Examples: Vulkan: Extracted into imgui_impl_vulkan.*, reused imgui_impl_glfw* files.

This commit is contained in:
omar
2018-02-18 20:26:20 +01:00
parent ef521d1e0b
commit 90dffb5a06
6 changed files with 105 additions and 246 deletions
File diff suppressed because it is too large Load Diff
@@ -1,46 +0,0 @@
// ImGui GLFW binding with Vulkan + shaders
// Missing features:
// [ ] User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct GLFWwindow;
#include <vulkan/vulkan.h>
#define IMGUI_VK_QUEUED_FRAMES 2
struct ImGui_ImplGlfwVulkan_Init_Data
{
VkAllocationCallbacks* allocator;
VkPhysicalDevice gpu;
VkDevice device;
VkRenderPass render_pass;
VkPipelineCache pipeline_cache;
VkDescriptorPool descriptor_pool;
void (*check_vk_result)(VkResult err);
};
IMGUI_API bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data);
IMGUI_API void ImGui_ImplGlfwVulkan_Shutdown();
IMGUI_API void ImGui_ImplGlfwVulkan_NewFrame();
IMGUI_API void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
IMGUI_API bool ImGui_ImplGlfwVulkan_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
IMGUI_API void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow* window, unsigned int c);
+12 -10
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@@ -2,7 +2,8 @@
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_glfw_vulkan.h"
#include "../imgui_impl_glfw.h"
#include "../imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
@@ -616,7 +617,7 @@ int main(int, char**)
// Setup ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui_ImplGlfwVulkan_Init_Data init_data = {};
ImGui_ImplVulkan_InitData init_data = {};
init_data.allocator = g_Allocator;
init_data.gpu = g_Gpu;
init_data.device = g_Device;
@@ -624,7 +625,8 @@ int main(int, char**)
init_data.pipeline_cache = g_PipelineCache;
init_data.descriptor_pool = g_DescriptorPool;
init_data.check_vk_result = check_vk_result;
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
ImGui_ImplVulkan_Init(&init_data);
ImGui_ImplGlfw_Init(window, true);
//io.NavFlags |= ImGuiNavFlags_EnableKeyboard; // Enable Keyboard Controls
// Setup style
@@ -657,7 +659,7 @@ int main(int, char**)
err = vkBeginCommandBuffer(g_CommandBuffer[g_FrameIndex], &begin_info);
check_vk_result(err);
ImGui_ImplGlfwVulkan_CreateFontsTexture(g_CommandBuffer[g_FrameIndex]);
ImGui_ImplVulkan_CreateFontsTexture(g_CommandBuffer[g_FrameIndex]);
VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
@@ -670,7 +672,7 @@ int main(int, char**)
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
ImGui_ImplVulkan_InvalidateFontUploadObjects();
}
bool show_demo_window = true;
@@ -681,9 +683,9 @@ int main(int, char**)
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
#ifdef IMGUI_UNLIMITED_FRAME_RATE
ImGui_ImplGlfwVulkan_NewFrame();
ImGui_ImplVulkan_NewFrame();
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
ImGui_ImplVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
#endif // IMGUI_UNLIMITED_FRAME_RATE
@@ -696,7 +698,7 @@ int main(int, char**)
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
ImGui_ImplGlfwVulkan_NewFrame();
ImGui_ImplVulkan_NewFrame();
// 1. Show a simple window.
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
@@ -737,7 +739,7 @@ int main(int, char**)
memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
ImGui_ImplVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
frame_present();
}
@@ -745,7 +747,7 @@ int main(int, char**)
// Cleanup
VkResult err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplGlfwVulkan_Shutdown();
ImGui_ImplVulkan_Shutdown();
ImGui::DestroyContext();
cleanup_vulkan();
glfwTerminate();
@@ -153,14 +153,16 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw_vulkan.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_vulkan.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw_vulkan.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_vulkan.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
@@ -22,7 +22,10 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw_vulkan.cpp">
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_vulkan.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
@@ -36,7 +39,10 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw_vulkan.h">
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_vulkan.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>