mirror of
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Merge branch 'master' of https://github.com/Loftilus/imgui into Loftilus-master
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cmake_minimum_required(VERSION 2.8)
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project(ImGuiGLFWVulkanExample C CXX)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
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endif()
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set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
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set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
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# GLFW
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set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo
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option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
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option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
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option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)
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option(GLFW_INSTALL "Generate installation target" OFF)
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option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
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add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
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include_directories(${GLFW_DIR}/include)
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# ImGui
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set(IMGUI_DIR ../../)
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include_directories(${IMGUI_DIR})
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# Libraries
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find_library(VULKAN_LIBRARY
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NAMES vulkan vulkan-1)
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set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
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# Use vulkan headers from glfw:
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include_directories(${GLFW_DIR}/deps)
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file(GLOB sources *.cpp)
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add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
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target_link_libraries(vulkan_example ${LIBRARIES})
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Executable
+4
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#!/bin/bash
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glslangValidator -V -o glsl_shader.frag.spv glsl_shader.frag
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glslangValidator -V -o glsl_shader.vert.spv glsl_shader.vert
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spirv-remap --map all --dce all --strip-all --input glsl_shader.frag.spv glsl_shader.vert.spv --output ./
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#version 450 core
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layout(location = 0, index = 0) out vec4 fColor;
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layout(set=0, binding=0) uniform sampler2D sTexture;
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in block{
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vec4 Color;
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vec2 UV;
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} In;
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void main()
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{
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fColor = In.Color * texture(sTexture, In.UV.st);
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}
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#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(push_constant) uniform uPushConstant{
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vec2 uScale;
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vec2 uTranslate;
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} pc;
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out block{
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vec4 Color;
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vec2 UV;
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} Out;
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void main()
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{
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Out.Color = aColor;
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Out.UV = aUV;
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gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
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}
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// ImGui GLFW binding with Vulkan + shaders
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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// 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().
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// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
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// https://github.com/ocornut/imgui
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#define IMGUI_VK_QUEUED_FRAMES 2
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struct GLFWwindow;
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struct ImGui_ImplGlfwVulkan_Init_Data{
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VkAllocationCallbacks* allocator;
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VkPhysicalDevice gpu;
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VkDevice device;
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VkRenderPass render_pass;
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VkPipelineCache pipeline_cache;
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VkDescriptorPool descriptor_pool;
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void (*check_vk_result)(VkResult err);
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};
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IMGUI_API bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data);
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IMGUI_API void ImGui_ImplGlfwVulkan_Shutdown();
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IMGUI_API void ImGui_ImplGlfwVulkan_NewFrame();
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IMGUI_API void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer);
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// Use if you want to reset your rendering device without losing ImGui state.
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IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
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IMGUI_API void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects();
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IMGUI_API bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
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IMGUI_API bool ImGui_ImplGlfwVulkan_CreateDeviceObjects();
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// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
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// Provided here if you want to chain callbacks.
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// You can also handle inputs yourself and use those as a reference.
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IMGUI_API void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwVulkan_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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IMGUI_API void ImGui_ImplGlfwVulkan_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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IMGUI_API void ImGui_ImplGlfwVulkan_CharCallback(GLFWwindow* window, unsigned int c);
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File diff suppressed because it is too large
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