diff options
author | gramanas <anastasis.gramm2@gmail.com> | 2024-06-05 19:04:25 +0300 |
---|---|---|
committer | gramanas <anastasis.gramm2@gmail.com> | 2024-06-05 19:04:25 +0300 |
commit | a6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch) | |
tree | 1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/examples/example_glfw_vulkan | |
parent | 6af7e785890a322f60c21a51e3d41cd9015e6773 (diff) | |
download | cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.tar.gz cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.tar.bz2 cgame-a6501b5d7ad204c3b998c843c7ed68ef7be323ba.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.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets"> + <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> + </ImportGroup> + <PropertyGroup Label="UserMacros" /> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <IncludePath>$(IncludePath)</IncludePath> + </PropertyGroup> + <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'"> + <OutDir>$(ProjectDir)$(Configuration)\</OutDir> + <IntDir>$(ProjectDir)$(Configuration)\</IntDir> + <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)|$(Platform)'=='Debug|x64'"> + <ClCompile> + <WarningLevel>Level4</WarningLevel> + <Optimization>Disabled</Optimization> + <AdditionalIncludeDirectories>..\..;..\..\backends;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories> + <PreprocessorDefinitions>ImTextureID=ImU64;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions> + <AdditionalOptions>/utf-8 %(AdditionalOptions)</AdditionalOptions> + </ClCompile> + <Link> + <GenerateDebugInformation>true</GenerateDebugInformation> + <AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'"> + <ClCompile> + 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<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories> + <AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies> + <SubSystem>Console</SubSystem> + <IgnoreSpecificDefaultLibraries> + </IgnoreSpecificDefaultLibraries> + </Link> + </ItemDefinitionGroup> + <ItemGroup> + <ClCompile Include="..\..\imgui.cpp" /> + <ClCompile Include="..\..\imgui_demo.cpp" /> + <ClCompile Include="..\..\imgui_draw.cpp" /> + <ClCompile Include="..\..\imgui_tables.cpp" /> + <ClCompile Include="..\..\imgui_widgets.cpp" /> + <ClCompile Include="..\..\backends\imgui_impl_glfw.cpp" /> + <ClCompile Include="..\..\backends\imgui_impl_vulkan.cpp" /> + <ClCompile Include="main.cpp" /> + </ItemGroup> + <ItemGroup> + <ClInclude Include="..\..\imconfig.h" /> + <ClInclude Include="..\..\imgui.h" /> + <ClInclude Include="..\..\imgui_internal.h" /> + <ClInclude Include="..\..\backends\imgui_impl_glfw.h" /> + <ClInclude Include="..\..\backends\imgui_impl_vulkan.h" /> + </ItemGroup> + <ItemGroup> + <None Include="..\..\misc\debuggers\imgui.natstepfilter" /> + <None Include="..\..\misc\debuggers\imgui.natvis" /> + <None Include="..\README.txt" /> + </ItemGroup> + <Import Project="$(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; +} |