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246 lines
10 KiB
246 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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#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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// Global WebGPU required states |
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static WGPUDevice wgpu_device = nullptr; |
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static WGPUSurface wgpu_surface = nullptr; |
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static WGPUSwapChain wgpu_swap_chain = nullptr; |
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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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// Forward declarations |
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static void MainLoopStep(void* window); |
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static bool InitWGPU(); |
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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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// Main code |
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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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// 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(1280, 720, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); |
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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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// Initialize the WebGPU environment |
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if (!InitWGPU()) |
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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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// 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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// 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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// 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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ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined); |
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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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// 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(MainLoopStep, window, 0, false); |
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return 0; |
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} |
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static bool InitWGPU() |
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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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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr); |
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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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wgpu::SurfaceDescriptor surface_desc = {}; |
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surface_desc.nextInChain = &html_surface_desc; |
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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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return true; |
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} |
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static void MainLoopStep(void* window) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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glfwPollEvents(); |
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int width, height; |
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glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); |
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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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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 = 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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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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// Our state |
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// (we use static, which essentially makes the variable globals, as a convenience to keep the example code easy to follow) |
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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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// 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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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.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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} |
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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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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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