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							245 lines
						
					
					
						
							10 KiB
						
					
					
				| // Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU | |
| // (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/) | |
| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. | |
| // Read online: https://github.com/ocornut/imgui/tree/master/docs | |
|  | |
| #include "imgui.h" | |
| #include "imgui_impl_glfw.h" | |
| #include "imgui_impl_wgpu.h" | |
| #include <stdio.h> | |
| #include <emscripten.h> | |
| #include <emscripten/html5.h> | |
| #include <emscripten/html5_webgpu.h> | |
| #include <GLFW/glfw3.h> | |
| #include <webgpu/webgpu.h> | |
| #include <webgpu/webgpu_cpp.h> | |
|  | |
| // Global WebGPU required states | |
| static WGPUDevice    wgpu_device = NULL; | |
| static WGPUSurface   wgpu_surface = NULL; | |
| static WGPUSwapChain wgpu_swap_chain = NULL; | |
| static int           wgpu_swap_chain_width = 0; | |
| static int           wgpu_swap_chain_height = 0; | |
| 
 | |
| // States tracked across render frames | |
| static bool show_demo_window = true; | |
| static bool show_another_window = false; | |
| static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); | |
| 
 | |
| // Forward declarations | |
| static bool init_wgpu(); | |
| static void main_loop(void* window); | |
| static void print_glfw_error(int error, const char* description); | |
| static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*); | |
| 
 | |
| int main(int, char**) | |
| { | |
|     glfwSetErrorCallback(print_glfw_error); | |
|     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(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL); | |
|     if (!window) | |
|     { | |
|         glfwTerminate(); | |
|         return 1; | |
|     } | |
| 
 | |
|     // Initialize the WebGPU environment | |
|     if (!init_wgpu()) | |
|     { | |
|         if (window) | |
|             glfwDestroyWindow(window); | |
|         glfwTerminate(); | |
|         return 1; | |
|     } | |
|     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 | |
|  | |
|     // 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 = NULL; | |
| 
 | |
|     // Setup Dear ImGui style | |
|     ImGui::StyleColorsDark(); | |
|     //ImGui::StyleColorsClassic(); | |
|  | |
|     // Setup Platform/Renderer backends | |
|     ImGui_ImplGlfw_InitForOther(window, true); | |
|     ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm); | |
| 
 | |
|     // 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 NULL. 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. | |
|     // - 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/Roboto-Medium.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); | |
|     //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); | |
|     //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); | |
|     //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | |
|     //IM_ASSERT(font != NULL); | |
| #endif | |
|  | |
|     // This function will directly return and exit the main function. | |
|     // Make sure that no required objects get cleaned up. | |
|     // This way we can use the browsers 'requestAnimationFrame' to control the rendering. | |
|     emscripten_set_main_loop_arg(main_loop, window, 0, false); | |
| 
 | |
|     return 0; | |
| } | |
| 
 | |
| static bool init_wgpu() | |
| { | |
|     wgpu_device = emscripten_webgpu_get_device(); | |
|     if (!wgpu_device) | |
|         return false; | |
| 
 | |
|     wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL); | |
| 
 | |
|     // Use C++ wrapper due to misbehavior in Emscripten. | |
|     // Some offset computation for wgpuInstanceCreateSurface in JavaScript | |
|     // seem to be inline with struct alignments in the C++ structure | |
|     wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; | |
|     html_surface_desc.selector = "#canvas"; | |
| 
 | |
|     wgpu::SurfaceDescriptor surface_desc = {}; | |
|     surface_desc.nextInChain = &html_surface_desc; | |
| 
 | |
|     // Use 'null' instance | |
|     wgpu::Instance instance = {}; | |
|     wgpu_surface = instance.CreateSurface(&surface_desc).Release(); | |
| 
 | |
|     return true; | |
| } | |
| 
 | |
| static void main_loop(void* window) | |
| { | |
|     glfwPollEvents(); | |
| 
 | |
|     int width, height; | |
|     glfwGetFramebufferSize((GLFWwindow*) window, &width, &height); | |
| 
 | |
|     // React to changes in screen size | |
|     if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height) | |
|     { | |
|         ImGui_ImplWGPU_InvalidateDeviceObjects(); | |
| 
 | |
|         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_OutputAttachment; | |
|         swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm; | |
|         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); | |
| 
 | |
|         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 created 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 / ImGui::GetIO().Framerate, ImGui::GetIO().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(); | |
| 
 | |
|     WGPURenderPassColorAttachmentDescriptor color_attachments = {}; | |
|     color_attachments.loadOp = WGPULoadOp_Clear; | |
|     color_attachments.storeOp = WGPUStoreOp_Store; | |
|     color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; | |
|     color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); | |
|     WGPURenderPassDescriptor render_pass_desc = {}; | |
|     render_pass_desc.colorAttachmentCount = 1; | |
|     render_pass_desc.colorAttachments = &color_attachments; | |
|     render_pass_desc.depthStencilAttachment = NULL; | |
| 
 | |
|     WGPUCommandEncoderDescriptor enc_desc = {}; | |
|     WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); | |
| 
 | |
|     WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); | |
|     ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); | |
|     wgpuRenderPassEncoderEndPass(pass); | |
| 
 | |
|     WGPUCommandBufferDescriptor cmd_buffer_desc = {}; | |
|     WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); | |
|     WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device); | |
|     wgpuQueueSubmit(queue, 1, &cmd_buffer); | |
| } | |
| 
 | |
| static void print_glfw_error(int error, const char* description) | |
| { | |
|     printf("Glfw Error %d: %s\n", error, description); | |
| } | |
| 
 | |
| static void print_wgpu_error(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); | |
| }
 | |
| 
 |