diff options
| author | grm <grm@eyesin.space> | 2024-06-05 19:04:25 +0300 | 
|---|---|---|
| committer | grm <grm@eyesin.space> | 2024-06-05 19:04:25 +0300 | 
| commit | 181edce08e0b914b7274571b7feb1ea8b1f341d8 (patch) | |
| tree | 1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/examples/example_glfw_vulkan | |
| parent | 294e3409d007c29f17c6551acbc9f9199a044b0c (diff) | |
| download | cgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.tar.gz cgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.tar.bz2 cgame-181edce08e0b914b7274571b7feb1ea8b1f341d8.zip  | |
more vks, stupid mutlistep build, and imgui
Diffstat (limited to 'lib/imgui-1.90.7/examples/example_glfw_vulkan')
6 files changed, 898 insertions, 0 deletions
diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/CMakeLists.txt b/lib/imgui-1.90.7/examples/example_glfw_vulkan/CMakeLists.txt new file mode 100644 index 0000000..a6e5bf9 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/CMakeLists.txt @@ -0,0 +1,45 @@ +# Example usage: +#  mkdir build +#  cd build +#  cmake -g "Visual Studio 14 2015" .. + +cmake_minimum_required(VERSION 2.8) +project(imgui_example_glfw_vulkan C CXX) + +if(NOT CMAKE_BUILD_TYPE) +  set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) +endif() + +set(CMAKE_CXX_STANDARD 11) +set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") +set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") + +# GLFW +set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo +option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) +option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) +option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) +option(GLFW_INSTALL "Generate installation target" OFF) +option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) +add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) +include_directories(${GLFW_DIR}/include) + +# Dear ImGui +set(IMGUI_DIR ../../) +include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..) + +# Libraries +find_package(Vulkan REQUIRED) +#find_library(VULKAN_LIBRARY +  #NAMES vulkan vulkan-1) +#set(LIBRARIES "glfw;${VULKAN_LIBRARY}") +set(LIBRARIES "glfw;Vulkan::Vulkan") + +# Use vulkan headers from glfw: +include_directories(${GLFW_DIR}/deps) + +file(GLOB sources *.cpp) + +add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp) +target_link_libraries(example_glfw_vulkan ${LIBRARIES}) +target_compile_definitions(example_glfw_vulkan PUBLIC -DImTextureID=ImU64) diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win32.bat b/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win32.bat new file mode 100644 index 0000000..be92398 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win32.bat @@ -0,0 +1,14 @@ +@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. + +@set OUT_EXE=example_glfw_vulkan +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win64.bat b/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win64.bat new file mode 100644 index 0000000..c60b027 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/build_win64.bat @@ -0,0 +1,13 @@ +@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler. + +@set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include +@set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp +@set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib + +@set OUT_DIR=Debug +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% + +@set OUT_DIR=Release +mkdir %OUT_DIR% +cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% /D ImTextureID=ImU64 %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj b/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj new file mode 100644 index 0000000..d0d1c5f --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj @@ -0,0 +1,190 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> +  <ItemGroup Label="ProjectConfigurations"> +    <ProjectConfiguration Include="Debug|Win32"> +      <Configuration>Debug</Configuration> +      <Platform>Win32</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Debug|x64"> +      <Configuration>Debug</Configuration> +      <Platform>x64</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Release|Win32"> +      <Configuration>Release</Configuration> +      <Platform>Win32</Platform> +    </ProjectConfiguration> +    <ProjectConfiguration Include="Release|x64"> +      <Configuration>Release</Configuration> +      <Platform>x64</Platform> +    </ProjectConfiguration> +  </ItemGroup> +  <PropertyGroup Label="Globals"> +    <ProjectGuid>{57E2DF5A-6FC8-45BB-99DD-91A18C646E80}</ProjectGuid> +    <RootNamespace>example_glfw_vulkan</RootNamespace> +    <WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion> +  </PropertyGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" /> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>true</UseDebugLibraries> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>false</UseDebugLibraries> +    <WholeProgramOptimization>true</WholeProgramOptimization> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration"> +    <ConfigurationType>Application</ConfigurationType> +    <UseDebugLibraries>false</UseDebugLibraries> +    <WholeProgramOptimization>true</WholeProgramOptimization> +    <CharacterSet>MultiByte</CharacterSet> +    <PlatformToolset>v140</PlatformToolset> +  </PropertyGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" /> +  <ImportGroup Label="ExtensionSettings"> +  </ImportGroup> +  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> +    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" 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<IncludePath>$(IncludePath)</IncludePath> +  </PropertyGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>Disabled</Optimization> +      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> +      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies> +      <SubSystem>Console</SubSystem> +      <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> +    </Link> +  </ItemDefinitionGroup> +  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> +    <ClCompile> +      <WarningLevel>Level4</WarningLevel> +      <Optimization>Disabled</Optimization> +      <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> +      <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> +      <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> +    </ClCompile> +    <Link> +      <GenerateDebugInformation>true</GenerateDebugInformation> +      <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> +      <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies> +      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/> +    <ClCompile Include="..\..\imgui_tables.cpp" /> +    <ClCompile Include="..\..\imgui_widgets.cpp" /> +    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" /> +    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" /> +    <ClCompile Include="main.cpp" /> +  </ItemGroup> +  <ItemGroup> +    <ClInclude Include="..\..\imconfig.h" /> +    <ClInclude Include="..\..\imgui.h" /> +    <ClInclude Include="..\..\imgui_internal.h" /> +    <ClInclude Include="..\..\backends\imgui_impl_glfw.h" /> +    <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" /> +  </ItemGroup> +  <ItemGroup> +    <None Include="..\..\misc\debuggers\imgui.natstepfilter" /> +    <None Include="..\..\misc\debuggers\imgui.natvis" /> +    <None Include="..\README.txt" /> +  </ItemGroup> +  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> +  <ImportGroup Label="ExtensionTargets"> +  </ImportGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters b/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters new file mode 100644 index 0000000..510fc85 --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj.filters @@ -0,0 +1,64 @@ +<?xml version="1.0" encoding="utf-8"?> +<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> +  <ItemGroup> +    <Filter Include="imgui"> +      <UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier> +    </Filter> +    <Filter Include="sources"> +      <UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier> +      <Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions> +    </Filter> +  </ItemGroup> +  <ItemGroup> +    <ClCompile Include="main.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_demo.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_draw.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_tables.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\imgui_widgets.cpp"> +      <Filter>imgui</Filter> +    </ClCompile> +    <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +    <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp"> +      <Filter>sources</Filter> +    </ClCompile> +  </ItemGroup> +  <ItemGroup> +    <ClInclude Include="..\..\imconfig.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\imgui_internal.h"> +      <Filter>imgui</Filter> +    </ClInclude> +    <ClInclude Include="..\..\backends\imgui_impl_glfw.h"> +      <Filter>sources</Filter> +    </ClInclude> +    <ClInclude Include="..\..\backends\imgui_impl_vulkan.h"> +      <Filter>sources</Filter> +    </ClInclude> +  </ItemGroup> +  <ItemGroup> +    <None Include="..\README.txt" /> +    <None Include="..\..\misc\debuggers\imgui.natvis"> +      <Filter>imgui</Filter> +    </None> +    <None Include="..\..\misc\debuggers\imgui.natstepfilter"> +      <Filter>imgui</Filter> +    </None> +  </ItemGroup> +</Project>
\ No newline at end of file diff --git a/lib/imgui-1.90.7/examples/example_glfw_vulkan/main.cpp b/lib/imgui-1.90.7/examples/example_glfw_vulkan/main.cpp new file mode 100644 index 0000000..b6e53ed --- /dev/null +++ b/lib/imgui-1.90.7/examples/example_glfw_vulkan/main.cpp @@ -0,0 +1,572 @@ +// Dear ImGui: standalone example application for Glfw + Vulkan + +// Learn about Dear ImGui: +// - FAQ                  https://dearimgui.com/faq +// - Getting Started      https://dearimgui.com/getting-started +// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +//   You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +//   the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#include "imgui.h" +#include "imgui_impl_glfw.h" +#include "imgui_impl_vulkan.h" +#include <stdio.h>          // printf, fprintf +#include <stdlib.h>         // abort +#define GLFW_INCLUDE_NONE +#define GLFW_INCLUDE_VULKAN +#include <GLFW/glfw3.h> + +// Volk headers +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#define VOLK_IMPLEMENTATION +#include <Volk/volk.h> +#endif + +// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. +// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. +// 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. +#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#pragma comment(lib, "legacy_stdio_definitions") +#endif + +//#define APP_USE_UNLIMITED_FRAME_RATE +#ifdef _DEBUG +#define APP_USE_VULKAN_DEBUG_REPORT +#endif + +// Data +static VkAllocationCallbacks*   g_Allocator = nullptr; +static VkInstance               g_Instance = VK_NULL_HANDLE; +static VkPhysicalDevice         g_PhysicalDevice = VK_NULL_HANDLE; +static VkDevice                 g_Device = VK_NULL_HANDLE; +static uint32_t                 g_QueueFamily = (uint32_t)-1; +static VkQueue                  g_Queue = VK_NULL_HANDLE; +static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE; +static VkPipelineCache          g_PipelineCache = VK_NULL_HANDLE; +static VkDescriptorPool         g_DescriptorPool = VK_NULL_HANDLE; + +static ImGui_ImplVulkanH_Window g_MainWindowData; +static int                      g_MinImageCount = 2; +static bool                     g_SwapChainRebuild = false; + +static void glfw_error_callback(int error, const char* description) +{ +    fprintf(stderr, "GLFW Error %d: %s\n", error, description); +} +static void check_vk_result(VkResult err) +{ +    if (err == 0) +        return; +    fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err); +    if (err < 0) +        abort(); +} + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +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) +{ +    (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments +    fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); +    return VK_FALSE; +} +#endif // APP_USE_VULKAN_DEBUG_REPORT + +static bool IsExtensionAvailable(const ImVector<VkExtensionProperties>& properties, const char* extension) +{ +    for (const VkExtensionProperties& p : properties) +        if (strcmp(p.extensionName, extension) == 0) +            return true; +    return false; +} + +static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice() +{ +    uint32_t gpu_count; +    VkResult err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, nullptr); +    check_vk_result(err); +    IM_ASSERT(gpu_count > 0); + +    ImVector<VkPhysicalDevice> gpus; +    gpus.resize(gpu_count); +    err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus.Data); +    check_vk_result(err); + +    // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers +    // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple +    // dedicated GPUs) is out of scope of this sample. +    for (VkPhysicalDevice& device : gpus) +    { +        VkPhysicalDeviceProperties properties; +        vkGetPhysicalDeviceProperties(device, &properties); +        if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) +            return device; +    } + +    // Use first GPU (Integrated) is a Discrete one is not available. +    if (gpu_count > 0) +        return gpus[0]; +    return VK_NULL_HANDLE; +} + +static void SetupVulkan(ImVector<const char*> instance_extensions) +{ +    VkResult err; +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +    volkInitialize(); +#endif + +    // Create Vulkan Instance +    { +        VkInstanceCreateInfo create_info = {}; +        create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; + +        // Enumerate available extensions +        uint32_t properties_count; +        ImVector<VkExtensionProperties> properties; +        vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, nullptr); +        properties.resize(properties_count); +        err = vkEnumerateInstanceExtensionProperties(nullptr, &properties_count, properties.Data); +        check_vk_result(err); + +        // Enable required extensions +        if (IsExtensionAvailable(properties, VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME)) +            instance_extensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); +#ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME +        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME)) +        { +            instance_extensions.push_back(VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME); +            create_info.flags |= VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR; +        } +#endif + +        // Enabling validation layers +#ifdef APP_USE_VULKAN_DEBUG_REPORT +        const char* layers[] = { "VK_LAYER_KHRONOS_validation" }; +        create_info.enabledLayerCount = 1; +        create_info.ppEnabledLayerNames = layers; +        instance_extensions.push_back("VK_EXT_debug_report"); +#endif + +        // Create Vulkan Instance +        create_info.enabledExtensionCount = (uint32_t)instance_extensions.Size; +        create_info.ppEnabledExtensionNames = instance_extensions.Data; +        err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); +        check_vk_result(err); +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +        volkLoadInstance(g_Instance); +#endif + +        // Setup the debug report callback +#ifdef APP_USE_VULKAN_DEBUG_REPORT +        auto f_vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT"); +        IM_ASSERT(f_vkCreateDebugReportCallbackEXT != nullptr); +        VkDebugReportCallbackCreateInfoEXT debug_report_ci = {}; +        debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT; +        debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT; +        debug_report_ci.pfnCallback = debug_report; +        debug_report_ci.pUserData = nullptr; +        err = f_vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport); +        check_vk_result(err); +#endif +    } + +    // Select Physical Device (GPU) +    g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice(); + +    // Select graphics queue family +    { +        uint32_t count; +        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, nullptr); +        VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count); +        vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues); +        for (uint32_t i = 0; i < count; i++) +            if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) +            { +                g_QueueFamily = i; +                break; +            } +        free(queues); +        IM_ASSERT(g_QueueFamily != (uint32_t)-1); +    } + +    // Create Logical Device (with 1 queue) +    { +        ImVector<const char*> device_extensions; +        device_extensions.push_back("VK_KHR_swapchain"); + +        // Enumerate physical device extension +        uint32_t properties_count; +        ImVector<VkExtensionProperties> properties; +        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, nullptr); +        properties.resize(properties_count); +        vkEnumerateDeviceExtensionProperties(g_PhysicalDevice, nullptr, &properties_count, properties.Data); +#ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME +        if (IsExtensionAvailable(properties, VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME)) +            device_extensions.push_back(VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME); +#endif + +        const float queue_priority[] = { 1.0f }; +        VkDeviceQueueCreateInfo queue_info[1] = {}; +        queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO; +        queue_info[0].queueFamilyIndex = g_QueueFamily; +        queue_info[0].queueCount = 1; +        queue_info[0].pQueuePriorities = queue_priority; +        VkDeviceCreateInfo create_info = {}; +        create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO; +        create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]); +        create_info.pQueueCreateInfos = queue_info; +        create_info.enabledExtensionCount = (uint32_t)device_extensions.Size; +        create_info.ppEnabledExtensionNames = device_extensions.Data; +        err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device); +        check_vk_result(err); +        vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue); +    } + +    // Create Descriptor Pool +    // The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that) +    // If you wish to load e.g. additional textures you may need to alter pools sizes. +    { +        VkDescriptorPoolSize pool_sizes[] = +        { +            { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1 }, +        }; +        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 = 1; +        pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); +        pool_info.pPoolSizes = pool_sizes; +        err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool); +        check_vk_result(err); +    } +} + +// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo. +// Your real engine/app may not use them. +static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height) +{ +    wd->Surface = surface; + +    // Check for WSI support +    VkBool32 res; +    vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res); +    if (res != VK_TRUE) +    { +        fprintf(stderr, "Error no WSI support on physical device 0\n"); +        exit(-1); +    } + +    // Select Surface Format +    const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; +    const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; +    wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace); + +    // Select Present Mode +#ifdef APP_USE_UNLIMITED_FRAME_RATE +    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; +#else +    VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR }; +#endif +    wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes)); +    //printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode); + +    // Create SwapChain, RenderPass, Framebuffer, etc. +    IM_ASSERT(g_MinImageCount >= 2); +    ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +} + +static void CleanupVulkan() +{ +    vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator); + +#ifdef APP_USE_VULKAN_DEBUG_REPORT +    // Remove the debug report callback +    auto f_vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT"); +    f_vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator); +#endif // APP_USE_VULKAN_DEBUG_REPORT + +    vkDestroyDevice(g_Device, g_Allocator); +    vkDestroyInstance(g_Instance, g_Allocator); +} + +static void CleanupVulkanWindow() +{ +    ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); +} + +static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data) +{ +    VkResult err; + +    VkSemaphore image_acquired_semaphore  = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore; +    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; +    err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex); +    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) +    { +        g_SwapChainRebuild = true; +        return; +    } +    check_vk_result(err); + +    ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex]; +    { +        err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX);    // wait indefinitely instead of periodically checking +        check_vk_result(err); + +        err = vkResetFences(g_Device, 1, &fd->Fence); +        check_vk_result(err); +    } +    { +        err = vkResetCommandPool(g_Device, fd->CommandPool, 0); +        check_vk_result(err); +        VkCommandBufferBeginInfo info = {}; +        info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; +        info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; +        err = vkBeginCommandBuffer(fd->CommandBuffer, &info); +        check_vk_result(err); +    } +    { +        VkRenderPassBeginInfo info = {}; +        info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; +        info.renderPass = wd->RenderPass; +        info.framebuffer = fd->Framebuffer; +        info.renderArea.extent.width = wd->Width; +        info.renderArea.extent.height = wd->Height; +        info.clearValueCount = 1; +        info.pClearValues = &wd->ClearValue; +        vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); +    } + +    // Record dear imgui primitives into command buffer +    ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer); + +    // Submit command buffer +    vkCmdEndRenderPass(fd->CommandBuffer); +    { +        VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; +        VkSubmitInfo info = {}; +        info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; +        info.waitSemaphoreCount = 1; +        info.pWaitSemaphores = &image_acquired_semaphore; +        info.pWaitDstStageMask = &wait_stage; +        info.commandBufferCount = 1; +        info.pCommandBuffers = &fd->CommandBuffer; +        info.signalSemaphoreCount = 1; +        info.pSignalSemaphores = &render_complete_semaphore; + +        err = vkEndCommandBuffer(fd->CommandBuffer); +        check_vk_result(err); +        err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence); +        check_vk_result(err); +    } +} + +static void FramePresent(ImGui_ImplVulkanH_Window* wd) +{ +    if (g_SwapChainRebuild) +        return; +    VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore; +    VkPresentInfoKHR info = {}; +    info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; +    info.waitSemaphoreCount = 1; +    info.pWaitSemaphores = &render_complete_semaphore; +    info.swapchainCount = 1; +    info.pSwapchains = &wd->Swapchain; +    info.pImageIndices = &wd->FrameIndex; +    VkResult err = vkQueuePresentKHR(g_Queue, &info); +    if (err == VK_ERROR_OUT_OF_DATE_KHR || err == VK_SUBOPTIMAL_KHR) +    { +        g_SwapChainRebuild = true; +        return; +    } +    check_vk_result(err); +    wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +// Main code +int main(int, char**) +{ +    glfwSetErrorCallback(glfw_error_callback); +    if (!glfwInit()) +        return 1; + +    // Create window with Vulkan context +    glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); +    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", nullptr, nullptr); +    if (!glfwVulkanSupported()) +    { +        printf("GLFW: Vulkan Not Supported\n"); +        return 1; +    } + +    ImVector<const char*> extensions; +    uint32_t extensions_count = 0; +    const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count); +    for (uint32_t i = 0; i < extensions_count; i++) +        extensions.push_back(glfw_extensions[i]); +    SetupVulkan(extensions); + +    // Create Window Surface +    VkSurfaceKHR surface; +    VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface); +    check_vk_result(err); + +    // Create Framebuffers +    int w, h; +    glfwGetFramebufferSize(window, &w, &h); +    ImGui_ImplVulkanH_Window* wd = &g_MainWindowData; +    SetupVulkanWindow(wd, surface, w, h); + +    // Setup Dear ImGui context +    IMGUI_CHECKVERSION(); +    ImGui::CreateContext(); +    ImGuiIO& io = ImGui::GetIO(); (void)io; +    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls +    io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls + +    // Setup Dear ImGui style +    ImGui::StyleColorsDark(); +    //ImGui::StyleColorsLight(); + +    // Setup Platform/Renderer backends +    ImGui_ImplGlfw_InitForVulkan(window, true); +    ImGui_ImplVulkan_InitInfo init_info = {}; +    init_info.Instance = g_Instance; +    init_info.PhysicalDevice = g_PhysicalDevice; +    init_info.Device = g_Device; +    init_info.QueueFamily = g_QueueFamily; +    init_info.Queue = g_Queue; +    init_info.PipelineCache = g_PipelineCache; +    init_info.DescriptorPool = g_DescriptorPool; +    init_info.RenderPass = wd->RenderPass; +    init_info.Subpass = 0; +    init_info.MinImageCount = g_MinImageCount; +    init_info.ImageCount = wd->ImageCount; +    init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; +    init_info.Allocator = g_Allocator; +    init_info.CheckVkResultFn = check_vk_result; +    ImGui_ImplVulkan_Init(&init_info); + +    // Load Fonts +    // - 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. +    // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. +    // - 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). +    // - 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. +    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. +    // - Read 'docs/FONTS.md' for more instructions and details. +    // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! +    //io.Fonts->AddFontDefault(); +    //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); +    //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); +    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); +    //IM_ASSERT(font != nullptr); + +    // Our state +    bool show_demo_window = true; +    bool show_another_window = false; +    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); + +    // Main loop +    while (!glfwWindowShouldClose(window)) +    { +        // Poll and handle events (inputs, window resize, etc.) +        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +        glfwPollEvents(); + +        // Resize swap chain? +        if (g_SwapChainRebuild) +        { +            int width, height; +            glfwGetFramebufferSize(window, &width, &height); +            if (width > 0 && height > 0) +            { +                ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); +                ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); +                g_MainWindowData.FrameIndex = 0; +                g_SwapChainRebuild = false; +            } +        } + +        // Start the Dear ImGui frame +        ImGui_ImplVulkan_NewFrame(); +        ImGui_ImplGlfw_NewFrame(); +        ImGui::NewFrame(); + +        // 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!). +        if (show_demo_window) +            ImGui::ShowDemoWindow(&show_demo_window); + +        // 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window. +        { +            static float f = 0.0f; +            static int counter = 0; + +            ImGui::Begin("Hello, world!");                          // Create a window called "Hello, world!" and append into it. + +            ImGui::Text("This is some useful text.");               // Display some text (you can use a format strings too) +            ImGui::Checkbox("Demo Window", &show_demo_window);      // Edit bools storing our window open/close state +            ImGui::Checkbox("Another Window", &show_another_window); + +            ImGui::SliderFloat("float", &f, 0.0f, 1.0f);            // Edit 1 float using a slider from 0.0f to 1.0f +            ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color + +            if (ImGui::Button("Button"))                            // Buttons return true when clicked (most widgets return true when edited/activated) +                counter++; +            ImGui::SameLine(); +            ImGui::Text("counter = %d", counter); + +            ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); +            ImGui::End(); +        } + +        // 3. Show another simple window. +        if (show_another_window) +        { +            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) +            ImGui::Text("Hello from another window!"); +            if (ImGui::Button("Close Me")) +                show_another_window = false; +            ImGui::End(); +        } + +        // Rendering +        ImGui::Render(); +        ImDrawData* draw_data = ImGui::GetDrawData(); +        const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f); +        if (!is_minimized) +        { +            wd->ClearValue.color.float32[0] = clear_color.x * clear_color.w; +            wd->ClearValue.color.float32[1] = clear_color.y * clear_color.w; +            wd->ClearValue.color.float32[2] = clear_color.z * clear_color.w; +            wd->ClearValue.color.float32[3] = clear_color.w; +            FrameRender(wd, draw_data); +            FramePresent(wd); +        } +    } + +    // Cleanup +    err = vkDeviceWaitIdle(g_Device); +    check_vk_result(err); +    ImGui_ImplVulkan_Shutdown(); +    ImGui_ImplGlfw_Shutdown(); +    ImGui::DestroyContext(); + +    CleanupVulkanWindow(); +    CleanupVulkan(); + +    glfwDestroyWindow(window); +    glfwTerminate(); + +    return 0; +}  | 
