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346 lines
14 KiB
346 lines
14 KiB
// Dear ImGui: standalone example application for using GLFW + WebGPU |
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// - Emscripten is supported for publishing on web. See https://emscripten.org. |
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// - Dawn is used as a WebGPU implementation on desktop. |
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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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#include "imgui.h" |
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#include "imgui_impl_glfw.h" |
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#include "imgui_impl_wgpu.h" |
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#include <stdio.h> |
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#ifdef __EMSCRIPTEN__ |
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#include <emscripten.h> |
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#include <emscripten/html5.h> |
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#include <emscripten/html5_webgpu.h> |
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#else |
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#include <webgpu/webgpu_glfw.h> |
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#endif |
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#include <GLFW/glfw3.h> |
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#include <webgpu/webgpu.h> |
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#include <webgpu/webgpu_cpp.h> |
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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. |
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#ifdef __EMSCRIPTEN__ |
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#include "../libs/emscripten/emscripten_mainloop_stub.h" |
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#endif |
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// Global WebGPU required states |
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static WGPUInstance wgpu_instance = nullptr; |
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static WGPUDevice wgpu_device = nullptr; |
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static WGPUSurface wgpu_surface = nullptr; |
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static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; |
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static WGPUSwapChain wgpu_swap_chain = nullptr; |
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static int wgpu_swap_chain_width = 1280; |
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static int wgpu_swap_chain_height = 720; |
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// Forward declarations |
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static bool InitWGPU(GLFWwindow* window); |
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static void CreateSwapChain(int width, int height); |
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static void glfw_error_callback(int error, const char* description) |
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{ |
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printf("GLFW Error %d: %s\n", error, description); |
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} |
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static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) |
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{ |
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const char* error_type_lbl = ""; |
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switch (error_type) |
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{ |
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case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; |
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case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; |
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case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; |
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case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; |
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default: error_type_lbl = "Unknown"; |
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} |
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printf("%s error: %s\n", error_type_lbl, message); |
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} |
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// Main code |
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int main(int, char**) |
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{ |
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glfwSetErrorCallback(glfw_error_callback); |
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if (!glfwInit()) |
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return 1; |
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// Make sure GLFW does not initialize any graphics context. |
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// This needs to be done explicitly later. |
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); |
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GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); |
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if (window == nullptr) |
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return 1; |
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// Initialize the WebGPU environment |
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if (!InitWGPU(window)) |
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{ |
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if (window) |
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glfwDestroyWindow(window); |
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glfwTerminate(); |
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return 1; |
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} |
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CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height); |
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glfwShowWindow(window); |
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// Setup Dear ImGui context |
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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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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking |
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// Setup Dear ImGui style |
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ImGui::StyleColorsDark(); |
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//ImGui::StyleColorsLight(); |
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// Setup Platform/Renderer backends |
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ImGui_ImplGlfw_InitForOther(window, true); |
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#ifdef __EMSCRIPTEN__ |
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ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback("#canvas"); |
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#endif |
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ImGui_ImplWGPU_InitInfo init_info; |
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init_info.Device = wgpu_device; |
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init_info.NumFramesInFlight = 3; |
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init_info.RenderTargetFormat = wgpu_preferred_fmt; |
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init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; |
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ImGui_ImplWGPU_Init(&init_info); |
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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 a nullptr. 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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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. |
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// - Read 'docs/FONTS.md' 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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// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. |
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//io.Fonts->AddFontDefault(); |
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS |
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//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); |
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//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); |
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); |
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//IM_ASSERT(font != nullptr); |
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#endif |
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// Our state |
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bool show_demo_window = true; |
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bool show_another_window = false; |
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); |
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// Main loop |
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#ifdef __EMSCRIPTEN__ |
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. |
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. |
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io.IniFilename = nullptr; |
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EMSCRIPTEN_MAINLOOP_BEGIN |
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#else |
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while (!glfwWindowShouldClose(window)) |
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#endif |
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{ |
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// Poll and handle events (inputs, window resize, etc.) |
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. |
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. |
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. |
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. |
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glfwPollEvents(); |
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// React to changes in screen size |
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int width, height; |
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glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); |
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if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) |
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{ |
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ImGui_ImplWGPU_InvalidateDeviceObjects(); |
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CreateSwapChain(width, height); |
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ImGui_ImplWGPU_CreateDeviceObjects(); |
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} |
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// Start the Dear ImGui frame |
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ImGui_ImplWGPU_NewFrame(); |
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ImGui_ImplGlfw_NewFrame(); |
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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 create 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 / io.Framerate, io.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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#ifndef __EMSCRIPTEN__ |
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// Tick needs to be called in Dawn to display validation errors |
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wgpuDeviceTick(wgpu_device); |
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#endif |
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WGPURenderPassColorAttachment color_attachments = {}; |
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color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; |
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color_attachments.loadOp = WGPULoadOp_Clear; |
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color_attachments.storeOp = WGPUStoreOp_Store; |
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color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; |
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color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); |
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WGPURenderPassDescriptor render_pass_desc = {}; |
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render_pass_desc.colorAttachmentCount = 1; |
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render_pass_desc.colorAttachments = &color_attachments; |
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render_pass_desc.depthStencilAttachment = nullptr; |
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WGPUCommandEncoderDescriptor enc_desc = {}; |
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); |
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); |
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ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); |
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wgpuRenderPassEncoderEnd(pass); |
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WGPUCommandBufferDescriptor cmd_buffer_desc = {}; |
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WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); |
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WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); |
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wgpuQueueSubmit(queue, 1, &cmd_buffer); |
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#ifndef __EMSCRIPTEN__ |
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wgpuSwapChainPresent(wgpu_swap_chain); |
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#endif |
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wgpuTextureViewRelease(color_attachments.view); |
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wgpuRenderPassEncoderRelease(pass); |
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wgpuCommandEncoderRelease(encoder); |
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wgpuCommandBufferRelease(cmd_buffer); |
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} |
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#ifdef __EMSCRIPTEN__ |
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EMSCRIPTEN_MAINLOOP_END; |
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#endif |
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// Cleanup |
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ImGui_ImplWGPU_Shutdown(); |
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ImGui_ImplGlfw_Shutdown(); |
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ImGui::DestroyContext(); |
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glfwDestroyWindow(window); |
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glfwTerminate(); |
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return 0; |
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} |
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#ifndef __EMSCRIPTEN__ |
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static WGPUAdapter RequestAdapter(WGPUInstance instance) |
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{ |
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auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) |
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{ |
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if (status == WGPURequestAdapterStatus_Success) |
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*(WGPUAdapter*)(pUserData) = adapter; |
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else |
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printf("Could not get WebGPU adapter: %s\n", message); |
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}; |
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WGPUAdapter adapter; |
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wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter); |
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return adapter; |
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} |
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static WGPUDevice RequestDevice(WGPUAdapter& adapter) |
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{ |
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auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData) |
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{ |
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if (status == WGPURequestDeviceStatus_Success) |
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*(WGPUDevice*)(pUserData) = device; |
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else |
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printf("Could not get WebGPU device: %s\n", message); |
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}; |
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WGPUDevice device; |
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wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); |
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return device; |
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} |
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#endif |
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static bool InitWGPU(GLFWwindow* window) |
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{ |
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wgpu::Instance instance = wgpuCreateInstance(nullptr); |
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#ifdef __EMSCRIPTEN__ |
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wgpu_device = emscripten_webgpu_get_device(); |
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if (!wgpu_device) |
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return false; |
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#else |
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WGPUAdapter adapter = RequestAdapter(instance.Get()); |
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if (!adapter) |
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return false; |
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wgpu_device = RequestDevice(adapter); |
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#endif |
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#ifdef __EMSCRIPTEN__ |
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wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; |
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html_surface_desc.selector = "#canvas"; |
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wgpu::SurfaceDescriptor surface_desc = {}; |
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surface_desc.nextInChain = &html_surface_desc; |
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wgpu::Surface surface = instance.CreateSurface(&surface_desc); |
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wgpu::Adapter adapter = {}; |
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wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); |
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#else |
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wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); |
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if (!surface) |
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return false; |
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wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm; |
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#endif |
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wgpu_instance = instance.MoveToCHandle(); |
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wgpu_surface = surface.MoveToCHandle(); |
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); |
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return true; |
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} |
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static void CreateSwapChain(int width, int height) |
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{ |
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if (wgpu_swap_chain) |
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wgpuSwapChainRelease(wgpu_swap_chain); |
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wgpu_swap_chain_width = width; |
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wgpu_swap_chain_height = height; |
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WGPUSwapChainDescriptor swap_chain_desc = {}; |
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swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; |
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swap_chain_desc.format = wgpu_preferred_fmt; |
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swap_chain_desc.width = width; |
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swap_chain_desc.height = height; |
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swap_chain_desc.presentMode = WGPUPresentMode_Fifo; |
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wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); |
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}
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