ImGui_ImplSDL2_ProcessEvent(e);
}
static VkDescriptorPool imguiPool;
void
init_imgui(vks_context *vk)
{
VkDescriptorPoolSize pool_sizes[] = {
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1000;
pool_info.poolSizeCount = std::size(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
VK_CHECK(vkCreateDescriptorPool(vk->device, &pool_info, nullptr, &imguiPool));
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |=
ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplSDL2_InitForVulkan(vk->window);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = vk->instance;
init_info.PhysicalDevice = vk->physical_device;
init_info.Device = vk->device;
//init_info.QueueFamily = ;
init_info.Queue = vk->graphics_and_compute_queue;
//init_info.PipelineCache = YOUR_PIPELINE_CACHE;
init_info.DescriptorPool = imguiPool;
init_info.Subpass = 0;
init_info.MinImageCount = 2;
init_info.ImageCount = 2;
init_info.MSAASamples = vk->msaa_samples;
init_info.CheckVkResultFn = check_vk_result;
init_info.UseDynamicRendering = true;
//init_info.
init_info.PipelineRenderingCreateInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;
init_info.PipelineRenderingCreateInfo.colorAttachmentCount = 1;
init_info.PipelineRenderingCreateInfo.pColorAttachmentFormats = &vk->swapchain.image_format;
init_info.PipelineRenderingCreateInfo.depthAttachmentFormat = findDepthFormat(*vk);
ImGui_ImplVulkan_Init(&init_info);
// (this gets a bit more complicated, see example app for full reference)
ImGui_ImplVulkan_CreateFontsTexture();
// (your code submit a queue)
ImGui_ImplVulkan_DestroyFontsTexture();
}
void
imgui_destroy(vks_context vk)
{
ImGui_ImplVulkan_Shutdown();
vkDestroyDescriptorPool(vk.device, imguiPool, nullptr);
}