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Backends, Examples: Added support for WebGPU and corresponding example (#3632)
(Squashed 11 commits)
This commit is contained in:
@@ -400,6 +400,13 @@ jobs:
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popd
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popd
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make -C examples/example_emscripten_opengl3
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make -C examples/example_emscripten_opengl3
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- name: Build example_emscripten_wgpu
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run: |
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pushd emsdk-master
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source ./emsdk_env.sh
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popd
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make -C examples/example_emscripten_wgpu
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Discord-CI:
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Discord-CI:
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runs-on: ubuntu-18.04
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runs-on: ubuntu-18.04
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if: always()
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if: always()
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,26 @@
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// dear imgui: Renderer for WebGPU
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// This needs to be used along with a Platform Binding (e.g. GLFW)
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// Implemented features:
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// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
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// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
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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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#pragma once
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#include "imgui.h" // IMGUI_IMPL_API
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// WebGPU
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#include <webgpu/webgpu.h>
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// cmd_list is the command list that the implementation will use to render imgui draw lists.
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IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);
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IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown();
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IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame();
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IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);
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// Use if you want to reset your rendering device without losing Dear ImGui state.
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IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects();
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IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();
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@@ -68,6 +68,7 @@ List of Renderer Backends:
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_vulkan.cpp ; Vulkan
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imgui_impl_wgpu.cpp ; WebGPU
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List of high-level Frameworks Backends (combining Platform + Renderer):
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List of high-level Frameworks Backends (combining Platform + Renderer):
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@@ -94,6 +94,7 @@ Breaking Changes:
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confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
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confusion with Tables API. Keep redirection enums (will obsolete). (#125, #513, #913, #1204, #1444, #2142, #2707)
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- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
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- Renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature now applies
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to other data structures. (#2636)
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to other data structures. (#2636)
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- Backends: WebGPU: Added backend for WebGPU support in imgui_impl_wgpu [@bfierz]
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Other Changes:
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Other Changes:
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@@ -98,6 +98,10 @@ Emcripten + SDL2 + OpenGL3+/ES2/ES3 example. <BR>
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Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
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Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
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We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
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We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
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[example_emscripten_wgpu/](https://github.com/ocornut/imgui/blob/master/examples/example_emscripten_wgpu/) <BR>
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Emcripten + GLFW + WebGPU example. <BR>
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= main.cpp + imgui_impl_glfw.cpp + imgui_impl_wgpu.cpp
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[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
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[example_glfw_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_glfw_metal/) <BR>
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GLFW (Mac) + Metal example. <BR>
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GLFW (Mac) + Metal example. <BR>
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
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= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
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@@ -0,0 +1,80 @@
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#
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# Makefile to use with emscripten
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# See https://emscripten.org/docs/getting_started/downloads.html
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# for installation instructions.
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#
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# This Makefile assumes you have loaded emscripten's environment.
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# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
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#
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# Running `make` will produce two files:
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# - example_emscripten_wgpu.js
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# - example_emscripten_wgpu.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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EXE = example_emscripten_wgpu.js
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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##---------------------------------------------------------------------
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## EMSCRIPTEN OPTIONS
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##---------------------------------------------------------------------
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EMS += -s USE_GLFW=3 -s USE_WEBGPU=1 -s WASM=1
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EMS += -s ALLOW_MEMORY_GROWTH=1
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EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
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EMS += -s ASSERTIONS=1
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# Emscripten allows preloading a file or folder to be accessible at runtime.
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# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
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# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
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# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
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USE_FILE_SYSTEM ?= 0
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ifeq ($(USE_FILE_SYSTEM), 0)
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EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
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endif
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ifeq ($(USE_FILE_SYSTEM), 1)
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LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
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endif
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##---------------------------------------------------------------------
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## FINAL BUILD FLAGS
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##---------------------------------------------------------------------
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CPPFLAGS += -I$(IMGUI_DIR)/ -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os
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CPPFLAGS += $(EMS)
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LIBS += $(EMS)
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#LDFLAGS += --shell-file shell_minimal.html
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:../%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(EXE)
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$(EXE): $(OBJS)
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$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
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clean:
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rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre
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@@ -0,0 +1,10 @@
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# How to Build
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- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
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- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
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- Then build using `make` while in the `example_emscripten_wgpu/` directory.
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- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations
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@@ -0,0 +1,80 @@
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<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
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<title>Dear ImGui Emscripten example</title>
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<style>
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body { margin: 0; background-color: black }
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.emscripten {
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position: absolute;
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top: 0px;
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left: 0px;
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margin: 0px;
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border: 0;
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width: 100%;
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height: 100%;
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overflow: hidden;
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display: block;
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image-rendering: optimizeSpeed;
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image-rendering: -moz-crisp-edges;
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image-rendering: -o-crisp-edges;
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image-rendering: -webkit-optimize-contrast;
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image-rendering: optimize-contrast;
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image-rendering: crisp-edges;
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image-rendering: pixelated;
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-ms-interpolation-mode: nearest-neighbor;
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}
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</style>
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</head>
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<body>
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
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<script type='text/javascript'>
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var Module;
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(async () => {
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Module = {
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preRun: [],
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postRun: [],
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print: (function() {
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return function(text) {
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text = Array.prototype.slice.call(arguments).join(' ');
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console.log(text);
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};
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})(),
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printErr: function(text) {
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text = Array.prototype.slice.call(arguments).join(' ');
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console.error(text);
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},
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canvas: (function() {
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var canvas = document.getElementById('canvas');
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//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
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return canvas;
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})(),
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setStatus: function(text) {
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console.log("status: " + text);
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},
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monitorRunDependencies: function(left) {
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// no run dependencies to log
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}
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};
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window.onerror = function() {
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console.log("onerror: " + event);
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};
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// Initialize the graphics adapter
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{
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const adapter = await navigator.gpu.requestAdapter();
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const device = await adapter.requestDevice();
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Module.preinitializedWebGPUDevice = device;
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}
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{
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const js = document.createElement('script');
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js.async = true;
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js.src = "example_emscripten_wgpu.js";
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document.body.appendChild(js);
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}
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})();
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</script>
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</body>
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</html>
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@@ -0,0 +1,257 @@
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// 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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// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
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// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
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// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
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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 = 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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// 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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// Forward declartions
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bool init_wgpu();
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void main_loop(void* window);
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void print_glfw_error(int error, const char* description);
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void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
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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", NULL, NULL);
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if (!window) {
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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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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 = NULL;
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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 Platform/Renderer backends
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ImGui_ImplGlfw_InitForVulkan(window, true);
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ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
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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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||||||
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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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||||||
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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.
|
||||||
|
// - 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 extit he 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool init_wgpu()
|
||||||
|
{
|
||||||
|
wgpu_device = emscripten_webgpu_get_device();
|
||||||
|
if (!wgpu_device)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, nullptr);
|
||||||
|
|
||||||
|
// Use C++ wrapper due to malbehaviour 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;
|
||||||
|
}
|
||||||
|
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render the generated ImGui frame
|
||||||
|
ImGui::Render();
|
||||||
|
|
||||||
|
WGPURenderPassColorAttachmentDescriptor color_attachments = {};
|
||||||
|
color_attachments.loadOp = WGPULoadOp_Clear;
|
||||||
|
color_attachments.storeOp = WGPUStoreOp_Store;
|
||||||
|
color_attachments.clearColor = { clear_color.x, clear_color.y, clear_color.z, 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 = nullptr;
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
|
void print_glfw_error(int error, const char* description)
|
||||||
|
{
|
||||||
|
printf("Glfw Error %d: %s\n", error, description);
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user