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authorgramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
committergramanas <anastasis.gramm2@gmail.com>2024-06-05 19:04:25 +0300
commita6501b5d7ad204c3b998c843c7ed68ef7be323ba (patch)
tree1a442e6095abf160e36baa31a319858774cd1178 /lib/imgui-1.90.7/examples/example_glfw_wgpu/main.cpp
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more vks, stupid mutlistep build, and imgui
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+// Dear ImGui: standalone example application for using GLFW + WebGPU
+// - Emscripten is supported for publishing on web. See https://emscripten.org.
+// - Dawn is used as a WebGPU implementation on desktop.
+
+// 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
+
+#include "imgui.h"
+#include "imgui_impl_glfw.h"
+#include "imgui_impl_wgpu.h"
+#include <stdio.h>
+
+#ifdef __EMSCRIPTEN__
+#include <emscripten.h>
+#include <emscripten/html5.h>
+#include <emscripten/html5_webgpu.h>
+#else
+#include <webgpu/webgpu_glfw.h>
+#endif
+
+#include <GLFW/glfw3.h>
+#include <webgpu/webgpu.h>
+#include <webgpu/webgpu_cpp.h>
+
+// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
+#ifdef __EMSCRIPTEN__
+#include "../libs/emscripten/emscripten_mainloop_stub.h"
+#endif
+
+// Global WebGPU required states
+static WGPUInstance wgpu_instance = nullptr;
+static WGPUDevice wgpu_device = nullptr;
+static WGPUSurface wgpu_surface = nullptr;
+static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
+static WGPUSwapChain wgpu_swap_chain = nullptr;
+static int wgpu_swap_chain_width = 1280;
+static int wgpu_swap_chain_height = 720;
+
+// Forward declarations
+static bool InitWGPU(GLFWwindow* window);
+static void CreateSwapChain(int width, int height);
+
+static void glfw_error_callback(int error, const char* description)
+{
+ printf("GLFW Error %d: %s\n", error, description);
+}
+
+static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*)
+{
+ const char* error_type_lbl = "";
+ switch (error_type)
+ {
+ case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
+ case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
+ case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
+ case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
+ default: error_type_lbl = "Unknown";
+ }
+ printf("%s error: %s\n", error_type_lbl, message);
+}
+
+// Main code
+int main(int, char**)
+{
+ glfwSetErrorCallback(glfw_error_callback);
+ if (!glfwInit())
+ return 1;
+
+ // Make sure GLFW does not initialize any graphics context.
+ // This needs to be done explicitly later.
+ glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
+ GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
+ if (window == nullptr)
+ return 1;
+
+ // Initialize the WebGPU environment
+ if (!InitWGPU(window))
+ {
+ if (window)
+ glfwDestroyWindow(window);
+ glfwTerminate();
+ return 1;
+ }
+ CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
+ glfwShowWindow(window);
+
+ // 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_InitForOther(window, true);
+#ifdef __EMSCRIPTEN__
+ ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas");
+#endif
+ ImGui_ImplWGPU_InitInfo init_info;
+ init_info.Device = wgpu_device;
+ init_info.NumFramesInFlight = 3;
+ init_info.RenderTargetFormat = wgpu_preferred_fmt;
+ init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
+ ImGui_ImplWGPU_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 \\ !
+ // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
+ //io.Fonts->AddFontDefault();
+#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
+ //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != nullptr);
+#endif
+
+ // 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
+#ifdef __EMSCRIPTEN__
+ // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
+ // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
+ io.IniFilename = nullptr;
+ EMSCRIPTEN_MAINLOOP_BEGIN
+#else
+ while (!glfwWindowShouldClose(window))
+#endif
+ {
+ // 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();
+
+ // React to changes in screen size
+ int width, height;
+ glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
+ if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height)
+ {
+ ImGui_ImplWGPU_InvalidateDeviceObjects();
+ CreateSwapChain(width, height);
+ ImGui_ImplWGPU_CreateDeviceObjects();
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplWGPU_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();
+
+#ifndef __EMSCRIPTEN__
+ // Tick needs to be called in Dawn to display validation errors
+ wgpuDeviceTick(wgpu_device);
+#endif
+
+ WGPURenderPassColorAttachment color_attachments = {};
+ color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
+ color_attachments.loadOp = WGPULoadOp_Clear;
+ color_attachments.storeOp = WGPUStoreOp_Store;
+ color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
+ color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
+
+ WGPURenderPassDescriptor render_pass_desc = {};
+ render_pass_desc.colorAttachmentCount = 1;
+ render_pass_desc.colorAttachments = &color_attachments;
+ render_pass_desc.depthStencilAttachment = nullptr;
+
+ WGPUCommandEncoderDescriptor enc_desc = {};
+ WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
+
+ WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
+ ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
+ wgpuRenderPassEncoderEnd(pass);
+
+ WGPUCommandBufferDescriptor cmd_buffer_desc = {};
+ WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
+ WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device);
+ wgpuQueueSubmit(queue, 1, &cmd_buffer);
+
+#ifndef __EMSCRIPTEN__
+ wgpuSwapChainPresent(wgpu_swap_chain);
+#endif
+
+ wgpuTextureViewRelease(color_attachments.view);
+ wgpuRenderPassEncoderRelease(pass);
+ wgpuCommandEncoderRelease(encoder);
+ wgpuCommandBufferRelease(cmd_buffer);
+ }
+#ifdef __EMSCRIPTEN__
+ EMSCRIPTEN_MAINLOOP_END;
+#endif
+
+ // Cleanup
+ ImGui_ImplWGPU_Shutdown();
+ ImGui_ImplGlfw_Shutdown();
+ ImGui::DestroyContext();
+
+ glfwDestroyWindow(window);
+ glfwTerminate();
+
+ return 0;
+}
+
+#ifndef __EMSCRIPTEN__
+static WGPUAdapter RequestAdapter(WGPUInstance instance)
+{
+ auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
+ {
+ if (status == WGPURequestAdapterStatus_Success)
+ *(WGPUAdapter*)(pUserData) = adapter;
+ else
+ printf("Could not get WebGPU adapter: %s\n", message);
+};
+ WGPUAdapter adapter;
+ wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
+ return adapter;
+}
+
+static WGPUDevice RequestDevice(WGPUAdapter& adapter)
+{
+ auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
+ {
+ if (status == WGPURequestDeviceStatus_Success)
+ *(WGPUDevice*)(pUserData) = device;
+ else
+ printf("Could not get WebGPU device: %s\n", message);
+ };
+ WGPUDevice device;
+ wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
+ return device;
+}
+#endif
+
+static bool InitWGPU(GLFWwindow* window)
+{
+ wgpu::Instance instance = wgpuCreateInstance(nullptr);
+
+#ifdef __EMSCRIPTEN__
+ wgpu_device = emscripten_webgpu_get_device();
+ if (!wgpu_device)
+ return false;
+#else
+ WGPUAdapter adapter = RequestAdapter(instance.Get());
+ if (!adapter)
+ return false;
+ wgpu_device = RequestDevice(adapter);
+#endif
+
+#ifdef __EMSCRIPTEN__
+ wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
+ html_surface_desc.selector = "#canvas";
+ wgpu::SurfaceDescriptor surface_desc = {};
+ surface_desc.nextInChain = &html_surface_desc;
+ wgpu::Surface surface = instance.CreateSurface(&surface_desc);
+
+ wgpu::Adapter adapter = {};
+ wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
+#else
+ wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
+ if (!surface)
+ return false;
+ wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
+#endif
+
+ wgpu_instance = instance.MoveToCHandle();
+ wgpu_surface = surface.MoveToCHandle();
+
+ wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
+
+ return true;
+}
+
+static void CreateSwapChain(int width, int height)
+{
+ if (wgpu_swap_chain)
+ wgpuSwapChainRelease(wgpu_swap_chain);
+ wgpu_swap_chain_width = width;
+ wgpu_swap_chain_height = height;
+ WGPUSwapChainDescriptor swap_chain_desc = {};
+ swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
+ swap_chain_desc.format = wgpu_preferred_fmt;
+ swap_chain_desc.width = width;
+ swap_chain_desc.height = height;
+ swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
+ wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
+}