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154 lines
6.4 KiB
154 lines
6.4 KiB
#import "Renderer.h" |
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#import <Metal/Metal.h> |
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#include "imgui.h" |
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#include "imgui_impl_metal.h" |
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#if TARGET_OS_OSX |
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#include "imgui_impl_osx.h" |
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#endif |
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@interface Renderer () |
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@property (nonatomic, strong) id <MTLDevice> device; |
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@property (nonatomic, strong) id <MTLCommandQueue> commandQueue; |
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@end |
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@implementation Renderer |
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-(nonnull instancetype)initWithView:(nonnull MTKView*)view; |
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{ |
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self = [super init]; |
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if(self) |
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{ |
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_device = view.device; |
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_commandQueue = [_device newCommandQueue]; |
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// Setup Dear ImGui context |
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// FIXME: This example doesn't have proper cleanup... |
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IMGUI_CHECKVERSION(); |
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ImGui::CreateContext(); |
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ImGuiIO& io = ImGui::GetIO(); (void)io; |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls |
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls |
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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsClassic(); |
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// Setup Renderer backend |
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ImGui_ImplMetal_Init(_device); |
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// Load Fonts |
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// - 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. |
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. |
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). |
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// - 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. |
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// - Read 'docs/FONTS.txt' for more instructions and details. |
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! |
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//io.Fonts->AddFontDefault(); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); |
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != NULL); |
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} |
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return self; |
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} |
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- (void)drawInMTKView:(MTKView*)view |
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{ |
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ImGuiIO &io = ImGui::GetIO(); |
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io.DisplaySize.x = view.bounds.size.width; |
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io.DisplaySize.y = view.bounds.size.height; |
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#if TARGET_OS_OSX |
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CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor; |
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#else |
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CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale; |
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#endif |
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io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale); |
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io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); |
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id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; |
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// Our state (make them static = more or less global) as a convenience to keep the example terse. |
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static bool show_demo_window = true; |
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static bool show_another_window = false; |
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static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; |
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MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor; |
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if (renderPassDescriptor != nil) |
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{ |
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); |
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// Here, you could do additional rendering work, including other passes as necessary. |
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; |
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[renderEncoder pushDebugGroup:@"ImGui demo"]; |
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// Start the Dear ImGui frame |
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ImGui_ImplMetal_NewFrame(renderPassDescriptor); |
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#if TARGET_OS_OSX |
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ImGui_ImplOSX_NewFrame(view); |
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#endif |
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ImGui::NewFrame(); |
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// 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!). |
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if (show_demo_window) |
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ImGui::ShowDemoWindow(&show_demo_window); |
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. |
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{ |
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static float f = 0.0f; |
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static int counter = 0; |
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. |
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) |
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state |
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ImGui::Checkbox("Another Window", &show_another_window); |
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f |
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color |
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) |
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counter++; |
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ImGui::SameLine(); |
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ImGui::Text("counter = %d", counter); |
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); |
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ImGui::End(); |
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} |
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// 3. Show another simple window. |
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if (show_another_window) |
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{ |
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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) |
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ImGui::Text("Hello from another window!"); |
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if (ImGui::Button("Close Me")) |
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show_another_window = false; |
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ImGui::End(); |
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} |
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// Rendering |
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ImGui::Render(); |
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ImDrawData* drawData = ImGui::GetDrawData(); |
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ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); |
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[renderEncoder popDebugGroup]; |
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[renderEncoder endEncoding]; |
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[commandBuffer presentDrawable:view.currentDrawable]; |
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} |
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[commandBuffer commit]; |
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} |
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- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size |
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{ |
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} |
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@end
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