[WIP] SHADE ImGui Vulkan Backend

This commit is contained in:
Sri Sham Haran 2022-09-09 21:46:30 +08:00
parent a8d00a29ec
commit 4b8c842615
5 changed files with 693 additions and 8 deletions

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@ -102,6 +102,7 @@
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="src\Editor\Backend\SHImGuiVulkanBackend.h" />
<ClInclude Include="src\Editor\SHEditor.h" />
<ClInclude Include="src\Editor\SHEditorBackend.h" />
<ClInclude Include="src\Engine\ECS_Base\Components\SHComponent.h" />
@ -188,6 +189,7 @@
<ClInclude Include="src\Tools\SHLogger.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Editor\Backend\SHImGuiVulkanBackend.cpp" />
<ClCompile Include="src\Editor\SHEditor.cpp" />
<ClCompile Include="src\Engine\ECS_Base\Components\SHComponent.cpp" />
<ClCompile Include="src\Engine\ECS_Base\Components\SHComponentGroup.cpp" />

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@ -361,6 +361,7 @@
<ClInclude Include="src\Tools\SHLogger.h">
<Filter>Tools</Filter>
</ClInclude>
<ClInclude Include="src\Editor\Backend\SHImGuiVulkanBackend.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="src\Editor\SHEditor.cpp">
@ -541,5 +542,6 @@
<ClCompile Include="src\Tools\SHLogger.cpp">
<Filter>Tools</Filter>
</ClCompile>
<ClCompile Include="src\Editor\Backend\SHImGuiVulkanBackend.cpp" />
</ItemGroup>
</Project>

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@ -0,0 +1,613 @@
#include <SHpch.h>
#include <stdio.h>
#include <imgui.h>
#include "SHImGuiVulkanBackend.h"
#include <Engine/ECS_Base/System/SHSystemManager.h>
#include "Tools/SHLogger.h"
namespace SHADE
{
#define GETINSTANCE \
ImGuiIO& io = ImGui::GetIO(); \
SHBreachInstance& instance = *reinterpret_cast<SHBreachInstance*>(io.UserData);
/*
#==============================================================#
|| Embedded Shaders ||
#==============================================================#
*/
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
}
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
0x0000002d,0x0000002c,0x000100fd,0x00010038
};
// glsl_shader.frag, compiled with:
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
/*
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
0x00010038
};
/*
#==============================================================#
|| ImGui Push Constants ||
#==============================================================#
*/
struct ImGui_Push_Constants
{
std::array<float, 2> scale;
std::array<float, 2> translate;
};
void SHImGuiVulkanBackend::CreateInstance(Handle<SHVkLogicalDevice> const& logicalDevice) noexcept
{
if (ImGui::GetCurrentContext() == nullptr)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
}
else { SHLOG_WARNING("ImGui context already exists") };
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
//io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendRendererName = "SHImGuiVulkanBackend";
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platformIO = ImGui::GetPlatformIO();
platformIO.Renderer_CreateWindow = CreateChildWindow;
platformIO.Renderer_DestroyWindow = DestroyChildWindow;
platformIO.Renderer_SetWindowSize = SetChildWindowSize;
platformIO.Renderer_RenderWindow = RenderChildWindow;
platformIO.Renderer_SwapBuffers = ChildSwapBuffers;
platformIO.Platform_CreateWindow = CreateChildWindow;
platformIO.Platform_DestroyWindow = DestroyChildWindow;
platformIO.Platform_ShowWindow = [](ImGuiViewport* pViewport) {};
platformIO.Platform_SetWindowPos = SetChildWindowPos;
platformIO.Platform_GetWindowPos = GetChildWindowPos;
platformIO.Platform_SetWindowSize = SetChildWindowSize;
platformIO.Platform_GetWindowSize = GetChildWindowSize;
//platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
//platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
//platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platformIO.Platform_SetWindowTitle = [](ImGuiViewport* pViewport, const char*) {};
platformIO.Platform_RenderWindow = RenderChildWindow;
platformIO.Platform_SwapBuffers = ChildSwapBuffers;
platformIO.Monitors.resize(0);
ImGuiPlatformMonitor monitor;
monitor.MainPos = monitor.WorkPos = {};
monitor.MainSize = monitor.WorkSize = {};
platformIO.Monitors.push_back(monitor);
}//if(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//associate io keymap with engine input keymap
//Initialize instance
auto instance = std::make_unique<SHBreachInstance>();
instance->InitializePipeline(io);
instance->lastFrameTime = std::chrono::high_resolution_clock::now();
io.UserData = instance.release();
ImGuiViewport* viewport = ImGui::GetMainViewport();
viewport->RendererUserData = io.UserData;
viewport->PlatformHandle = io.UserData;
}
void SHImGuiVulkanBackend::Render(void) noexcept
{
ImGui::Render();
ImDrawData* drawData = ImGui::GetDrawData();
//TODO: instance draw data
}
void SHImGuiVulkanBackend::CreateChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto& info = *new SHImGuiWindow{ instance.device };
viewport->RendererUserData = &info;
}
void SHImGuiVulkanBackend::DestroyChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
delete info;
viewport->RendererUserData = nullptr;
}
ImVec2 SHImGuiVulkanBackend::GetChildWindowSize(ImGuiViewport* viewport) noexcept
{
auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
return{};
}
void SHImGuiVulkanBackend::SetChildWindowSize(ImGuiViewport* viewport, ImVec2 size) noexcept
{
}
ImVec2 SHImGuiVulkanBackend::GetChildWindowPos(ImGuiViewport* viewport) noexcept
{
}
void SHImGuiVulkanBackend::SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept
{
}
void SHImGuiVulkanBackend::RenderChildWindow(ImGuiViewport* viewport, void*) noexcept
{
}
void SHImGuiVulkanBackend::ChildSwapBuffers(ImGuiViewport* viewport, void*) noexcept
{
}
void SHImGuiVulkanBackend::SHImGuiWindow::InitializeBuffers(void) noexcept
{
for (auto& primBuffer : primitiveBuffers)
{
primBuffer.vertexBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawVert) * 3000,
nullptr,
sizeof(ImDrawVert) * 3000,
vk::BufferUsageFlagBits::eVertexBuffer,
VMA_MEMORY_USAGE_AUTO,
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
primBuffer.indicesBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawIdx) * 3000,
nullptr,
sizeof(ImDrawIdx) * 3000,
vk::BufferUsageFlagBits::eIndexBuffer,
VMA_MEMORY_USAGE_AUTO,
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
}
}
void SHImGuiVulkanBackend::SHBreachInstance::CreateFontsTexture(Handle<SHVkImage> image, ImGuiIO& io) noexcept
{
// Build texture atlas
unsigned char* pixels;
int width, height;
// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders.
// If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create the texture in xgpu
{
std::array<xgpu::texture::setup::mip, 1> Mip{ height * width * sizeof(std::uint32_t) };
xgpu::texture::setup Setup;
Setup.m_Height = height;
Setup.m_Width = width;
Setup.m_MipChain = Mip;
Setup.m_Data = { reinterpret_cast<const std::byte*>(pixels), Mip[0].m_Size };
if (auto Err = m_Device.Create(Texture, Setup); Err)
return Err;
}
// We could put here the texture id if we wanted
io.Fonts->TexID = nullptr;
return nullptr;
}
}
#include <SHpch.h>
#include <stdio.h>
#include <imgui.h>
#include "SHImGuiVulkanBackend.h"
#include <Engine/ECS_Base/System/SHSystemManager.h>
#include "Tools/SHLogger.h"
namespace SHADE
{
#define GETINSTANCE \
ImGuiIO& io = ImGui::GetIO(); \
SHBreachInstance& instance = *reinterpret_cast<SHBreachInstance*>(io.UserData);
/*
#==============================================================#
|| Embedded Shaders ||
#==============================================================#
*/
// glsl_shader.vert, compiled with:
// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
/*
#version 450 core
layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
}
*/
static uint32_t __glsl_shader_vert_spv[] =
{
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
0x0000002d,0x0000002c,0x000100fd,0x00010038
};
// glsl_shader.frag, compiled with:
// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
/*
#version 450 core
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
void main()
{
fColor = In.Color * texture(sTexture, In.UV.st);
}
*/
static uint32_t __glsl_shader_frag_spv[] =
{
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
0x00010038
};
/*
#==============================================================#
|| ImGui Push Constants ||
#==============================================================#
*/
struct ImGui_Push_Constants
{
std::array<float, 2> scale;
std::array<float, 2> translate;
};
void SHImGuiVulkanBackend::CreateInstance(Handle<SHVkLogicalDevice> const& logicalDevice) noexcept
{
if (ImGui::GetCurrentContext() == nullptr)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
}
else { SHLOG_WARNING("ImGui context already exists") };
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
//io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
io.BackendRendererName = "SHImGuiVulkanBackend";
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platformIO = ImGui::GetPlatformIO();
platformIO.Renderer_CreateWindow = CreateChildWindow;
platformIO.Renderer_DestroyWindow = DestroyChildWindow;
platformIO.Renderer_SetWindowSize = SetChildWindowSize;
platformIO.Renderer_RenderWindow = RenderChildWindow;
platformIO.Renderer_SwapBuffers = ChildSwapBuffers;
platformIO.Platform_CreateWindow = CreateChildWindow;
platformIO.Platform_DestroyWindow = DestroyChildWindow;
platformIO.Platform_ShowWindow = [](ImGuiViewport* pViewport) {};
platformIO.Platform_SetWindowPos = SetChildWindowPos;
platformIO.Platform_GetWindowPos = GetChildWindowPos;
platformIO.Platform_SetWindowSize = SetChildWindowSize;
platformIO.Platform_GetWindowSize = GetChildWindowSize;
//platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
//platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
//platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
platformIO.Platform_SetWindowTitle = [](ImGuiViewport* pViewport, const char*) {};
platformIO.Platform_RenderWindow = RenderChildWindow;
platformIO.Platform_SwapBuffers = ChildSwapBuffers;
platformIO.Monitors.resize(0);
ImGuiPlatformMonitor monitor;
monitor.MainPos = monitor.WorkPos = {};
monitor.MainSize = monitor.WorkSize = {};
platformIO.Monitors.push_back(monitor);
}//if(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//associate io keymap with engine input keymap
//Initialize instance
auto instance = std::make_unique<SHBreachInstance>();
instance->InitializePipeline(io);
instance->lastFrameTime = std::chrono::high_resolution_clock::now();
io.UserData = instance.release();
ImGuiViewport* viewport = ImGui::GetMainViewport();
viewport->RendererUserData = io.UserData;
viewport->PlatformHandle = io.UserData;
}
void SHImGuiVulkanBackend::Render(void) noexcept
{
ImGui::Render();
ImDrawData* drawData = ImGui::GetDrawData();
//TODO: instance draw data
}
void SHImGuiVulkanBackend::CreateChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto& info = *new SHImGuiWindow{ instance.device };
viewport->RendererUserData = &info;
}
void SHImGuiVulkanBackend::DestroyChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
delete info;
viewport->RendererUserData = nullptr;
}
ImVec2 SHImGuiVulkanBackend::GetChildWindowSize(ImGuiViewport* viewport) noexcept
{
auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
return{};
}
void SHImGuiVulkanBackend::SetChildWindowSize(ImGuiViewport* viewport, ImVec2 size) noexcept
{
}
ImVec2 SHImGuiVulkanBackend::GetChildWindowPos(ImGuiViewport* viewport) noexcept
{
}
void SHImGuiVulkanBackend::SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept
{
}
void SHImGuiVulkanBackend::RenderChildWindow(ImGuiViewport* viewport, void*) noexcept
{
}
void SHImGuiVulkanBackend::ChildSwapBuffers(ImGuiViewport* viewport, void*) noexcept
{
}
void SHImGuiVulkanBackend::SHImGuiWindow::InitializeBuffers(void) noexcept
{
for (auto& primBuffer : primitiveBuffers)
{
primBuffer.vertexBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawVert) * 3000,
nullptr,
sizeof(ImDrawVert) * 3000,
vk::BufferUsageFlagBits::eVertexBuffer,
VMA_MEMORY_USAGE_AUTO,
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
primBuffer.indicesBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawIdx) * 3000,
nullptr,
sizeof(ImDrawIdx) * 3000,
vk::BufferUsageFlagBits::eIndexBuffer,
VMA_MEMORY_USAGE_AUTO,
VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
}
}
void SHImGuiVulkanBackend::SHBreachInstance::CreateFontsTexture(Handle<SHVkImage> image, ImGuiIO& io) noexcept
{
// Build texture atlas
unsigned char* pixels;
int width, height;
// Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders.
// If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create the texture in xgpu
{
std::array<xgpu::texture::setup::mip, 1> Mip{ height * width * sizeof(std::uint32_t) };
xgpu::texture::setup Setup;
Setup.m_Height = height;
Setup.m_Width = width;
Setup.m_MipChain = Mip;
Setup.m_Data = { reinterpret_cast<const std::byte*>(pixels), Mip[0].m_Size };
if (auto Err = m_Device.Create(Texture, Setup); Err)
return Err;
}
// We could put here the texture id if we wanted
io.Fonts->TexID = nullptr;
return nullptr;
}
}

View File

@ -0,0 +1,62 @@
#pragma once
#include <Graphics/Instance/SHVkInstance.h>
#include "Graphics/Buffers/SHVkBuffer.h"
#include "Graphics/Images/SHVkImage.h"
#include <Graphics/Devices/SHVkPhysicalDevice.h>
#include <Graphics/Devices/SHVkLogicalDevice.h>
#include <Graphics/Pipeline/SHVkPipeline.h>
#include "Graphics/Swapchain/SHVkSwapchain.h"
#include <Graphics/MiddleEnd/Interface/SHGraphicsSystem.h>
#include "Graphics/Debugging/SHVulkanDebugUtil.h"
namespace SHADE
{
class SHImGuiVulkanBackend
{
struct SHImGuiWindow
{
struct Buffers
{
Handle<SHVkBuffer> vertexBuffer;
Handle<SHVkBuffer> indicesBuffer;
};
Handle<SHVkLogicalDevice> device;
std::array<Buffers, 2> primitiveBuffers;
public:
void InitializeBuffers(void) noexcept;
};
struct SHBreachInstance : public SHImGuiWindow
{
Handle<SHVkPipeline> pipeline;
std::chrono::time_point<std::chrono::steady_clock> lastFrameTime;
public:
void CreateFontsTexture (Handle<SHVkImage> image, ImGuiIO& io) noexcept;
void InitializePipeline(ImGuiIO& io) noexcept;
};
public:
static void CreateInstance(Handle<SHVkLogicalDevice> const& logicalDevice) noexcept;
static void Render(void) noexcept;
static void EnableDocking(void) noexcept;
//Platform specific functions
static void CreateChildWindow(ImGuiViewport* viewport) noexcept;
static void DestroyChildWindow(ImGuiViewport* viewport) noexcept;
static ImVec2 GetChildWindowSize(ImGuiViewport* viewport) noexcept;
static void SetChildWindowSize(ImGuiViewport* viewport, ImVec2 size) noexcept;
static ImVec2 GetChildWindowPos(ImGuiViewport* viewport) noexcept;
static void SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept;
static void RenderChildWindow(ImGuiViewport* viewport, void*) noexcept;
static void ChildSwapBuffers(ImGuiViewport* viewport, void*) noexcept;
private:
};
}

View File

@ -3,8 +3,8 @@
#include "SHEditorBackend.h"
#include <Engine/ECS_Base/System/SHSystemManager.h>
#include <Graphics/Instance/SHVkInstance.h>
#include <Graphics/Instance/SHVkInstance.h>
#include <Graphics/MiddleEnd/Interface/SHGraphicsSystem.h>
#include <Graphics/Devices/SHVkPhysicalDevice.h>
#include <Graphics/Devices/SHVkLogicalDevice.h>
@ -13,6 +13,8 @@
#include "Tools/SHLogger.h"
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
namespace SHADE
{
Handle<SHVkCommandPool> SHEditor::cmdPool;
@ -23,14 +25,15 @@ namespace SHADE
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
SetupWin32Backend(hwnd);
SetupVulkanBackend();
//ImGuiIO& io = ImGui::GetIO();
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
//io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
}
@ -44,7 +47,7 @@ namespace SHADE
NewFrame();
//Add all windows to draw list, Perform necessary updates
ImGui::ShowDemoWindow();
//ImGui::ShowDemoWindow();
ImGui::Render();
}
@ -59,6 +62,7 @@ namespace SHADE
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
void SHEditor::Exit()
@ -83,6 +87,7 @@ namespace SHADE
initInfo.Allocator = nullptr;
initInfo.PipelineCache = nullptr;
initInfo.Subpass = 0;
initInfo.CheckVkResultFn = [](VkResult err)
{
if (err == VK_SUCCESS)
@ -105,8 +110,8 @@ namespace SHADE
void SHEditor::NewFrame()
{
ImGui_ImplWin32_NewFrame();
ImGui_ImplVulkan_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
}
@ -118,4 +123,5 @@ namespace SHADE
void SHEditor::ShutdownWin32Backend()
{
}
}