Added imgui example | Added getRawFrame()
This commit is contained in:
parent
a5d69292e8
commit
1b4214b52e
39 changed files with 98314 additions and 14 deletions
17
README.md
17
README.md
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@ -34,10 +34,11 @@ src/rhi/vulkan/resource.zig
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| Function | Description |
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| ------------------- | ----------------------------------------------------------------- |
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| `makeX(...)` | Creates an RHI resource and returns its handle |
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| `deleteX(handle)` | Releases the resource and removes it from the resource pool |
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| `releaseX(handle)` | Releases the resource without removing it from the resource pool |
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| `deleteX(handle)` | Releases the resource and invalidates the handle |
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| `releaseX(handle)` | Releases the resource but keeps the handle valid |
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| `getXInfo(handle)` | Returns backend-independent information about the resource |
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| `getRawX(handle)` | Returns backend-specific raw GPU handle |
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| `getRawFrame()` | Returns backend-specific raw GPU frame resources |
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## Example
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### Core
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@ -108,11 +109,19 @@ switch (try gfx.getRawDevice(device)) {
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.vulkan => |v| std.debug.print("---> {}\n", .{v}),
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}
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switch (try gfx.getRawPipeline(pipeline)) {
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.vulkan => |v| std.debug.print("---> {}\n", .{v}),
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switch (try gfx.getRawFrame()) {
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.vulkan => |v| {
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const draw_data = im.ImGui_GetDrawData() orelse return;
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im_vk.cImGui_ImplVulkan_RenderDrawData(
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@ptrCast(draw_data),
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@ptrCast(v.cmd_buf),
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);
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},
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}
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```
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## Examples
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- ```zig build run-simple```
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- ```zig build run-3D```
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- ```zig build run-imgui```
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43
build.zig
43
build.zig
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@ -83,6 +83,7 @@ pub fn build(b: *std.Build) !void {
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}{
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.{ .name = "simple", .src = "examples/simple/simple.zig" },
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.{ .name = "3D", .src = "examples/simple_3D/simple_3D.zig" },
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.{ .name = "imgui", .src = "examples/imgui/imgui.zig" },
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}) |excfg| {
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const ex_name = excfg.name;
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const ex_src = excfg.src;
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@ -138,6 +139,48 @@ pub fn build(b: *std.Build) !void {
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});
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example.root_module.addImport("math", example_math.module("NYXMath"));
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example.root_module.addIncludePath(b.path("examples/vendor/imgui"));
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example.root_module.addCSourceFiles(.{
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.root = b.path("examples/vendor/imgui"),
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.files = &.{
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"dcimgui.cpp",
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"dcimgui_internal.cpp",
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"dcimgui_impl_sdl3.cpp",
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"dcimgui_impl_vulkan.cpp",
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"imgui.cpp",
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"imgui_demo.cpp",
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"imgui_draw.cpp",
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"imgui_tables.cpp",
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"imgui_widgets.cpp",
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"imgui_impl_sdl3.cpp",
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"imgui_impl_vulkan.cpp",
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},
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.language = .cpp,
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.flags = &.{"-std=c++17"},
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});
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const imgui = b.addTranslateC(.{
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.target = target,
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.optimize = optimize,
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.root_source_file = b.path("examples/vendor/imgui/dcimgui.h"),
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});
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example.root_module.addImport("imgui", imgui.createModule());
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const imgui_impl_sdl3 = b.addTranslateC(.{
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.target = target,
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.optimize = optimize,
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.root_source_file = b.path("examples/vendor/imgui/dcimgui_impl_sdl3.h"),
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});
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example.root_module.addImport("imgui_impl_sdl3", imgui_impl_sdl3.createModule());
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const imgui_impl_vulkan = b.addTranslateC(.{
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.target = target,
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.optimize = optimize,
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.root_source_file = b.path("examples/vendor/imgui/dcimgui_impl_vulkan.h"),
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});
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example.root_module.addImport("imgui_impl_vulkan", imgui_impl_vulkan.createModule());
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const example_run = b.addRunArtifact(example);
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example_run_step.dependOn(&example_run.step);
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@ -5,3 +5,6 @@ glslc examples/assets/shaders/simple.frag -o examples/assets/shaders/compiled/si
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glslc examples/assets/shaders/3D.vert -o examples/assets/shaders/compiled/3D.vert.spv
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glslc examples/assets/shaders/3D.frag -o examples/assets/shaders/compiled/3D.frag.spv
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glslc examples/assets/shaders/imgui.vert -o examples/assets/shaders/compiled/imgui.vert.spv
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glslc examples/assets/shaders/imgui.frag -o examples/assets/shaders/compiled/imgui.frag.spv
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BIN
examples/assets/shaders/compiled/imgui.frag.spv
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BIN
examples/assets/shaders/compiled/imgui.frag.spv
Normal file
Binary file not shown.
BIN
examples/assets/shaders/compiled/imgui.vert.spv
Normal file
BIN
examples/assets/shaders/compiled/imgui.vert.spv
Normal file
Binary file not shown.
25
examples/assets/shaders/imgui.frag
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25
examples/assets/shaders/imgui.frag
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@ -0,0 +1,25 @@
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#version 450
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//
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// IO
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//
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layout(location = 0) in vec2 in_UV;
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layout(location = 0) out vec4 out_color;
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//
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// UNIFORMS
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//
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layout(binding = 0) uniform UnlitMaterial {
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vec4 albedo;
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} material;
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layout(binding = 1) uniform sampler2D albedo_texture;
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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void main() {
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out_color = texture(albedo_texture, in_UV) * material.albedo;
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}
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18
examples/assets/shaders/imgui.vert
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18
examples/assets/shaders/imgui.vert
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@ -0,0 +1,18 @@
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#version 450
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//
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// IO
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//
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec2 in_normal;
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layout(location = 2) in vec2 in_UV;
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layout(location = 0) out vec2 out_UV;
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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void main() {
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gl_Position = vec4(in_position, 0.0, 1.0);
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out_UV = in_UV;
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}
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0
examples/common.zig
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0
examples/common.zig
Normal file
169
examples/imgui/imgui.zig
Normal file
169
examples/imgui/imgui.zig
Normal file
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@ -0,0 +1,169 @@
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//! ----------------------------------------------------
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//! SDL3 + Vulkan
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//!
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//! Used dear_bindings with docking imgui branch
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//! https://mrscriptx.github.io/devlog/zig/2025/04/30/zig-linking-dear-imgui.html
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//! ----------------------------------------------------
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const im = @import("imgui");
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const im_vk = @import("imgui_impl_vulkan");
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const im_sdl = @import("imgui_impl_sdl3");
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const std = @import("std");
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const sdl = @import("sdl");
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const Gfx = @import("gfx");
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pub fn main(init: std.process.Init) !void {
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//
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// SDL
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//
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// --- # ---
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if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO)) return error.FailedToInitSDL;
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defer sdl.SDL_Quit();
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// --- # ---
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const window = sdl.SDL_CreateWindow("NYXGFX", 800, 600, sdl.SDL_WINDOW_VULKAN) orelse return error.FailedTomakeWindow;
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defer sdl.SDL_DestroyWindow(window);
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// --- # ---
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const props = sdl.SDL_GetWindowProperties(window);
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const display = sdl.SDL_GetPointerProperty(props, sdl.SDL_PROP_WINDOW_X11_DISPLAY_POINTER, null);
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const xwindow = sdl.SDL_GetNumberProperty(props, sdl.SDL_PROP_WINDOW_X11_WINDOW_NUMBER, 0);
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//
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// GFX
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//
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// --- # ---
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var gfx: Gfx = try .init(.{
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.window = .{
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.xlib = .{
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.window = @intCast(xwindow),
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.display = display.?,
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},
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},
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}, init.gpa, init.io);
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defer gfx.deinit();
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// --- # ---
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const adapter = try gfx.makeAdapter(.{ .gpu_type = .any });
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const surface = try gfx.makeSurface();
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const device = try gfx.makeDevice(adapter, surface);
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const swapchain = try gfx.makeSwapchain(adapter, device, surface);
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//
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// IMGUI
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//
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// --- CREATE IMGUI CTX ---
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const ctx = im.ImGui_CreateContext(null) orelse return error.FailedToCreateImGuiContext;
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defer im.ImGui_DestroyContext(ctx);
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// --- INIT IMGUI FOR SDL3 + VK ---
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if (!im_sdl.cImGui_ImplSDL3_InitForVulkan(@ptrCast(window))) return error.FailedToImplImGuiForSDL;
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defer im_sdl.cImGui_ImplSDL3_Shutdown();
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// --- GET VK RAW DEVICE ---
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const raw_device = switch (try gfx.getRawDevice(device)) {
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.vulkan => |v| v,
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};
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// --- GET VK RAW SWAPCHAIN ---
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const raw_swapchain = try gfx.getRawSwapchain(swapchain);
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// --- INIT IMGUI FOR VK ---
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var color_format: im_vk.VkFormat = raw_swapchain.format;
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var im_info: im_vk.ImGui_ImplVulkan_InitInfo = .{
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.Instance = @ptrCast(gfx.getRawInstance().vulkan),
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.PhysicalDevice = blk: {
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switch (try gfx.getRawAdapter(adapter)) {
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.vulkan => |v| break :blk @ptrCast(v),
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}
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},
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.Device = @ptrCast(raw_device.device),
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.Queue = @ptrCast(raw_device.present_queue),
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.DescriptorPoolSize = 1024,
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.MinImageCount = 2,
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.ImageCount = @intCast(raw_swapchain.images.len),
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.PipelineInfoMain = .{
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.MSAASamples = im_vk.VK_SAMPLE_COUNT_1_BIT,
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.PipelineRenderingCreateInfo = .{
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.sType = im_vk.VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR,
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.colorAttachmentCount = 1,
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.pColorAttachmentFormats = &color_format,
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},
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},
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.UseDynamicRendering = true, // <--- vulkan implementation specific
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};
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if (!im_vk.cImGui_ImplVulkan_Init(&im_info)) return error.FailedToImplImGuiForVulkan;
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defer {
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_ = im_vk.vkDeviceWaitIdle(@ptrCast(raw_device.device));
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im_vk.cImGui_ImplVulkan_Shutdown();
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}
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//
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// MAIN LOOP
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//
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// --- MISC ---
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var event: sdl.SDL_Event = undefined;
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var running: bool = true;
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while (running) {
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// --- INPUTS ---
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while (sdl.SDL_PollEvent(&event)) {
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switch (event.type) {
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sdl.SDL_EVENT_QUIT => running = false,
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else => {},
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}
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_ = im_sdl.cImGui_ImplSDL3_ProcessEvent(@ptrCast(&event));
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}
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{ // IMGUI
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// --- NEW IMGUI FRAME ---
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im_sdl.cImGui_ImplSDL3_NewFrame();
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im_vk.cImGui_ImplVulkan_NewFrame();
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im.ImGui_NewFrame();
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// --- UI ---
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if (im.ImGui_Begin("Inspector", null, 0)) {
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defer im.ImGui_End();
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im.ImGui_Text("Hello World");
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if (im.ImGui_Button("Click Me")) {}
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}
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// --- DEMO ---
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im.ImGui_ShowDemoWindow(null);
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// --- RENDER IMGUI ---
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im.ImGui_Render();
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}
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// --- FRAME ---
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try gfx.beginFrame(swapchain, device);
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defer gfx.endFrame(swapchain, device) catch unreachable;
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// --- NEW PASS ---
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if (gfx.beginPass(swapchain, .{
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.clear_color = .{ 0.01, 0.01, 0.01, 1.0 },
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})) |pass| {
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defer pass.end();
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// --- RENDER IMGUI ---
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switch (try gfx.getRawFrame()) {
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.vulkan => |v| {
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const draw_data = im.ImGui_GetDrawData() orelse return;
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im_vk.cImGui_ImplVulkan_RenderDrawData(
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@ptrCast(draw_data),
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@ptrCast(v.cmd_buf),
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);
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},
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}
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}
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}
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}
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@ -1,6 +1,7 @@
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//! ----------------------------------------------------
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//! ----------------------------------------------------
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const vk = @import("vulkan");
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const std = @import("std");
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const sdl = @import("sdl");
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const math = @import("math");
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21
examples/vendor/imgui/LICENSE.txt
vendored
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21
examples/vendor/imgui/LICENSE.txt
vendored
Normal file
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@ -0,0 +1,21 @@
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The MIT License (MIT)
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Copyright (c) 2014-2026 Omar Cornut
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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4230
examples/vendor/imgui/dcimgui.cpp
vendored
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4230
examples/vendor/imgui/dcimgui.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
4537
examples/vendor/imgui/dcimgui.h
vendored
Normal file
4537
examples/vendor/imgui/dcimgui.h
vendored
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File diff suppressed because it is too large
Load diff
163
examples/vendor/imgui/dcimgui_impl_sdl3.cpp
vendored
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163
examples/vendor/imgui/dcimgui_impl_sdl3.cpp
vendored
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// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
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// **DO NOT EDIT DIRECTLY**
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// https://github.com/dearimgui/dear_bindings
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#include "imgui.h"
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#include "imgui_impl_sdl3.h"
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#include <stdio.h>
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// Wrap this in a namespace to keep it separate from the C++ API
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// This define prevents #defines in the header getting defined again (as they are already in the normal header above),
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// and thus generating redefinition warnings
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#define DEAR_BINDINGS_INTERNAL_GLUE_CODE
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namespace cimgui
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{
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#include "dcimgui_impl_sdl3.h"
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}
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#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE
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// By-value struct conversions
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static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
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{
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cimgui::ImVec2 dest;
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dest.x = src.x;
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dest.y = src.y;
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return dest;
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}
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static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
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{
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::ImVec2 dest;
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dest.x = src.x;
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dest.y = src.y;
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return dest;
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}
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static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
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{
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cimgui::ImVec4 dest;
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dest.x = src.x;
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dest.y = src.y;
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dest.z = src.z;
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dest.w = src.w;
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return dest;
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}
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static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
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{
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::ImVec4 dest;
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dest.x = src.x;
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dest.y = src.y;
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dest.z = src.z;
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dest.w = src.w;
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return dest;
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}
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static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
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{
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cimgui::ImTextureRef dest;
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dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
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dest._TexID = src._TexID;
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return dest;
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}
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static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
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{
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::ImTextureRef dest;
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dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
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dest._TexID = src._TexID;
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return dest;
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}
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static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
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{
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cimgui::ImColor dest;
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dest.Value.x = src.Value.x;
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dest.Value.y = src.Value.y;
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dest.Value.z = src.Value.z;
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dest.Value.w = src.Value.w;
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return dest;
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}
|
||||
|
||||
static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
|
||||
{
|
||||
::ImColor dest;
|
||||
dest.Value.x = src.Value.x;
|
||||
dest.Value.y = src.Value.y;
|
||||
dest.Value.z = src.Value.z;
|
||||
dest.Value.w = src.Value.w;
|
||||
return dest;
|
||||
}
|
||||
|
||||
// Function stubs
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOpenGL(cimgui::SDL_Window* window, void* sdl_gl_context)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForOpenGL(reinterpret_cast<::SDL_Window*>(window), sdl_gl_context);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForVulkan(cimgui::SDL_Window* window)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForVulkan(reinterpret_cast<::SDL_Window*>(window));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForD3D(cimgui::SDL_Window* window)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForD3D(reinterpret_cast<::SDL_Window*>(window));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForMetal(cimgui::SDL_Window* window)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForMetal(reinterpret_cast<::SDL_Window*>(window));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLRenderer(cimgui::SDL_Window* window, cimgui::SDL_Renderer* renderer)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForSDLRenderer(reinterpret_cast<::SDL_Window*>(window), reinterpret_cast<::SDL_Renderer*>(renderer));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForSDLGPU(cimgui::SDL_Window* window)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForSDLGPU(reinterpret_cast<::SDL_Window*>(window));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_InitForOther(cimgui::SDL_Window* window)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_InitForOther(reinterpret_cast<::SDL_Window*>(window));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_Shutdown(void)
|
||||
{
|
||||
::ImGui_ImplSDL3_Shutdown();
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_NewFrame(void)
|
||||
{
|
||||
::ImGui_ImplSDL3_NewFrame();
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
{
|
||||
return ::ImGui_ImplSDL3_ProcessEvent(event);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadMode(cimgui::ImGui_ImplSDL3_GamepadMode mode)
|
||||
{
|
||||
::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetGamepadModeEx(cimgui::ImGui_ImplSDL3_GamepadMode mode, cimgui::SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count)
|
||||
{
|
||||
::ImGui_ImplSDL3_SetGamepadMode(static_cast<::ImGui_ImplSDL3_GamepadMode>(mode), reinterpret_cast<::SDL_Gamepad**>(manual_gamepads_array), manual_gamepads_count);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplSDL3_SetMouseCaptureMode(cimgui::ImGui_ImplSDL3_MouseCaptureMode mode)
|
||||
{
|
||||
::ImGui_ImplSDL3_SetMouseCaptureMode(static_cast<::ImGui_ImplSDL3_MouseCaptureMode>(mode));
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
85
examples/vendor/imgui/dcimgui_impl_sdl3.h
vendored
Normal file
85
examples/vendor/imgui/dcimgui_impl_sdl3.h
vendored
Normal file
|
|
@ -0,0 +1,85 @@
|
|||
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
|
||||
// **DO NOT EDIT DIRECTLY**
|
||||
// https://github.com/dearimgui/dear_bindings
|
||||
|
||||
// dear imgui: Platform Backend for SDL3
|
||||
// ImDrawIdx: vertex index. [Compile-time configurable type]
|
||||
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
|
||||
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
|
||||
#endif // #ifndef ImDrawIdx
|
||||
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C"
|
||||
{
|
||||
#endif
|
||||
#include "dcimgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
typedef struct SDL_Window SDL_Window;
|
||||
typedef struct SDL_Renderer SDL_Renderer;
|
||||
typedef struct SDL_Gamepad SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
typedef struct ImDrawData_t ImDrawData;
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForD3D(SDL_Window* window);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForMetal(SDL_Window* window);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_InitForOther(SDL_Window* window);
|
||||
CIMGUI_IMPL_API void cImGui_ImplSDL3_Shutdown(void);
|
||||
CIMGUI_IMPL_API void cImGui_ImplSDL3_NewFrame(void);
|
||||
CIMGUI_IMPL_API bool cImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
typedef enum
|
||||
{
|
||||
ImGui_ImplSDL3_GamepadMode_AutoFirst,
|
||||
ImGui_ImplSDL3_GamepadMode_AutoAll,
|
||||
ImGui_ImplSDL3_GamepadMode_Manual,
|
||||
} ImGui_ImplSDL3_GamepadMode;
|
||||
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode); // Implied manual_gamepads_array = nullptr, manual_gamepads_count = -1
|
||||
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetGamepadModeEx(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array /* = nullptr */, int manual_gamepads_count /* = -1 */);
|
||||
|
||||
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
|
||||
typedef enum
|
||||
{
|
||||
ImGui_ImplSDL3_MouseCaptureMode_Enabled,
|
||||
ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag,
|
||||
ImGui_ImplSDL3_MouseCaptureMode_Disabled,
|
||||
} ImGui_ImplSDL3_MouseCaptureMode;
|
||||
CIMGUI_IMPL_API void cImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
|
||||
#endif// #ifndef IMGUI_DISABLE
|
||||
#ifdef __cplusplus
|
||||
} // End of extern "C" block
|
||||
#endif
|
||||
207
examples/vendor/imgui/dcimgui_impl_vulkan.cpp
vendored
Normal file
207
examples/vendor/imgui/dcimgui_impl_vulkan.cpp
vendored
Normal file
|
|
@ -0,0 +1,207 @@
|
|||
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
|
||||
// **DO NOT EDIT DIRECTLY**
|
||||
// https://github.com/dearimgui/dear_bindings
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_vulkan.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
// Wrap this in a namespace to keep it separate from the C++ API
|
||||
// This define prevents #defines in the header getting defined again (as they are already in the normal header above),
|
||||
// and thus generating redefinition warnings
|
||||
#define DEAR_BINDINGS_INTERNAL_GLUE_CODE
|
||||
namespace cimgui
|
||||
{
|
||||
#include "dcimgui_impl_vulkan.h"
|
||||
}
|
||||
#undef DEAR_BINDINGS_INTERNAL_GLUE_CODE
|
||||
|
||||
// By-value struct conversions
|
||||
|
||||
static inline cimgui::ImVec2 ConvertFromCPP_ImVec2(const ::ImVec2& src)
|
||||
{
|
||||
cimgui::ImVec2 dest;
|
||||
dest.x = src.x;
|
||||
dest.y = src.y;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline ::ImVec2 ConvertToCPP_ImVec2(const cimgui::ImVec2& src)
|
||||
{
|
||||
::ImVec2 dest;
|
||||
dest.x = src.x;
|
||||
dest.y = src.y;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline cimgui::ImVec4 ConvertFromCPP_ImVec4(const ::ImVec4& src)
|
||||
{
|
||||
cimgui::ImVec4 dest;
|
||||
dest.x = src.x;
|
||||
dest.y = src.y;
|
||||
dest.z = src.z;
|
||||
dest.w = src.w;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline ::ImVec4 ConvertToCPP_ImVec4(const cimgui::ImVec4& src)
|
||||
{
|
||||
::ImVec4 dest;
|
||||
dest.x = src.x;
|
||||
dest.y = src.y;
|
||||
dest.z = src.z;
|
||||
dest.w = src.w;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline cimgui::ImTextureRef ConvertFromCPP_ImTextureRef(const ::ImTextureRef& src)
|
||||
{
|
||||
cimgui::ImTextureRef dest;
|
||||
dest._TexData = reinterpret_cast<cimgui::ImTextureData*>(src._TexData);
|
||||
dest._TexID = src._TexID;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline ::ImTextureRef ConvertToCPP_ImTextureRef(const cimgui::ImTextureRef& src)
|
||||
{
|
||||
::ImTextureRef dest;
|
||||
dest._TexData = reinterpret_cast<::ImTextureData*>(src._TexData);
|
||||
dest._TexID = src._TexID;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline cimgui::ImColor ConvertFromCPP_ImColor(const ::ImColor& src)
|
||||
{
|
||||
cimgui::ImColor dest;
|
||||
dest.Value.x = src.Value.x;
|
||||
dest.Value.y = src.Value.y;
|
||||
dest.Value.z = src.Value.z;
|
||||
dest.Value.w = src.Value.w;
|
||||
return dest;
|
||||
}
|
||||
|
||||
static inline ::ImColor ConvertToCPP_ImColor(const cimgui::ImColor& src)
|
||||
{
|
||||
::ImColor dest;
|
||||
dest.Value.x = src.Value.x;
|
||||
dest.Value.y = src.Value.y;
|
||||
dest.Value.z = src.Value.z;
|
||||
dest.Value.w = src.Value.w;
|
||||
return dest;
|
||||
}
|
||||
|
||||
// Function stubs
|
||||
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_Init(cimgui::ImGui_ImplVulkan_InitInfo* info)
|
||||
{
|
||||
return ::ImGui_ImplVulkan_Init(reinterpret_cast<::ImGui_ImplVulkan_InitInfo*>(info));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_Shutdown(void)
|
||||
{
|
||||
::ImGui_ImplVulkan_Shutdown();
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_NewFrame(void)
|
||||
{
|
||||
::ImGui_ImplVulkan_NewFrame();
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_RenderDrawData(cimgui::ImDrawData* draw_data, VkCommandBuffer command_buffer)
|
||||
{
|
||||
::ImGui_ImplVulkan_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_RenderDrawDataEx(cimgui::ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
|
||||
{
|
||||
::ImGui_ImplVulkan_RenderDrawData(reinterpret_cast<::ImDrawData*>(draw_data), command_buffer, pipeline);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
{
|
||||
::ImGui_ImplVulkan_SetMinImageCount(min_image_count);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_CreateMainPipeline(const cimgui::ImGui_ImplVulkan_PipelineInfo* info)
|
||||
{
|
||||
::ImGui_ImplVulkan_CreateMainPipeline(reinterpret_cast<const ::ImGui_ImplVulkan_PipelineInfo*>(info));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_UpdateTexture(cimgui::ImTextureData* tex)
|
||||
{
|
||||
::ImGui_ImplVulkan_UpdateTexture(reinterpret_cast<::ImTextureData*>(tex));
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API VkDescriptorSet cimgui::cImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout)
|
||||
{
|
||||
return ::ImGui_ImplVulkan_AddTexture(image_view, image_layout);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)
|
||||
{
|
||||
::ImGui_ImplVulkan_RemoveTexture(descriptor_set);
|
||||
}
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
CIMGUI_IMPL_API VkDescriptorSet cimgui::cImGui_ImplVulkan_AddTextureVkSampler(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout)
|
||||
{
|
||||
return ::ImGui_ImplVulkan_AddTexture(sampler, image_view, image_layout);
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction (*loader_func)(const char* function_name, void* user_data))
|
||||
{
|
||||
return ::ImGui_ImplVulkan_LoadFunctions(api_version, loader_func);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API bool cimgui::cImGui_ImplVulkan_LoadFunctionsEx(uint32_t api_version, PFN_vkVoidFunction (*loader_func)(const char* function_name, void* user_data), void* user_data)
|
||||
{
|
||||
return ::ImGui_ImplVulkan_LoadFunctions(api_version, loader_func, user_data);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, cimgui::ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage)
|
||||
{
|
||||
::ImGui_ImplVulkanH_CreateOrResizeWindow(instance, physical_device, device, reinterpret_cast<::ImGui_ImplVulkanH_Window*>(wd), queue_family, allocator, w, h, min_image_count, image_usage);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API void cimgui::cImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, cimgui::ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
::ImGui_ImplVulkanH_DestroyWindow(instance, device, reinterpret_cast<::ImGui_ImplVulkanH_Window*>(wd), allocator);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API VkSurfaceFormatKHR cimgui::cImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space)
|
||||
{
|
||||
return ::ImGui_ImplVulkanH_SelectSurfaceFormat(physical_device, surface, request_formats, request_formats_count, request_color_space);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API VkPresentModeKHR cimgui::cImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count)
|
||||
{
|
||||
return ::ImGui_ImplVulkanH_SelectPresentMode(physical_device, surface, request_modes, request_modes_count);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API VkPhysicalDevice cimgui::cImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance)
|
||||
{
|
||||
return ::ImGui_ImplVulkanH_SelectPhysicalDevice(instance);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API uint32_t cimgui::cImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device)
|
||||
{
|
||||
return ::ImGui_ImplVulkanH_SelectQueueFamilyIndex(physical_device);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API int cimgui::cImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode)
|
||||
{
|
||||
return ::ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(present_mode);
|
||||
}
|
||||
|
||||
CIMGUI_IMPL_API cimgui::ImGui_ImplVulkanH_Window* cimgui::cImGui_ImplVulkanH_GetWindowDataFromViewport(cimgui::ImGuiViewport* viewport)
|
||||
{
|
||||
return reinterpret_cast<::cimgui::ImGui_ImplVulkanH_Window*>(::ImGui_ImplVulkanH_GetWindowDataFromViewport(reinterpret_cast<::ImGuiViewport*>(viewport)));
|
||||
}
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
294
examples/vendor/imgui/dcimgui_impl_vulkan.h
vendored
Normal file
294
examples/vendor/imgui/dcimgui_impl_vulkan.h
vendored
Normal file
|
|
@ -0,0 +1,294 @@
|
|||
// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
|
||||
// **DO NOT EDIT DIRECTLY**
|
||||
// https://github.com/dearimgui/dear_bindings
|
||||
|
||||
// dear imgui: Renderer Backend for Vulkan
|
||||
// Auto-generated forward declarations for C header
|
||||
typedef struct ImVector_VkDynamicState_t ImVector_VkDynamicState;
|
||||
typedef struct ImGui_ImplVulkan_PipelineInfo_t ImGui_ImplVulkan_PipelineInfo;
|
||||
typedef struct ImGui_ImplVulkan_InitInfo_t ImGui_ImplVulkan_InitInfo;
|
||||
typedef struct ImGui_ImplVulkan_RenderState_t ImGui_ImplVulkan_RenderState;
|
||||
typedef struct ImVector_ImGui_ImplVulkanH_Frame_t ImVector_ImGui_ImplVulkanH_Frame;
|
||||
typedef struct ImGui_ImplVulkanH_FrameSemaphores_t ImGui_ImplVulkanH_FrameSemaphores;
|
||||
typedef struct ImVector_ImGui_ImplVulkanH_FrameSemaphores_t ImVector_ImGui_ImplVulkanH_FrameSemaphores;
|
||||
// ImDrawIdx: vertex index. [Compile-time configurable type]
|
||||
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
|
||||
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
|
||||
#endif // #ifndef ImDrawIdx
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C"
|
||||
{
|
||||
#endif
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "dcimgui.h"
|
||||
// [Configuration] in order to use a custom Vulkan function loader:
|
||||
// (1) You'll need to disable default Vulkan function prototypes.
|
||||
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
|
||||
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
|
||||
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
|
||||
// - Or as a compilation flag in your build system
|
||||
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
|
||||
// - Do not simply add it in a .cpp file!
|
||||
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
|
||||
// If you have no idea what this is, leave it alone!
|
||||
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
||||
|
||||
// [Configuration] Convenience support for Volk
|
||||
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header,
|
||||
// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)')
|
||||
//#define IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <Volk/volk.h>
|
||||
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
|
||||
// Reminder: make those changes in your imconfig.h file, not here!
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#endif // #if defined(__clang__)
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES)&&!defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif // #if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES)&&!defined(VK_NO_PROTOTYPES)
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR)&&!defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#endif // #if defined(VK_USE_PLATFORM_WIN32_KHR)&&!defined(NOMINMAX)
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#else
|
||||
#include <volk.h>
|
||||
#endif // #ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif // #ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
struct ImVector_VkDynamicState_t { int Size; int Capacity; VkDynamicState* Data; }; // Instantiation of ImVector<VkDynamicState>
|
||||
#if defined(VK_VERSION_1_3)|| defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif // #if defined(VK_VERSION_1_3)|| defined(VK_KHR_dynamic_rendering)
|
||||
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
|
||||
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo_t
|
||||
{
|
||||
// For Main viewport only
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
|
||||
// For Main and Secondary viewports
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples /* = {} */; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
ImVector_VkDynamicState ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif // #ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
// For Secondary viewports only (created/managed by backend)
|
||||
VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
|
||||
};
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
// - About descriptor pool:
|
||||
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
||||
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
|
||||
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
|
||||
// - About dynamic rendering:
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
|
||||
struct ImGui_ImplVulkan_InitInfo_t
|
||||
{
|
||||
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
|
||||
uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkPipelineCache PipelineCache; // Optional
|
||||
|
||||
// Pipeline
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
|
||||
//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
|
||||
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
|
||||
//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
|
||||
//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
|
||||
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
|
||||
bool UseDynamicRendering;
|
||||
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
|
||||
// (Optional) Customize default vertex/fragment shaders.
|
||||
// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
|
||||
// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
|
||||
VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
|
||||
VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
|
||||
};
|
||||
|
||||
typedef struct ImDrawData_t ImDrawData;
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
CIMGUI_IMPL_API bool cImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_Shutdown(void);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_NewFrame(void);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer); // Implied pipeline = VK_NULL_HANDLE
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_RenderDrawDataEx(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline /* = VK_NULL_HANDLE */);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
|
||||
// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
|
||||
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
|
||||
CIMGUI_IMPL_API VkDescriptorSet cImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
CIMGUI_IMPL_API VkDescriptorSet cImGui_ImplVulkan_AddTextureVkSampler(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
|
||||
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// Optional: load Vulkan functions with a custom function loader
|
||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
||||
CIMGUI_IMPL_API bool cImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction (*loader_func)(const char* function_name, void* user_data)); // Implied user_data = nullptr
|
||||
CIMGUI_IMPL_API bool cImGui_ImplVulkan_LoadFunctionsEx(uint32_t api_version, PFN_vkVoidFunction (*loader_func)(const char* function_name, void* user_data), void* user_data /* = nullptr */);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
|
||||
// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplVulkan_RenderState_t
|
||||
{
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkPipeline Pipeline;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
};
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
//-------------------------------------------------------------------------
|
||||
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
||||
//
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
|
||||
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
||||
// it is recommended you use your own custom tailored code to do equivalent work.
|
||||
//
|
||||
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
||||
// by the regular ImGui_ImplVulkan_XXX functions.
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
typedef struct ImGui_ImplVulkanH_Frame_t ImGui_ImplVulkanH_Frame;
|
||||
typedef struct ImGui_ImplVulkanH_Window_t ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
|
||||
CIMGUI_IMPL_API void cImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
|
||||
CIMGUI_IMPL_API VkSurfaceFormatKHR cImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
CIMGUI_IMPL_API VkPresentModeKHR cImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
CIMGUI_IMPL_API VkPhysicalDevice cImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
|
||||
CIMGUI_IMPL_API uint32_t cImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
|
||||
CIMGUI_IMPL_API int cImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
CIMGUI_IMPL_API ImGui_ImplVulkanH_Window* cImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame_t
|
||||
{
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
VkFramebuffer Framebuffer;
|
||||
};
|
||||
struct ImVector_ImGui_ImplVulkanH_Frame_t { int Size; int Capacity; ImGui_ImplVulkanH_Frame* Data; }; // Instantiation of ImVector<ImGui_ImplVulkanH_Frame>
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameSemaphores_t
|
||||
{
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
};
|
||||
struct ImVector_ImGui_ImplVulkanH_FrameSemaphores_t { int Size; int Capacity; ImGui_ImplVulkanH_FrameSemaphores* Data; }; // Instantiation of ImVector<ImGui_ImplVulkanH_FrameSemaphores>
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window_t
|
||||
{
|
||||
// Input
|
||||
bool UseDynamicRendering;
|
||||
VkSurfaceKHR Surface; // Surface created and destroyed by caller.
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
|
||||
VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
|
||||
|
||||
// Internal
|
||||
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkRenderPass RenderPass;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImVector_ImGui_ImplVulkanH_Frame Frames;
|
||||
ImVector_ImGui_ImplVulkanH_FrameSemaphores FrameSemaphores;
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif // #if defined(__clang__)
|
||||
#endif// #ifndef IMGUI_DISABLE
|
||||
#ifdef __cplusplus
|
||||
} // End of extern "C" block
|
||||
#endif
|
||||
4396
examples/vendor/imgui/dcimgui_internal.cpp
vendored
Normal file
4396
examples/vendor/imgui/dcimgui_internal.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
4358
examples/vendor/imgui/dcimgui_internal.h
vendored
Normal file
4358
examples/vendor/imgui/dcimgui_internal.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
150
examples/vendor/imgui/imconfig.h
vendored
Normal file
150
examples/vendor/imgui/imconfig.h
vendored
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// DEAR IMGUI COMPILE-TIME OPTIONS
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
//---- Define assertion handler. Defaults to calling assert().
|
||||
// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
|
||||
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
|
||||
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
|
||||
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_TIME_FUNCTIONS // Don't setup default platform_io.Platform_SessionDate value using time(), localtime_r().
|
||||
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean + ProggyForever). Remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT_BITMAP // Disable default embedded bitmap font (ProggyClean). Remove ~9 KB from output binary. AddFontDefaultBitmap() will assert.
|
||||
//#define IMGUI_DISABLE_DEFAULT_FONT_VECTOR // Disable default embedded vector font (ProggyForever), Remove ~14 KB from output binary. AddFontDefaultVector() will assert.
|
||||
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
|
||||
|
||||
//---- Enable Test Engine / Automation features.
|
||||
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_imconfig.h", see Test Engine for details.
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
|
||||
|
||||
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
|
||||
//#define IMGUI_USE_BGRA_PACKED_COLOR
|
||||
|
||||
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
|
||||
//#define IMGUI_USE_LEGACY_CRC32_ADLER
|
||||
|
||||
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
|
||||
//#define IMGUI_USE_WCHAR32
|
||||
|
||||
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
|
||||
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
|
||||
|
||||
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
|
||||
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
|
||||
//#define IMGUI_USE_STB_SPRINTF
|
||||
|
||||
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
|
||||
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
|
||||
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
|
||||
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
|
||||
//#define IMGUI_ENABLE_FREETYPE
|
||||
|
||||
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
|
||||
// Only works in combination with IMGUI_ENABLE_FREETYPE.
|
||||
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
|
||||
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
|
||||
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
|
||||
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
|
||||
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
|
||||
|
||||
//---- Use stb_truetype to build and rasterize the font atlas (default)
|
||||
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
|
||||
//#define IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
|
||||
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
|
||||
/*
|
||||
#define IM_VEC2_CLASS_EXTRA \
|
||||
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
|
||||
operator MyVec2() const { return MyVec2(x,y); }
|
||||
|
||||
#define IM_VEC4_CLASS_EXTRA \
|
||||
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
//---- ...Or use Dear ImGui's own very basic math operators.
|
||||
//#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
|
||||
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
|
||||
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
|
||||
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
|
||||
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
|
||||
|
||||
//---- Debug Tools: Enable slower asserts
|
||||
//#define IMGUI_DEBUG_PARANOID
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void MyFunction(const char* name, MyMatrix44* mtx);
|
||||
}
|
||||
*/
|
||||
24642
examples/vendor/imgui/imgui.cpp
vendored
Normal file
24642
examples/vendor/imgui/imgui.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
4580
examples/vendor/imgui/imgui.h
vendored
Normal file
4580
examples/vendor/imgui/imgui.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
11643
examples/vendor/imgui/imgui_demo.cpp
vendored
Normal file
11643
examples/vendor/imgui/imgui_demo.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
6839
examples/vendor/imgui/imgui_draw.cpp
vendored
Normal file
6839
examples/vendor/imgui/imgui_draw.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
1317
examples/vendor/imgui/imgui_impl_sdl3.cpp
vendored
Normal file
1317
examples/vendor/imgui/imgui_impl_sdl3.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
57
examples/vendor/imgui/imgui_impl_sdl3.h
vendored
Normal file
57
examples/vendor/imgui/imgui_impl_sdl3.h
vendored
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
// dear imgui: Platform Backend for SDL3
|
||||
// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..)
|
||||
// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Clipboard support.
|
||||
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5]
|
||||
// [X] Platform: Gamepad support.
|
||||
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue.
|
||||
// Missing features or Issues:
|
||||
// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows).
|
||||
// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
struct SDL_Window;
|
||||
struct SDL_Renderer;
|
||||
struct SDL_Gamepad;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
|
||||
// When using manual mode, caller is responsible for opening/closing gamepad.
|
||||
enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
|
||||
|
||||
// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it.
|
||||
// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse.
|
||||
// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650.
|
||||
// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled.
|
||||
enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled };
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode);
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
2377
examples/vendor/imgui/imgui_impl_vulkan.cpp
vendored
Normal file
2377
examples/vendor/imgui/imgui_impl_vulkan.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
287
examples/vendor/imgui/imgui_impl_vulkan.h
vendored
Normal file
287
examples/vendor/imgui/imgui_impl_vulkan.h
vendored
Normal file
|
|
@ -0,0 +1,287 @@
|
|||
// dear imgui: Renderer Backend for Vulkan
|
||||
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions.
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
|
||||
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
|
||||
// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
|
||||
// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering backend in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
// [Configuration] in order to use a custom Vulkan function loader:
|
||||
// (1) You'll need to disable default Vulkan function prototypes.
|
||||
// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag.
|
||||
// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit:
|
||||
// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file
|
||||
// - Or as a compilation flag in your build system
|
||||
// - Or uncomment here (not recommended because you'd be modifying imgui sources!)
|
||||
// - Do not simply add it in a .cpp file!
|
||||
// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function.
|
||||
// If you have no idea what this is, leave it alone!
|
||||
//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES
|
||||
|
||||
// [Configuration] Convenience support for Volk
|
||||
// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().)
|
||||
// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header,
|
||||
// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)')
|
||||
//#define IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <Volk/volk.h>
|
||||
//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME <volk.h> // Default
|
||||
// Reminder: make those changes in your imconfig.h file, not here!
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast
|
||||
#endif
|
||||
|
||||
#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES)
|
||||
#define VK_NO_PROTOTYPES
|
||||
#endif
|
||||
#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX)
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
|
||||
// Vulkan includes
|
||||
#ifdef IMGUI_IMPL_VULKAN_USE_VOLK
|
||||
#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#include IMGUI_IMPL_VULKAN_VOLK_FILENAME
|
||||
#else
|
||||
#include <volk.h>
|
||||
#endif
|
||||
#else
|
||||
#include <vulkan/vulkan.h>
|
||||
#endif
|
||||
#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)
|
||||
#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
#endif
|
||||
|
||||
// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture().
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas
|
||||
#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest
|
||||
|
||||
// Specify settings to create pipeline and swapchain
|
||||
struct ImGui_ImplVulkan_PipelineInfo
|
||||
{
|
||||
// For Main viewport only
|
||||
VkRenderPass RenderPass; // Ignored if using dynamic rendering
|
||||
|
||||
// For Main and Secondary viewports
|
||||
uint32_t Subpass; //
|
||||
VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT
|
||||
ImVector<VkDynamicState> ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline
|
||||
#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING
|
||||
VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR
|
||||
#endif
|
||||
|
||||
// For Secondary viewports only (created/managed by backend)
|
||||
VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports.
|
||||
};
|
||||
|
||||
// Initialization data, for ImGui_ImplVulkan_Init()
|
||||
// [Please zero-clear before use!]
|
||||
// - About descriptor pool:
|
||||
// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT,
|
||||
// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors.
|
||||
// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you.
|
||||
// - About dynamic rendering:
|
||||
// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure.
|
||||
struct ImGui_ImplVulkan_InitInfo
|
||||
{
|
||||
uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE)
|
||||
VkInstance Instance;
|
||||
VkPhysicalDevice PhysicalDevice;
|
||||
VkDevice Device;
|
||||
uint32_t QueueFamily;
|
||||
VkQueue Queue;
|
||||
VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0
|
||||
uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool.
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkPipelineCache PipelineCache; // Optional
|
||||
|
||||
// Pipeline
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user)
|
||||
ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend)
|
||||
//VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead
|
||||
//uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead
|
||||
//VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead
|
||||
//VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead
|
||||
|
||||
// (Optional) Dynamic Rendering
|
||||
// Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo.
|
||||
bool UseDynamicRendering;
|
||||
|
||||
// (Optional) Allocation, Debugging
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory.
|
||||
|
||||
// (Optional) Customize default vertex/fragment shaders.
|
||||
// - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults.
|
||||
// - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage.
|
||||
VkShaderModuleCreateInfo CustomShaderVertCreateInfo;
|
||||
VkShaderModuleCreateInfo CustomShaderFragCreateInfo;
|
||||
};
|
||||
|
||||
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111)
|
||||
// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR))
|
||||
// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info);
|
||||
|
||||
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex);
|
||||
|
||||
// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID)
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler
|
||||
#endif
|
||||
|
||||
// Optional: load Vulkan functions with a custom function loader
|
||||
// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);
|
||||
|
||||
// [BETA] Selected render state data shared with callbacks.
|
||||
// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call.
|
||||
// ImGui_ImplVulkan_RenderState* render_state = (ImGui_ImplVulkan_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState;
|
||||
// (Please open an issue if you feel you need access to more data)
|
||||
struct ImGui_ImplVulkan_RenderState
|
||||
{
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkPipeline Pipeline;
|
||||
VkPipelineLayout PipelineLayout;
|
||||
};
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Internal / Miscellaneous Vulkan Helpers
|
||||
//-------------------------------------------------------------------------
|
||||
// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.
|
||||
//
|
||||
// You probably do NOT need to use or care about those functions.
|
||||
// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY.
|
||||
// Those functions only exist because:
|
||||
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
|
||||
// 2) the multi-viewport / platform window implementation needs them internally.
|
||||
// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,
|
||||
// but it is too much code to duplicate everywhere so we exceptionally expose them.
|
||||
//
|
||||
// Your engine/app will likely _already_ have code to setup all that stuff (swap chain,
|
||||
// render pass, frame buffers, etc.). You may read this code if you are curious, but
|
||||
// it is recommended you use your own custom tailored code to do equivalent work.
|
||||
//
|
||||
// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used
|
||||
// by the regular ImGui_ImplVulkan_XXX functions.
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
struct ImGui_ImplVulkanH_Frame;
|
||||
struct ImGui_ImplVulkanH_Window;
|
||||
|
||||
// Helpers
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator);
|
||||
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
|
||||
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);
|
||||
IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance);
|
||||
IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device);
|
||||
IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode);
|
||||
IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot)
|
||||
|
||||
// Helper structure to hold the data needed by one rendering frame
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
// [Please zero-clear before use!]
|
||||
struct ImGui_ImplVulkanH_Frame
|
||||
{
|
||||
VkCommandPool CommandPool;
|
||||
VkCommandBuffer CommandBuffer;
|
||||
VkFence Fence;
|
||||
VkImage Backbuffer;
|
||||
VkImageView BackbufferView;
|
||||
VkFramebuffer Framebuffer;
|
||||
};
|
||||
|
||||
struct ImGui_ImplVulkanH_FrameSemaphores
|
||||
{
|
||||
VkSemaphore ImageAcquiredSemaphore;
|
||||
VkSemaphore RenderCompleteSemaphore;
|
||||
};
|
||||
|
||||
// Helper structure to hold the data needed by one rendering context into one OS window
|
||||
// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.)
|
||||
struct ImGui_ImplVulkanH_Window
|
||||
{
|
||||
// Input
|
||||
bool UseDynamicRendering;
|
||||
VkSurfaceKHR Surface; // Surface created and destroyed by caller.
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description.
|
||||
VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR.
|
||||
|
||||
// Internal
|
||||
int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow()
|
||||
int Height;
|
||||
VkSwapchainKHR Swapchain;
|
||||
VkRenderPass RenderPass;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count)
|
||||
uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR
|
||||
uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data)
|
||||
ImVector<ImGui_ImplVulkanH_Frame> Frames;
|
||||
ImVector<ImGui_ImplVulkanH_FrameSemaphores> FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset((void*)this, 0, sizeof(*this));
|
||||
|
||||
// Parameters to create SwapChain
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this.
|
||||
|
||||
// Parameters to create RenderPass
|
||||
AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format.
|
||||
AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT;
|
||||
AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||
AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||
AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
|
||||
AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
|
||||
AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
|
||||
}
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE
|
||||
4419
examples/vendor/imgui/imgui_internal.h
vendored
Normal file
4419
examples/vendor/imgui/imgui_internal.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
4902
examples/vendor/imgui/imgui_tables.cpp
vendored
Normal file
4902
examples/vendor/imgui/imgui_tables.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
11166
examples/vendor/imgui/imgui_widgets.cpp
vendored
Normal file
11166
examples/vendor/imgui/imgui_widgets.cpp
vendored
Normal file
File diff suppressed because it is too large
Load diff
627
examples/vendor/imgui/imstb_rectpack.h
vendored
Normal file
627
examples/vendor/imgui/imstb_rectpack.h
vendored
Normal file
|
|
@ -0,0 +1,627 @@
|
|||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.01.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
//
|
||||
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
// Does not do rotation.
|
||||
//
|
||||
// Before #including,
|
||||
//
|
||||
// #define STB_RECT_PACK_IMPLEMENTATION
|
||||
//
|
||||
// in the file that you want to have the implementation.
|
||||
//
|
||||
// Not necessarily the awesomest packing method, but better than
|
||||
// the totally naive one in stb_truetype (which is primarily what
|
||||
// this is meant to replace).
|
||||
//
|
||||
// Has only had a few tests run, may have issues.
|
||||
//
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
// Please note: better rectangle packers are welcome! Please
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// github:IntellectualKitty
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
// 0.09 (2016-08-27) fix compiler warnings
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// See end of file for license information.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// INCLUDE SECTION
|
||||
//
|
||||
|
||||
#ifndef STB_INCLUDE_STB_RECT_PACK_H
|
||||
#define STB_INCLUDE_STB_RECT_PACK_H
|
||||
|
||||
#define STB_RECT_PACK_VERSION 1
|
||||
|
||||
#ifdef STBRP_STATIC
|
||||
#define STBRP_DEF static
|
||||
#else
|
||||
#define STBRP_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
typedef struct stbrp_context stbrp_context;
|
||||
typedef struct stbrp_node stbrp_node;
|
||||
typedef struct stbrp_rect stbrp_rect;
|
||||
|
||||
typedef int stbrp_coord;
|
||||
|
||||
#define STBRP__MAXVAL 0x7fffffff
|
||||
// Mostly for internal use, but this is the maximum supported coordinate value.
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
|
||||
// Assign packed locations to rectangles. The rectangles are of type
|
||||
// 'stbrp_rect' defined below, stored in the array 'rects', and there
|
||||
// are 'num_rects' many of them.
|
||||
//
|
||||
// Rectangles which are successfully packed have the 'was_packed' flag
|
||||
// set to a non-zero value and 'x' and 'y' store the minimum location
|
||||
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
|
||||
// if you imagine y increasing downwards). Rectangles which do not fit
|
||||
// have the 'was_packed' flag set to 0.
|
||||
//
|
||||
// You should not try to access the 'rects' array from another thread
|
||||
// while this function is running, as the function temporarily reorders
|
||||
// the array while it executes.
|
||||
//
|
||||
// To pack into another rectangle, you need to call stbrp_init_target
|
||||
// again. To continue packing into the same rectangle, you can call
|
||||
// this function again. Calling this multiple times with multiple rect
|
||||
// arrays will probably produce worse packing results than calling it
|
||||
// a single time with the full rectangle array, but the option is
|
||||
// available.
|
||||
//
|
||||
// The function returns 1 if all of the rectangles were successfully
|
||||
// packed and 0 otherwise.
|
||||
|
||||
struct stbrp_rect
|
||||
{
|
||||
// reserved for your use:
|
||||
int id;
|
||||
|
||||
// input:
|
||||
stbrp_coord w, h;
|
||||
|
||||
// output:
|
||||
stbrp_coord x, y;
|
||||
int was_packed; // non-zero if valid packing
|
||||
|
||||
}; // 16 bytes, nominally
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
|
||||
// Initialize a rectangle packer to:
|
||||
// pack a rectangle that is 'width' by 'height' in dimensions
|
||||
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
|
||||
//
|
||||
// You must call this function every time you start packing into a new target.
|
||||
//
|
||||
// There is no "shutdown" function. The 'nodes' memory must stay valid for
|
||||
// the following stbrp_pack_rects() call (or calls), but can be freed after
|
||||
// the call (or calls) finish.
|
||||
//
|
||||
// Note: to guarantee best results, either:
|
||||
// 1. make sure 'num_nodes' >= 'width'
|
||||
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
|
||||
//
|
||||
// If you don't do either of the above things, widths will be quantized to multiples
|
||||
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
|
||||
//
|
||||
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
|
||||
// may run out of temporary storage and be unable to pack some rectangles.
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
|
||||
// Optionally call this function after init but before doing any packing to
|
||||
// change the handling of the out-of-temp-memory scenario, described above.
|
||||
// If you call init again, this will be reset to the default (false).
|
||||
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
|
||||
// Optionally select which packing heuristic the library should use. Different
|
||||
// heuristics will produce better/worse results for different data sets.
|
||||
// If you call init again, this will be reset to the default.
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP_HEURISTIC_Skyline_default=0,
|
||||
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
|
||||
STBRP_HEURISTIC_Skyline_BF_sortHeight
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// the details of the following structures don't matter to you, but they must
|
||||
// be visible so you can handle the memory allocations for them
|
||||
|
||||
struct stbrp_node
|
||||
{
|
||||
stbrp_coord x,y;
|
||||
stbrp_node *next;
|
||||
};
|
||||
|
||||
struct stbrp_context
|
||||
{
|
||||
int width;
|
||||
int height;
|
||||
int align;
|
||||
int init_mode;
|
||||
int heuristic;
|
||||
int num_nodes;
|
||||
stbrp_node *active_head;
|
||||
stbrp_node *free_head;
|
||||
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
|
||||
};
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// IMPLEMENTATION SECTION
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
#define STBRP_ASSERT assert
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define STBRP__NOTUSED(v) (void)(v)
|
||||
#define STBRP__CDECL __cdecl
|
||||
#else
|
||||
#define STBRP__NOTUSED(v) (void)sizeof(v)
|
||||
#define STBRP__CDECL
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
STBRP__INIT_skyline = 1
|
||||
};
|
||||
|
||||
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
|
||||
{
|
||||
switch (context->init_mode) {
|
||||
case STBRP__INIT_skyline:
|
||||
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
|
||||
context->heuristic = heuristic;
|
||||
break;
|
||||
default:
|
||||
STBRP_ASSERT(0);
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
|
||||
{
|
||||
if (allow_out_of_mem)
|
||||
// if it's ok to run out of memory, then don't bother aligning them;
|
||||
// this gives better packing, but may fail due to OOM (even though
|
||||
// the rectangles easily fit). @TODO a smarter approach would be to only
|
||||
// quantize once we've hit OOM, then we could get rid of this parameter.
|
||||
context->align = 1;
|
||||
else {
|
||||
// if it's not ok to run out of memory, then quantize the widths
|
||||
// so that num_nodes is always enough nodes.
|
||||
//
|
||||
// I.e. num_nodes * align >= width
|
||||
// align >= width / num_nodes
|
||||
// align = ceil(width/num_nodes)
|
||||
|
||||
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
|
||||
}
|
||||
}
|
||||
|
||||
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0; i < num_nodes-1; ++i)
|
||||
nodes[i].next = &nodes[i+1];
|
||||
nodes[i].next = NULL;
|
||||
context->init_mode = STBRP__INIT_skyline;
|
||||
context->heuristic = STBRP_HEURISTIC_Skyline_default;
|
||||
context->free_head = &nodes[0];
|
||||
context->active_head = &context->extra[0];
|
||||
context->width = width;
|
||||
context->height = height;
|
||||
context->num_nodes = num_nodes;
|
||||
stbrp_setup_allow_out_of_mem(context, 0);
|
||||
|
||||
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
|
||||
context->extra[0].x = 0;
|
||||
context->extra[0].y = 0;
|
||||
context->extra[0].next = &context->extra[1];
|
||||
context->extra[1].x = (stbrp_coord) width;
|
||||
context->extra[1].y = (1<<30);
|
||||
context->extra[1].next = NULL;
|
||||
}
|
||||
|
||||
// find minimum y position if it starts at x1
|
||||
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
|
||||
{
|
||||
stbrp_node *node = first;
|
||||
int x1 = x0 + width;
|
||||
int min_y, visited_width, waste_area;
|
||||
|
||||
STBRP__NOTUSED(c);
|
||||
|
||||
STBRP_ASSERT(first->x <= x0);
|
||||
|
||||
#if 0
|
||||
// skip in case we're past the node
|
||||
while (node->next->x <= x0)
|
||||
++node;
|
||||
#else
|
||||
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
|
||||
#endif
|
||||
|
||||
STBRP_ASSERT(node->x <= x0);
|
||||
|
||||
min_y = 0;
|
||||
waste_area = 0;
|
||||
visited_width = 0;
|
||||
while (node->x < x1) {
|
||||
if (node->y > min_y) {
|
||||
// raise min_y higher.
|
||||
// we've accounted for all waste up to min_y,
|
||||
// but we'll now add more waste for everything we've visited
|
||||
waste_area += visited_width * (node->y - min_y);
|
||||
min_y = node->y;
|
||||
// the first time through, visited_width might be reduced
|
||||
if (node->x < x0)
|
||||
visited_width += node->next->x - x0;
|
||||
else
|
||||
visited_width += node->next->x - node->x;
|
||||
} else {
|
||||
// add waste area
|
||||
int under_width = node->next->x - node->x;
|
||||
if (under_width + visited_width > width)
|
||||
under_width = width - visited_width;
|
||||
waste_area += under_width * (min_y - node->y);
|
||||
visited_width += under_width;
|
||||
}
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
*pwaste = waste_area;
|
||||
return min_y;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int x,y;
|
||||
stbrp_node **prev_link;
|
||||
} stbrp__findresult;
|
||||
|
||||
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
|
||||
{
|
||||
int best_waste = (1<<30), best_x, best_y = (1 << 30);
|
||||
stbrp__findresult fr;
|
||||
stbrp_node **prev, *node, *tail, **best = NULL;
|
||||
|
||||
// align to multiple of c->align
|
||||
width = (width + c->align - 1);
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
int y,waste;
|
||||
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
|
||||
// bottom left
|
||||
if (y < best_y) {
|
||||
best_y = y;
|
||||
best = prev;
|
||||
}
|
||||
} else {
|
||||
// best-fit
|
||||
if (y + height <= c->height) {
|
||||
// can only use it if it first vertically
|
||||
if (y < best_y || (y == best_y && waste < best_waste)) {
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
|
||||
best_x = (best == NULL) ? 0 : (*best)->x;
|
||||
|
||||
// if doing best-fit (BF), we also have to try aligning right edge to each node position
|
||||
//
|
||||
// e.g, if fitting
|
||||
//
|
||||
// ____________________
|
||||
// |____________________|
|
||||
//
|
||||
// into
|
||||
//
|
||||
// | |
|
||||
// | ____________|
|
||||
// |____________|
|
||||
//
|
||||
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
|
||||
//
|
||||
// This makes BF take about 2x the time
|
||||
|
||||
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
|
||||
tail = c->active_head;
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
// find first node that's admissible
|
||||
while (tail->x < width)
|
||||
tail = tail->next;
|
||||
while (tail) {
|
||||
int xpos = tail->x - width;
|
||||
int y,waste;
|
||||
STBRP_ASSERT(xpos >= 0);
|
||||
// find the left position that matches this
|
||||
while (node->next->x <= xpos) {
|
||||
prev = &node->next;
|
||||
node = node->next;
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
|
||||
best_y = y;
|
||||
best_waste = waste;
|
||||
best = prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
tail = tail->next;
|
||||
}
|
||||
}
|
||||
|
||||
fr.prev_link = best;
|
||||
fr.x = best_x;
|
||||
fr.y = best_y;
|
||||
return fr;
|
||||
}
|
||||
|
||||
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
|
||||
{
|
||||
// find best position according to heuristic
|
||||
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
|
||||
stbrp_node *node, *cur;
|
||||
|
||||
// bail if:
|
||||
// 1. it failed
|
||||
// 2. the best node doesn't fit (we don't always check this)
|
||||
// 3. we're out of memory
|
||||
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
|
||||
res.prev_link = NULL;
|
||||
return res;
|
||||
}
|
||||
|
||||
// on success, create new node
|
||||
node = context->free_head;
|
||||
node->x = (stbrp_coord) res.x;
|
||||
node->y = (stbrp_coord) (res.y + height);
|
||||
|
||||
context->free_head = node->next;
|
||||
|
||||
// insert the new node into the right starting point, and
|
||||
// let 'cur' point to the remaining nodes needing to be
|
||||
// stitched back in
|
||||
|
||||
cur = *res.prev_link;
|
||||
if (cur->x < res.x) {
|
||||
// preserve the existing one, so start testing with the next one
|
||||
stbrp_node *next = cur->next;
|
||||
cur->next = node;
|
||||
cur = next;
|
||||
} else {
|
||||
*res.prev_link = node;
|
||||
}
|
||||
|
||||
// from here, traverse cur and free the nodes, until we get to one
|
||||
// that shouldn't be freed
|
||||
while (cur->next && cur->next->x <= res.x + width) {
|
||||
stbrp_node *next = cur->next;
|
||||
// move the current node to the free list
|
||||
cur->next = context->free_head;
|
||||
context->free_head = cur;
|
||||
cur = next;
|
||||
}
|
||||
|
||||
// stitch the list back in
|
||||
node->next = cur;
|
||||
|
||||
if (cur->x < res.x + width)
|
||||
cur->x = (stbrp_coord) (res.x + width);
|
||||
|
||||
#ifdef _DEBUG
|
||||
cur = context->active_head;
|
||||
while (cur->x < context->width) {
|
||||
STBRP_ASSERT(cur->x < cur->next->x);
|
||||
cur = cur->next;
|
||||
}
|
||||
STBRP_ASSERT(cur->next == NULL);
|
||||
|
||||
{
|
||||
int count=0;
|
||||
cur = context->active_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
cur = context->free_head;
|
||||
while (cur) {
|
||||
cur = cur->next;
|
||||
++count;
|
||||
}
|
||||
STBRP_ASSERT(count == context->num_nodes+2);
|
||||
}
|
||||
#endif
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
if (p->h > q->h)
|
||||
return -1;
|
||||
if (p->h < q->h)
|
||||
return 1;
|
||||
return (p->w > q->w) ? -1 : (p->w < q->w);
|
||||
}
|
||||
|
||||
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
|
||||
{
|
||||
const stbrp_rect *p = (const stbrp_rect *) a;
|
||||
const stbrp_rect *q = (const stbrp_rect *) b;
|
||||
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
|
||||
}
|
||||
|
||||
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
|
||||
{
|
||||
int i, all_rects_packed = 1;
|
||||
|
||||
// we use the 'was_packed' field internally to allow sorting/unsorting
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = i;
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags and all_rects_packed status
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
|
||||
if (!rects[i].was_packed)
|
||||
all_rects_packed = 0;
|
||||
}
|
||||
|
||||
// return the all_rects_packed status
|
||||
return all_rects_packed;
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
------------------------------------------------------------------------------
|
||||
This software is available under 2 licenses -- choose whichever you prefer.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE A - MIT License
|
||||
Copyright (c) 2017 Sean Barrett
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in
|
||||
the Software without restriction, including without limitation the rights to
|
||||
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
|
||||
of the Software, and to permit persons to whom the Software is furnished to do
|
||||
so, subject to the following conditions:
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
ALTERNATIVE B - Public Domain (www.unlicense.org)
|
||||
This is free and unencumbered software released into the public domain.
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
|
||||
software, either in source code form or as a compiled binary, for any purpose,
|
||||
commercial or non-commercial, and by any means.
|
||||
In jurisdictions that recognize copyright laws, the author or authors of this
|
||||
software dedicate any and all copyright interest in the software to the public
|
||||
domain. We make this dedication for the benefit of the public at large and to
|
||||
the detriment of our heirs and successors. We intend this dedication to be an
|
||||
overt act of relinquishment in perpetuity of all present and future rights to
|
||||
this software under copyright law.
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
|
||||
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
|
||||
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
------------------------------------------------------------------------------
|
||||
*/
|
||||
1527
examples/vendor/imgui/imstb_textedit.h
vendored
Normal file
1527
examples/vendor/imgui/imstb_textedit.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
5085
examples/vendor/imgui/imstb_truetype.h
vendored
Normal file
5085
examples/vendor/imgui/imstb_truetype.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
18
imgui.ini
Normal file
18
imgui.ini
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
Collapsed=0
|
||||
LastUsed=20260814
|
||||
|
||||
[Window][Inspector]
|
||||
Pos=25,55
|
||||
Size=341,210
|
||||
Collapsed=0
|
||||
LastUsed=20260814
|
||||
|
||||
[Window][Dear ImGui Demo]
|
||||
Pos=416,63
|
||||
Size=305,363
|
||||
Collapsed=0
|
||||
LastUsed=20260814
|
||||
|
||||
77
src/gfx.zig
77
src/gfx.zig
|
|
@ -40,6 +40,8 @@ pub const Pipeline = common.Pipeline;
|
|||
pub const AdapterInfo = common.AdapterInfo;
|
||||
|
||||
// --- RAWS ---
|
||||
pub const RawInstance = common.RawInstance;
|
||||
pub const RawFrame = common.RawFrame;
|
||||
pub const RawAdapter = common.RawAdapter;
|
||||
pub const RawDevice = common.RawDevice;
|
||||
pub const RawBuffer = common.RawBuffer;
|
||||
|
|
@ -49,6 +51,7 @@ pub const RawPipeline = common.RawPipeline;
|
|||
// --- RHI ---
|
||||
pub const Backend = common.Backend;
|
||||
const VulkanRHI = @import("rhi/vulkan/vulkan.zig");
|
||||
const VKSwapchain = @import("rhi/vulkan/resource/swapchain.zig");
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
|
|
@ -108,6 +111,36 @@ pub fn deinit(self: *Self) void {
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// INSTANCE
|
||||
//
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawInstance(self: *Self) RawInstance {
|
||||
return switch (self.ctx) {
|
||||
.vulkan => |*v| .{ .vulkan = v.instance.raw },
|
||||
};
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawFrame(self: *Self) !RawFrame {
|
||||
switch (self.ctx) {
|
||||
.vulkan => |*v| {
|
||||
const raw_frame = v.currentFrame();
|
||||
return .{
|
||||
.vulkan = .{
|
||||
.cmd_buf = raw_frame.cmd_buf orelse return error.NullVkCMDBuffer,
|
||||
.fence = raw_frame.fence orelse return error.NullVkFence,
|
||||
.image_available = raw_frame.image_available orelse return error.NullVkImage,
|
||||
.image_index = raw_frame.image_index,
|
||||
},
|
||||
};
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// ADAPTER
|
||||
//
|
||||
|
|
@ -187,11 +220,28 @@ pub fn releaseDevice(self: *Self, device: Handle(Device)) void {
|
|||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawDevice(self: *Self, device: Handle(Device)) !RawDevice {
|
||||
return switch (self.ctx) {
|
||||
.vulkan => |*v| .{ .vulkan = try v.getRawDevice(device) },
|
||||
switch (self.ctx) {
|
||||
.vulkan => |*v| {
|
||||
const raw_device = v.resource.devices.get(device) orelse return error.DeviceNotFound;
|
||||
return .{
|
||||
.vulkan = .{
|
||||
.device = raw_device.raw orelse return error.NullDevice,
|
||||
.graphics_queue = raw_device.graphics_queue,
|
||||
.present_queue = raw_device.present_queue,
|
||||
},
|
||||
};
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// /// ----------------------------------------------------
|
||||
// /// ----------------------------------------------------
|
||||
// pub fn getRawDevice(self: *Self, device: Handle(Device)) !RawDevice {
|
||||
// return switch (self.ctx) {
|
||||
// .vulkan => |*v| .{ .vulkan = try v.getRawDevice(device) },
|
||||
// };
|
||||
// }
|
||||
|
||||
//
|
||||
// BUFFER
|
||||
//
|
||||
|
|
@ -274,6 +324,14 @@ pub fn makeSwapchain(
|
|||
};
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawSwapchain(self: *Self, swapchain: Handle(Swapchain)) !*VKSwapchain {
|
||||
return switch (self.ctx) {
|
||||
.vulkan => |*v| v.getRawSwapchain(swapchain),
|
||||
};
|
||||
}
|
||||
|
||||
//
|
||||
// SHADER
|
||||
//
|
||||
|
|
@ -348,9 +406,20 @@ pub fn releasePipeline(self: *Self, pipeline: Handle(Pipeline)) void {
|
|||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawPipeline(self: *Self, pipeline: Handle(Pipeline)) !RawPipeline {
|
||||
return switch (self.ctx) {
|
||||
.vulkan => |*v| .{ .vulkan = try v.getRawPipeline(pipeline) },
|
||||
switch (self.ctx) {
|
||||
.vulkan => |*v| {
|
||||
const raw_pipe = v.resource.pipelines.get(pipeline) orelse return error.PipelineNotFound;
|
||||
return .{
|
||||
.vulkan = .{
|
||||
.pipeline = raw_pipe.raw orelse return error.NullPipeline,
|
||||
.descriptor_pool = raw_pipe.descriptor_pool orelse return error.NullDescriptorPool,
|
||||
},
|
||||
};
|
||||
},
|
||||
}
|
||||
// return switch (self.ctx) {
|
||||
// .vulkan => |*v| .{ .vulkan = try v.getRawPipeline(pipeline) },
|
||||
// };
|
||||
}
|
||||
|
||||
//
|
||||
|
|
|
|||
|
|
@ -17,12 +17,31 @@ pub const Backend = enum { vulkan };
|
|||
// RAW
|
||||
//
|
||||
|
||||
pub const RawInstance = union(Backend) {
|
||||
vulkan: *vk.VkInstance_T,
|
||||
};
|
||||
|
||||
pub const RawFrame = union(Backend) {
|
||||
vulkan: struct {
|
||||
cmd_buf: *vk.VkCommandBuffer_T,
|
||||
image_index: u32 = 0,
|
||||
|
||||
image_available: *vk.VkSemaphore_T,
|
||||
|
||||
fence: *vk.VkFence_T,
|
||||
},
|
||||
};
|
||||
|
||||
pub const RawAdapter = union(Backend) {
|
||||
vulkan: *vk.VkPhysicalDevice_T,
|
||||
};
|
||||
|
||||
pub const RawDevice = union(Backend) {
|
||||
vulkan: *vk.VkDevice_T,
|
||||
vulkan: struct {
|
||||
device: *vk.VkDevice_T,
|
||||
graphics_queue: *vk.VkQueue_T,
|
||||
present_queue: *vk.VkQueue_T,
|
||||
},
|
||||
};
|
||||
|
||||
pub const RawBuffer = union(Backend) {
|
||||
|
|
@ -34,7 +53,10 @@ pub const RawShader = union(Backend) {
|
|||
};
|
||||
|
||||
pub const RawPipeline = union(Backend) {
|
||||
vulkan: *vk.VkPipeline_T,
|
||||
vulkan: struct {
|
||||
pipeline: *vk.VkPipeline_T,
|
||||
descriptor_pool: *vk.VkDescriptorPool_T,
|
||||
},
|
||||
};
|
||||
|
||||
//
|
||||
|
|
@ -285,8 +307,6 @@ pub const BufferSharingMode = enum {
|
|||
exclusive,
|
||||
};
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub const PixelFormat = enum {
|
||||
|
|
|
|||
|
|
@ -243,6 +243,7 @@ pub fn ensureDepth(self: *Self, format: vk.VkFormat) !void {
|
|||
.allocationSize = mem_req.size,
|
||||
.memoryTypeIndex = mem_type,
|
||||
};
|
||||
|
||||
if (vk.vkAllocateMemory(self.device.raw, &alloc_info, null, &memories[i]) != vk.VK_SUCCESS) {
|
||||
return error.FailedToAllocateDepthMemory;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ const common = @import("../common.zig");
|
|||
|
||||
const Instance = @import("instance.zig");
|
||||
const Resource = @import("resource.zig");
|
||||
const SwapchainResource = @import("resource/swapchain.zig");
|
||||
|
||||
const MainConfig = @import("../../gfx.zig").Config;
|
||||
const Handle = gtl.Handle;
|
||||
|
|
@ -263,6 +264,16 @@ pub fn makeSwapchain(
|
|||
));
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn getRawSwapchain(self: *Self, swapchain: Handle(Swapchain)) !*SwapchainResource { // TODO: Mabe mabe return res type instead?
|
||||
return self.resource.swapchains.get(swapchain) orelse return error.SwapchainNotFound;
|
||||
}
|
||||
|
||||
//
|
||||
// SHADER
|
||||
//
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn makeShader(
|
||||
|
|
@ -850,6 +861,10 @@ pub fn drawIndexed(self: *Self, index_count: u32, instance_count: u32, first_ind
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// FRAME
|
||||
//
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn currentFrame(self: *Self) *Frame {
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue