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// Dear ImGui: standalone example application for Glfw + Vulkan
// 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.
# include "imgui.h"
# include "imgui_impl_glfw.h"
# include "imgui_impl_vulkan.h"
# include <stdio.h> // printf, fprintf
# include <stdlib.h> // abort
# define GLFW_INCLUDE_NONE
# define GLFW_INCLUDE_VULKAN
# include <GLFW/glfw3.h>
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// Volk headers
# ifdef IMGUI_IMPL_VULKAN_USE_VOLK
# define VOLK_IMPLEMENTATION
# include <Volk/volk.h>
# endif
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// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
# if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
# pragma comment(lib, "legacy_stdio_definitions")
# endif
//#define APP_USE_UNLIMITED_FRAME_RATE
# ifdef _DEBUG
# define APP_USE_VULKAN_DEBUG_REPORT
# endif
// Data
static VkAllocationCallbacks * g_Allocator = nullptr ;
static VkInstance g_Instance = VK_NULL_HANDLE ;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE ;
static VkDevice g_Device = VK_NULL_HANDLE ;
static uint32_t g_QueueFamily = ( uint32_t ) - 1 ;
static VkQueue g_Queue = VK_NULL_HANDLE ;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE ;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE ;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE ;
static ImGui_ImplVulkanH_Window g_MainWindowData ;
static int g_MinImageCount = 2 ;
static bool g_SwapChainRebuild = false ;
static void glfw_error_callback ( int error , const char * description )
{
fprintf ( stderr , " GLFW Error %d: %s \n " , error , description ) ;
}
static void check_vk_result ( VkResult err )
{
if ( err = = 0 )
return ;
fprintf ( stderr , " [vulkan] Error: VkResult = %d \n " , err ) ;
if ( err < 0 )
abort ( ) ;
}
# ifdef APP_USE_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report ( VkDebugReportFlagsEXT flags , VkDebugReportObjectTypeEXT objectType , uint64_t object , size_t location , int32_t messageCode , const char * pLayerPrefix , const char * pMessage , void * pUserData )
{
( void ) flags ; ( void ) object ; ( void ) location ; ( void ) messageCode ; ( void ) pUserData ; ( void ) pLayerPrefix ; // Unused arguments
fprintf ( stderr , " [vulkan] Debug report from ObjectType: %i \n Message: %s \n \n " , objectType , pMessage ) ;
return VK_FALSE ;
}
# endif // APP_USE_VULKAN_DEBUG_REPORT
static bool IsExtensionAvailable ( const ImVector < VkExtensionProperties > & properties , const char * extension )
{
for ( const VkExtensionProperties & p : properties )
if ( strcmp ( p . extensionName , extension ) = = 0 )
return true ;
return false ;
}
static VkPhysicalDevice SetupVulkan_SelectPhysicalDevice ( )
{
uint32_t gpu_count ;
VkResult err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , nullptr ) ;
check_vk_result ( err ) ;
IM_ASSERT ( gpu_count > 0 ) ;
ImVector < VkPhysicalDevice > gpus ;
gpus . resize ( gpu_count ) ;
err = vkEnumeratePhysicalDevices ( g_Instance , & gpu_count , gpus . Data ) ;
check_vk_result ( err ) ;
// If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers
// most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple
// dedicated GPUs) is out of scope of this sample.
for ( VkPhysicalDevice & device : gpus )
{
VkPhysicalDeviceProperties properties ;
vkGetPhysicalDeviceProperties ( device , & properties ) ;
if ( properties . deviceType = = VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU )
return device ;
}
// Use first GPU (Integrated) is a Discrete one is not available.
if ( gpu_count > 0 )
return gpus [ 0 ] ;
return VK_NULL_HANDLE ;
}
static void SetupVulkan ( ImVector < const char * > instance_extensions )
{
VkResult err ;
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# ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkInitialize ( ) ;
# endif
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// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO ;
// Enumerate available extensions
uint32_t properties_count ;
ImVector < VkExtensionProperties > properties ;
vkEnumerateInstanceExtensionProperties ( nullptr , & properties_count , nullptr ) ;
properties . resize ( properties_count ) ;
err = vkEnumerateInstanceExtensionProperties ( nullptr , & properties_count , properties . Data ) ;
check_vk_result ( err ) ;
// Enable required extensions
if ( IsExtensionAvailable ( properties , VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME ) )
instance_extensions . push_back ( VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME ) ;
# ifdef VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME
if ( IsExtensionAvailable ( properties , VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME ) )
{
instance_extensions . push_back ( VK_KHR_PORTABILITY_ENUMERATION_EXTENSION_NAME ) ;
create_info . flags | = VK_INSTANCE_CREATE_ENUMERATE_PORTABILITY_BIT_KHR ;
}
# endif
// Enabling validation layers
# ifdef APP_USE_VULKAN_DEBUG_REPORT
const char * layers [ ] = { " VK_LAYER_KHRONOS_validation " } ;
create_info . enabledLayerCount = 1 ;
create_info . ppEnabledLayerNames = layers ;
instance_extensions . push_back ( " VK_EXT_debug_report " ) ;
# endif
// Create Vulkan Instance
create_info . enabledExtensionCount = ( uint32_t ) instance_extensions . Size ;
create_info . ppEnabledExtensionNames = instance_extensions . Data ;
err = vkCreateInstance ( & create_info , g_Allocator , & g_Instance ) ;
check_vk_result ( err ) ;
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# ifdef IMGUI_IMPL_VULKAN_USE_VOLK
volkLoadInstance ( g_Instance ) ;
# endif
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// Setup the debug report callback
# ifdef APP_USE_VULKAN_DEBUG_REPORT
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auto f_vkCreateDebugReportCallbackEXT = ( PFN_vkCreateDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkCreateDebugReportCallbackEXT " ) ;
IM_ASSERT ( f_vkCreateDebugReportCallbackEXT ! = nullptr ) ;
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VkDebugReportCallbackCreateInfoEXT debug_report_ci = { } ;
debug_report_ci . sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT ;
debug_report_ci . flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT ;
debug_report_ci . pfnCallback = debug_report ;
debug_report_ci . pUserData = nullptr ;
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err = f_vkCreateDebugReportCallbackEXT ( g_Instance , & debug_report_ci , g_Allocator , & g_DebugReport ) ;
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check_vk_result ( err ) ;
# endif
}
// Select Physical Device (GPU)
g_PhysicalDevice = SetupVulkan_SelectPhysicalDevice ( ) ;
// Select graphics queue family
{
uint32_t count ;
vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , nullptr ) ;
VkQueueFamilyProperties * queues = ( VkQueueFamilyProperties * ) malloc ( sizeof ( VkQueueFamilyProperties ) * count ) ;
vkGetPhysicalDeviceQueueFamilyProperties ( g_PhysicalDevice , & count , queues ) ;
for ( uint32_t i = 0 ; i < count ; i + + )
if ( queues [ i ] . queueFlags & VK_QUEUE_GRAPHICS_BIT )
{
g_QueueFamily = i ;
break ;
}
free ( queues ) ;
IM_ASSERT ( g_QueueFamily ! = ( uint32_t ) - 1 ) ;
}
// Create Logical Device (with 1 queue)
{
ImVector < const char * > device_extensions ;
device_extensions . push_back ( " VK_KHR_swapchain " ) ;
// Enumerate physical device extension
uint32_t properties_count ;
ImVector < VkExtensionProperties > properties ;
vkEnumerateDeviceExtensionProperties ( g_PhysicalDevice , nullptr , & properties_count , nullptr ) ;
properties . resize ( properties_count ) ;
vkEnumerateDeviceExtensionProperties ( g_PhysicalDevice , nullptr , & properties_count , properties . Data ) ;
# ifdef VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME
if ( IsExtensionAvailable ( properties , VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME ) )
device_extensions . push_back ( VK_KHR_PORTABILITY_SUBSET_EXTENSION_NAME ) ;
# endif
const float queue_priority [ ] = { 1.0f } ;
VkDeviceQueueCreateInfo queue_info [ 1 ] = { } ;
queue_info [ 0 ] . sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO ;
queue_info [ 0 ] . queueFamilyIndex = g_QueueFamily ;
queue_info [ 0 ] . queueCount = 1 ;
queue_info [ 0 ] . pQueuePriorities = queue_priority ;
VkDeviceCreateInfo create_info = { } ;
create_info . sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO ;
create_info . queueCreateInfoCount = sizeof ( queue_info ) / sizeof ( queue_info [ 0 ] ) ;
create_info . pQueueCreateInfos = queue_info ;
create_info . enabledExtensionCount = ( uint32_t ) device_extensions . Size ;
create_info . ppEnabledExtensionNames = device_extensions . Data ;
err = vkCreateDevice ( g_PhysicalDevice , & create_info , g_Allocator , & g_Device ) ;
check_vk_result ( err ) ;
vkGetDeviceQueue ( g_Device , g_QueueFamily , 0 , & g_Queue ) ;
}
// Create Descriptor Pool
// The example only requires a single combined image sampler descriptor for the font image and only uses one descriptor set (for that)
// If you wish to load e.g. additional textures you may need to alter pools sizes.
{
VkDescriptorPoolSize pool_sizes [ ] =
{
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER , 1 } ,
} ;
VkDescriptorPoolCreateInfo pool_info = { } ;
pool_info . sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO ;
pool_info . flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT ;
pool_info . maxSets = 1 ;
pool_info . poolSizeCount = ( uint32_t ) IM_ARRAYSIZE ( pool_sizes ) ;
pool_info . pPoolSizes = pool_sizes ;
err = vkCreateDescriptorPool ( g_Device , & pool_info , g_Allocator , & g_DescriptorPool ) ;
check_vk_result ( err ) ;
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow ( ImGui_ImplVulkanH_Window * wd , VkSurfaceKHR surface , int width , int height )
{
wd - > Surface = surface ;
// Check for WSI support
VkBool32 res ;
vkGetPhysicalDeviceSurfaceSupportKHR ( g_PhysicalDevice , g_QueueFamily , wd - > Surface , & res ) ;
if ( res ! = VK_TRUE )
{
fprintf ( stderr , " Error no WSI support on physical device 0 \n " ) ;
exit ( - 1 ) ;
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat [ ] = { VK_FORMAT_B8G8R8A8_UNORM , VK_FORMAT_R8G8B8A8_UNORM , VK_FORMAT_B8G8R8_UNORM , VK_FORMAT_R8G8B8_UNORM } ;
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR ;
wd - > SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat ( g_PhysicalDevice , wd - > Surface , requestSurfaceImageFormat , ( size_t ) IM_ARRAYSIZE ( requestSurfaceImageFormat ) , requestSurfaceColorSpace ) ;
// Select Present Mode
# ifdef APP_USE_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes [ ] = { VK_PRESENT_MODE_MAILBOX_KHR , VK_PRESENT_MODE_IMMEDIATE_KHR , VK_PRESENT_MODE_FIFO_KHR } ;
# else
VkPresentModeKHR present_modes [ ] = { VK_PRESENT_MODE_FIFO_KHR } ;
# endif
wd - > PresentMode = ImGui_ImplVulkanH_SelectPresentMode ( g_PhysicalDevice , wd - > Surface , & present_modes [ 0 ] , IM_ARRAYSIZE ( present_modes ) ) ;
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT ( g_MinImageCount > = 2 ) ;
ImGui_ImplVulkanH_CreateOrResizeWindow ( g_Instance , g_PhysicalDevice , g_Device , wd , g_QueueFamily , g_Allocator , width , height , g_MinImageCount ) ;
}
static void CleanupVulkan ( )
{
vkDestroyDescriptorPool ( g_Device , g_DescriptorPool , g_Allocator ) ;
# ifdef APP_USE_VULKAN_DEBUG_REPORT
// Remove the debug report callback
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auto f_vkDestroyDebugReportCallbackEXT = ( PFN_vkDestroyDebugReportCallbackEXT ) vkGetInstanceProcAddr ( g_Instance , " vkDestroyDebugReportCallbackEXT " ) ;
f_vkDestroyDebugReportCallbackEXT ( g_Instance , g_DebugReport , g_Allocator ) ;
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# endif // APP_USE_VULKAN_DEBUG_REPORT
vkDestroyDevice ( g_Device , g_Allocator ) ;
vkDestroyInstance ( g_Instance , g_Allocator ) ;
}
static void CleanupVulkanWindow ( )
{
ImGui_ImplVulkanH_DestroyWindow ( g_Instance , g_Device , & g_MainWindowData , g_Allocator ) ;
}
static void FrameRender ( ImGui_ImplVulkanH_Window * wd , ImDrawData * draw_data )
{
VkResult err ;
VkSemaphore image_acquired_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . ImageAcquiredSemaphore ;
VkSemaphore render_complete_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . RenderCompleteSemaphore ;
err = vkAcquireNextImageKHR ( g_Device , wd - > Swapchain , UINT64_MAX , image_acquired_semaphore , VK_NULL_HANDLE , & wd - > FrameIndex ) ;
if ( err = = VK_ERROR_OUT_OF_DATE_KHR | | err = = VK_SUBOPTIMAL_KHR )
{
g_SwapChainRebuild = true ;
return ;
}
check_vk_result ( err ) ;
ImGui_ImplVulkanH_Frame * fd = & wd - > Frames [ wd - > FrameIndex ] ;
{
err = vkWaitForFences ( g_Device , 1 , & fd - > Fence , VK_TRUE , UINT64_MAX ) ; // wait indefinitely instead of periodically checking
check_vk_result ( err ) ;
err = vkResetFences ( g_Device , 1 , & fd - > Fence ) ;
check_vk_result ( err ) ;
}
{
err = vkResetCommandPool ( g_Device , fd - > CommandPool , 0 ) ;
check_vk_result ( err ) ;
VkCommandBufferBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO ;
info . flags | = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT ;
err = vkBeginCommandBuffer ( fd - > CommandBuffer , & info ) ;
check_vk_result ( err ) ;
}
{
VkRenderPassBeginInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO ;
info . renderPass = wd - > RenderPass ;
info . framebuffer = fd - > Framebuffer ;
info . renderArea . extent . width = wd - > Width ;
info . renderArea . extent . height = wd - > Height ;
info . clearValueCount = 1 ;
info . pClearValues = & wd - > ClearValue ;
vkCmdBeginRenderPass ( fd - > CommandBuffer , & info , VK_SUBPASS_CONTENTS_INLINE ) ;
}
// Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData ( draw_data , fd - > CommandBuffer ) ;
// Submit command buffer
vkCmdEndRenderPass ( fd - > CommandBuffer ) ;
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT ;
VkSubmitInfo info = { } ;
info . sType = VK_STRUCTURE_TYPE_SUBMIT_INFO ;
info . waitSemaphoreCount = 1 ;
info . pWaitSemaphores = & image_acquired_semaphore ;
info . pWaitDstStageMask = & wait_stage ;
info . commandBufferCount = 1 ;
info . pCommandBuffers = & fd - > CommandBuffer ;
info . signalSemaphoreCount = 1 ;
info . pSignalSemaphores = & render_complete_semaphore ;
err = vkEndCommandBuffer ( fd - > CommandBuffer ) ;
check_vk_result ( err ) ;
err = vkQueueSubmit ( g_Queue , 1 , & info , fd - > Fence ) ;
check_vk_result ( err ) ;
}
}
static void FramePresent ( ImGui_ImplVulkanH_Window * wd )
{
if ( g_SwapChainRebuild )
return ;
VkSemaphore render_complete_semaphore = wd - > FrameSemaphores [ wd - > SemaphoreIndex ] . RenderCompleteSemaphore ;
VkPresentInfoKHR info = { } ;
info . sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR ;
info . waitSemaphoreCount = 1 ;
info . pWaitSemaphores = & render_complete_semaphore ;
info . swapchainCount = 1 ;
info . pSwapchains = & wd - > Swapchain ;
info . pImageIndices = & wd - > FrameIndex ;
VkResult err = vkQueuePresentKHR ( g_Queue , & info ) ;
if ( err = = VK_ERROR_OUT_OF_DATE_KHR | | err = = VK_SUBOPTIMAL_KHR )
{
g_SwapChainRebuild = true ;
return ;
}
check_vk_result ( err ) ;
wd - > SemaphoreIndex = ( wd - > SemaphoreIndex + 1 ) % wd - > SemaphoreCount ; // Now we can use the next set of semaphores
}
// Main code
int main ( int , char * * )
{
glfwSetErrorCallback ( glfw_error_callback ) ;
if ( ! glfwInit ( ) )
return 1 ;
// Create window with Vulkan context
glfwWindowHint ( GLFW_CLIENT_API , GLFW_NO_API ) ;
GLFWwindow * window = glfwCreateWindow ( 1280 , 720 , " Dear ImGui GLFW+Vulkan example " , nullptr , nullptr ) ;
if ( ! glfwVulkanSupported ( ) )
{
printf ( " GLFW: Vulkan Not Supported \n " ) ;
return 1 ;
}
ImVector < const char * > extensions ;
uint32_t extensions_count = 0 ;
const char * * glfw_extensions = glfwGetRequiredInstanceExtensions ( & extensions_count ) ;
for ( uint32_t i = 0 ; i < extensions_count ; i + + )
extensions . push_back ( glfw_extensions [ i ] ) ;
SetupVulkan ( extensions ) ;
// Create Window Surface
VkSurfaceKHR surface ;
VkResult err = glfwCreateWindowSurface ( g_Instance , window , g_Allocator , & surface ) ;
check_vk_result ( err ) ;
// Create Framebuffers
int w , h ;
glfwGetFramebufferSize ( window , & w , & h ) ;
ImGui_ImplVulkanH_Window * wd = & g_MainWindowData ;
SetupVulkanWindow ( wd , surface , w , h ) ;
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
ImGui : : CreateContext ( ) ;
ImGuiIO & io = ImGui : : GetIO ( ) ; ( void ) io ;
io . ConfigFlags | = ImGuiConfigFlags_NavEnableKeyboard ; // Enable Keyboard Controls
io . ConfigFlags | = ImGuiConfigFlags_NavEnableGamepad ; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui : : StyleColorsDark ( ) ;
//ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForVulkan ( window , true ) ;
ImGui_ImplVulkan_InitInfo init_info = { } ;
init_info . Instance = g_Instance ;
init_info . PhysicalDevice = g_PhysicalDevice ;
init_info . Device = g_Device ;
init_info . QueueFamily = g_QueueFamily ;
init_info . Queue = g_Queue ;
init_info . PipelineCache = g_PipelineCache ;
init_info . DescriptorPool = g_DescriptorPool ;
init_info . RenderPass = wd - > RenderPass ;
init_info . Subpass = 0 ;
init_info . MinImageCount = g_MinImageCount ;
init_info . ImageCount = wd - > ImageCount ;
init_info . MSAASamples = VK_SAMPLE_COUNT_1_BIT ;
init_info . Allocator = g_Allocator ;
init_info . CheckVkResultFn = check_vk_result ;
ImGui_ImplVulkan_Init ( & init_info ) ;
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != nullptr);
// Our state
bool show_demo_window = true ;
bool show_another_window = false ;
ImVec4 clear_color = ImVec4 ( 0.45f , 0.55f , 0.60f , 1.00f ) ;
// Main loop
while ( ! glfwWindowShouldClose ( window ) )
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents ( ) ;
// Resize swap chain?
if ( g_SwapChainRebuild )
{
int width , height ;
glfwGetFramebufferSize ( window , & width , & height ) ;
if ( width > 0 & & height > 0 )
{
ImGui_ImplVulkan_SetMinImageCount ( g_MinImageCount ) ;
ImGui_ImplVulkanH_CreateOrResizeWindow ( g_Instance , g_PhysicalDevice , g_Device , & g_MainWindowData , g_QueueFamily , g_Allocator , width , height , g_MinImageCount ) ;
g_MainWindowData . FrameIndex = 0 ;
g_SwapChainRebuild = false ;
}
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame ( ) ;
ImGui_ImplGlfw_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if ( show_demo_window )
ImGui : : ShowDemoWindow ( & show_demo_window ) ;
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
{
static float f = 0.0f ;
static int counter = 0 ;
ImGui : : Begin ( " Hello, world! " ) ; // Create a window called "Hello, world!" and append into it.
ImGui : : Text ( " This is some useful text. " ) ; // Display some text (you can use a format strings too)
ImGui : : Checkbox ( " Demo Window " , & show_demo_window ) ; // Edit bools storing our window open/close state
ImGui : : Checkbox ( " Another Window " , & show_another_window ) ;
ImGui : : SliderFloat ( " float " , & f , 0.0f , 1.0f ) ; // Edit 1 float using a slider from 0.0f to 1.0f
ImGui : : ColorEdit3 ( " clear color " , ( float * ) & clear_color ) ; // Edit 3 floats representing a color
if ( ImGui : : Button ( " Button " ) ) // Buttons return true when clicked (most widgets return true when edited/activated)
counter + + ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " counter = %d " , counter ) ;
ImGui : : Text ( " Application average %.3f ms/frame (%.1f FPS) " , 1000.0f / io . Framerate , io . Framerate ) ;
ImGui : : End ( ) ;
}
// 3. Show another simple window.
if ( show_another_window )
{
ImGui : : Begin ( " Another Window " , & show_another_window ) ; // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui : : Text ( " Hello from another window! " ) ;
if ( ImGui : : Button ( " Close Me " ) )
show_another_window = false ;
ImGui : : End ( ) ;
}
// Rendering
ImGui : : Render ( ) ;
ImDrawData * draw_data = ImGui : : GetDrawData ( ) ;
const bool is_minimized = ( draw_data - > DisplaySize . x < = 0.0f | | draw_data - > DisplaySize . y < = 0.0f ) ;
if ( ! is_minimized )
{
wd - > ClearValue . color . float32 [ 0 ] = clear_color . x * clear_color . w ;
wd - > ClearValue . color . float32 [ 1 ] = clear_color . y * clear_color . w ;
wd - > ClearValue . color . float32 [ 2 ] = clear_color . z * clear_color . w ;
wd - > ClearValue . color . float32 [ 3 ] = clear_color . w ;
FrameRender ( wd , draw_data ) ;
FramePresent ( wd ) ;
}
}
// Cleanup
err = vkDeviceWaitIdle ( g_Device ) ;
check_vk_result ( err ) ;
ImGui_ImplVulkan_Shutdown ( ) ;
ImGui_ImplGlfw_Shutdown ( ) ;
ImGui : : DestroyContext ( ) ;
CleanupVulkanWindow ( ) ;
CleanupVulkan ( ) ;
glfwDestroyWindow ( window ) ;
glfwTerminate ( ) ;
return 0 ;
}