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| // Dear ImGui: standalone example application for using GLFW + WebGPU | |
| // - Emscripten is supported for publishing on web. See https://emscripten.org. | |
| // - Dawn is used as a WebGPU implementation on desktop. | |
| // 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 | |
| // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. | |
| // Global WebGPU required states | |
| static WGPUInstance wgpu_instance = nullptr; | |
| static WGPUDevice wgpu_device = nullptr; | |
| static WGPUSurface wgpu_surface = nullptr; | |
| static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm; | |
| static WGPUSwapChain wgpu_swap_chain = nullptr; | |
| static int wgpu_swap_chain_width = 1280; | |
| static int wgpu_swap_chain_height = 720; | |
| // Forward declarations | |
| static bool InitWGPU(GLFWwindow* window); | |
| static void CreateSwapChain(int width, int height); | |
| static void glfw_error_callback(int error, const char* description) | |
| { | |
| printf("GLFW Error %d: %s\n", error, description); | |
| } | |
| static void wgpu_error_callback(WGPUErrorType error_type, const char* message, void*) | |
| { | |
| const char* error_type_lbl = ""; | |
| switch (error_type) | |
| { | |
| case WGPUErrorType_Validation: error_type_lbl = "Validation"; break; | |
| case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break; | |
| case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break; | |
| case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break; | |
| default: error_type_lbl = "Unknown"; | |
| } | |
| printf("%s error: %s\n", error_type_lbl, message); | |
| } | |
| // Main code | |
| int main(int, char**) | |
| { | |
| glfwSetErrorCallback(glfw_error_callback); | |
| if (!glfwInit()) | |
| return 1; | |
| // Make sure GLFW does not initialize any graphics context. | |
| // This needs to be done explicitly later. | |
| glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); | |
| GLFWwindow* window = glfwCreateWindow(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr); | |
| if (window == nullptr) | |
| return 1; | |
| // Initialize the WebGPU environment | |
| if (!InitWGPU(window)) | |
| { | |
| if (window) | |
| glfwDestroyWindow(window); | |
| glfwTerminate(); | |
| return 1; | |
| } | |
| CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height); | |
| glfwShowWindow(window); | |
| // 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_InitForOther(window, true); | |
| ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); | |
| ImGui_ImplWGPU_InitInfo init_info; | |
| init_info.Device = wgpu_device; | |
| init_info.NumFramesInFlight = 3; | |
| init_info.RenderTargetFormat = wgpu_preferred_fmt; | |
| init_info.DepthStencilFormat = WGPUTextureFormat_Undefined; | |
| ImGui_ImplWGPU_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 \\ ! | |
| // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. | |
| //io.Fonts->AddFontDefault(); | |
| //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); | |
| //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); | |
| //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); | |
| //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); | |
| //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); | |
| //ImFont* font = io.Fonts->AddFontFromFileTTF("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 | |
| // For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file. | |
| // You may manually call LoadIniSettingsFromMemory() to load settings from your own storage. | |
| io.IniFilename = nullptr; | |
| EMSCRIPTEN_MAINLOOP_BEGIN | |
| 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(); | |
| if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0) | |
| { | |
| ImGui_ImplGlfw_Sleep(10); | |
| continue; | |
| } | |
| // React to changes in screen size | |
| int width, height; | |
| glfwGetFramebufferSize((GLFWwindow*)window, &width, &height); | |
| if (width != wgpu_swap_chain_width || height != wgpu_swap_chain_height) | |
| { | |
| ImGui_ImplWGPU_InvalidateDeviceObjects(); | |
| CreateSwapChain(width, height); | |
| ImGui_ImplWGPU_CreateDeviceObjects(); | |
| } | |
| // Start the Dear ImGui frame | |
| ImGui_ImplWGPU_NewFrame(); | |
| ImGui_ImplGlfw_NewFrame(); | |
| ImGui::NewFrame(); | |
| // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | |
| if (show_demo_window) | |
| ImGui::ShowDemoWindow(&show_demo_window); | |
| // 2. Show a simple window that we create ourselves. We use a Begin/End pair to 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(); | |
| // Tick needs to be called in Dawn to display validation errors | |
| wgpuDeviceTick(wgpu_device); | |
| WGPURenderPassColorAttachment color_attachments = {}; | |
| color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; | |
| color_attachments.loadOp = WGPULoadOp_Clear; | |
| color_attachments.storeOp = WGPUStoreOp_Store; | |
| color_attachments.clearValue = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w }; | |
| color_attachments.view = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain); | |
| WGPURenderPassDescriptor render_pass_desc = {}; | |
| render_pass_desc.colorAttachmentCount = 1; | |
| render_pass_desc.colorAttachments = &color_attachments; | |
| render_pass_desc.depthStencilAttachment = nullptr; | |
| WGPUCommandEncoderDescriptor enc_desc = {}; | |
| WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc); | |
| WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc); | |
| ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass); | |
| wgpuRenderPassEncoderEnd(pass); | |
| WGPUCommandBufferDescriptor cmd_buffer_desc = {}; | |
| WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc); | |
| WGPUQueue queue = wgpuDeviceGetQueue(wgpu_device); | |
| wgpuQueueSubmit(queue, 1, &cmd_buffer); | |
| wgpuSwapChainPresent(wgpu_swap_chain); | |
| wgpuTextureViewRelease(color_attachments.view); | |
| wgpuRenderPassEncoderRelease(pass); | |
| wgpuCommandEncoderRelease(encoder); | |
| wgpuCommandBufferRelease(cmd_buffer); | |
| } | |
| EMSCRIPTEN_MAINLOOP_END; | |
| // Cleanup | |
| ImGui_ImplWGPU_Shutdown(); | |
| ImGui_ImplGlfw_Shutdown(); | |
| ImGui::DestroyContext(); | |
| glfwDestroyWindow(window); | |
| glfwTerminate(); | |
| return 0; | |
| } | |
| static WGPUAdapter RequestAdapter(WGPUInstance instance) | |
| { | |
| auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData) | |
| { | |
| if (status == WGPURequestAdapterStatus_Success) | |
| *(WGPUAdapter*)(pUserData) = adapter; | |
| else | |
| printf("Could not get WebGPU adapter: %s\n", message); | |
| }; | |
| WGPUAdapter adapter; | |
| wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter); | |
| return adapter; | |
| } | |
| static WGPUDevice RequestDevice(WGPUAdapter& adapter) | |
| { | |
| auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData) | |
| { | |
| if (status == WGPURequestDeviceStatus_Success) | |
| *(WGPUDevice*)(pUserData) = device; | |
| else | |
| printf("Could not get WebGPU device: %s\n", message); | |
| }; | |
| WGPUDevice device; | |
| wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device); | |
| return device; | |
| } | |
| static bool InitWGPU(GLFWwindow* window) | |
| { | |
| wgpu::Instance instance = wgpuCreateInstance(nullptr); | |
| wgpu_device = emscripten_webgpu_get_device(); | |
| if (!wgpu_device) | |
| return false; | |
| WGPUAdapter adapter = RequestAdapter(instance.Get()); | |
| if (!adapter) | |
| return false; | |
| wgpu_device = RequestDevice(adapter); | |
| wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {}; | |
| html_surface_desc.selector = "#canvas"; | |
| wgpu::SurfaceDescriptor surface_desc = {}; | |
| surface_desc.nextInChain = &html_surface_desc; | |
| wgpu::Surface surface = instance.CreateSurface(&surface_desc); | |
| wgpu::Adapter adapter = {}; | |
| wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter); | |
| wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window); | |
| if (!surface) | |
| return false; | |
| wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm; | |
| wgpu_instance = instance.MoveToCHandle(); | |
| wgpu_surface = surface.MoveToCHandle(); | |
| wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr); | |
| return true; | |
| } | |
| static void CreateSwapChain(int width, int height) | |
| { | |
| if (wgpu_swap_chain) | |
| wgpuSwapChainRelease(wgpu_swap_chain); | |
| wgpu_swap_chain_width = width; | |
| wgpu_swap_chain_height = height; | |
| WGPUSwapChainDescriptor swap_chain_desc = {}; | |
| swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment; | |
| swap_chain_desc.format = wgpu_preferred_fmt; | |
| swap_chain_desc.width = width; | |
| swap_chain_desc.height = height; | |
| swap_chain_desc.presentMode = WGPUPresentMode_Fifo; | |
| wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc); | |
| } | |