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							245 lines
						
					
					
						
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							245 lines
						
					
					
						
							10 KiB
						
					
					
				// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU | 
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) | 
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | 
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// Read online: https://github.com/ocornut/imgui/tree/master/docs | 
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 | 
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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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#include <emscripten.h> | 
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#include <emscripten/html5.h> | 
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#include <emscripten/html5_webgpu.h> | 
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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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 | 
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// Global WebGPU required states | 
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static WGPUDevice    wgpu_device = NULL; | 
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static WGPUSurface   wgpu_surface = NULL; | 
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static WGPUSwapChain wgpu_swap_chain = NULL; | 
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static int           wgpu_swap_chain_width = 0; | 
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static int           wgpu_swap_chain_height = 0; | 
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 | 
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// States tracked across render frames | 
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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 ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | 
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 | 
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// Forward declarations | 
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static bool init_wgpu(); | 
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static void main_loop(void* window); | 
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static void print_glfw_error(int error, const char* description); | 
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static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*); | 
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 | 
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int main(int, char**) | 
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{ | 
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    glfwSetErrorCallback(print_glfw_error); | 
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    if (!glfwInit()) | 
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        return 1; | 
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 | 
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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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 | 
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    GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL); | 
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    if (!window) | 
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    { | 
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        glfwTerminate(); | 
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        return 1; | 
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    } | 
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 | 
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    // Initialize the WebGPU environment | 
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    if (!init_wgpu()) | 
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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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    glfwShowWindow(window); | 
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 | 
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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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 | 
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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 = NULL; | 
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 | 
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    // Setup Dear ImGui style | 
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    ImGui::StyleColorsDark(); | 
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    //ImGui::StyleColorsClassic(); | 
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 | 
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    // Setup Platform/Renderer backends | 
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    ImGui_ImplGlfw_InitForOther(window, true); | 
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    ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm); | 
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 | 
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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.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/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/DroidSans.ttf", 16.0f); | 
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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, NULL, io.Fonts->GetGlyphRangesJapanese()); | 
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    //IM_ASSERT(font != NULL); | 
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#endif | 
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 | 
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    // This function will directly return and exit the main function. | 
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    // Make sure that no required objects get cleaned up. | 
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    // This way we can use the browsers 'requestAnimationFrame' to control the rendering. | 
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    emscripten_set_main_loop_arg(main_loop, window, 0, false); | 
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 | 
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    return 0; | 
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} | 
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static bool init_wgpu() | 
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{ | 
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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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 | 
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    wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL); | 
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 | 
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    // Use C++ wrapper due to misbehavior in Emscripten. | 
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    // Some offset computation for wgpuInstanceCreateSurface in JavaScript | 
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    // seem to be inline with struct alignments in the C++ structure | 
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    wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; | 
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    html_surface_desc.selector = "#canvas"; | 
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 | 
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    wgpu::SurfaceDescriptor surface_desc = {}; | 
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    surface_desc.nextInChain = &html_surface_desc; | 
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 | 
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    // Use 'null' instance | 
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    wgpu::Instance instance = {}; | 
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    wgpu_surface = instance.CreateSurface(&surface_desc).Release(); | 
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 | 
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    return true; | 
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} | 
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 | 
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static void main_loop(void* window) | 
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{ | 
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    glfwPollEvents(); | 
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 | 
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    int width, height; | 
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    glfwGetFramebufferSize((GLFWwindow*) window, &width, &height); | 
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 | 
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    // React to changes in screen size | 
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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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 | 
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        if (wgpu_swap_chain) | 
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            wgpuSwapChainRelease(wgpu_swap_chain); | 
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 | 
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        wgpu_swap_chain_width = width; | 
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        wgpu_swap_chain_height = height; | 
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 | 
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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 = WGPUTextureFormat_RGBA8Unorm; | 
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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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        ImGui_ImplWGPU_CreateDeviceObjects(); | 
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    } | 
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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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 | 
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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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 | 
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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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 | 
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        ImGui::Begin("Hello, world!");                                // Create a window called "Hello, world!" and append into it. | 
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 | 
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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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 | 
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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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 | 
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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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 | 
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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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 | 
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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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     | 
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    // Rendering | 
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    ImGui::Render(); | 
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 | 
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    WGPURenderPassColorAttachment color_attachments = {}; | 
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    color_attachments.loadOp = WGPULoadOp_Clear; | 
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    color_attachments.storeOp = WGPUStoreOp_Store; | 
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    color_attachments.clearColor = { 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 = NULL; | 
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 | 
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    WGPUCommandEncoderDescriptor enc_desc = {}; | 
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    WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); | 
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 | 
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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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    wgpuRenderPassEncoderEndPass(pass); | 
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 | 
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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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} | 
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 | 
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static void print_glfw_error(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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 | 
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static void print_wgpu_error(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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 |