[WIP] SHADE ImGui Vulkan Backend
This commit is contained in:
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@ -102,6 +102,7 @@
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</Lib>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="src\Editor\Backend\SHImGuiVulkanBackend.h" />
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<ClInclude Include="src\Editor\SHEditor.h" />
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<ClInclude Include="src\Editor\SHEditorBackend.h" />
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<ClInclude Include="src\Engine\ECS_Base\Components\SHComponent.h" />
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@ -188,6 +189,7 @@
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<ClInclude Include="src\Tools\SHLogger.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Editor\Backend\SHImGuiVulkanBackend.cpp" />
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<ClCompile Include="src\Editor\SHEditor.cpp" />
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<ClCompile Include="src\Engine\ECS_Base\Components\SHComponent.cpp" />
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<ClCompile Include="src\Engine\ECS_Base\Components\SHComponentGroup.cpp" />
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@ -361,6 +361,7 @@
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<ClInclude Include="src\Tools\SHLogger.h">
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<Filter>Tools</Filter>
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</ClInclude>
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<ClInclude Include="src\Editor\Backend\SHImGuiVulkanBackend.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\Editor\SHEditor.cpp">
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@ -541,5 +542,6 @@
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<ClCompile Include="src\Tools\SHLogger.cpp">
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<Filter>Tools</Filter>
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</ClCompile>
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<ClCompile Include="src\Editor\Backend\SHImGuiVulkanBackend.cpp" />
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</ItemGroup>
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</Project>
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@ -0,0 +1,613 @@
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#include <SHpch.h>
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#include <stdio.h>
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#include <imgui.h>
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#include "SHImGuiVulkanBackend.h"
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#include <Engine/ECS_Base/System/SHSystemManager.h>
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#include "Tools/SHLogger.h"
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namespace SHADE
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{
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#define GETINSTANCE \
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ImGuiIO& io = ImGui::GetIO(); \
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SHBreachInstance& instance = *reinterpret_cast<SHBreachInstance*>(io.UserData);
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/*
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#==============================================================#
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|| Embedded Shaders ||
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#==============================================================#
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*/
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// glsl_shader.vert, compiled with:
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// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert
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/*
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#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc;
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out gl_PerVertex { vec4 gl_Position; };
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layout(location = 0) out struct { vec4 Color; vec2 UV; } Out;
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void main()
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{
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Out.Color = aColor;
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Out.UV = aUV;
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gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
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}
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*/
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static uint32_t __glsl_shader_vert_spv[] =
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{
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0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
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0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
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0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
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0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
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0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
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0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
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0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
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0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
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0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
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0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
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0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
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0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
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0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
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0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
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0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
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0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
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0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
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0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
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0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
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0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
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0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
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0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
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0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
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0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
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0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
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0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
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0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
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0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
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0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
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0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
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0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
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0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
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0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
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0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
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0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
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0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
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0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
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0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
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0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
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0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
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0x0000002d,0x0000002c,0x000100fd,0x00010038
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};
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// glsl_shader.frag, compiled with:
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// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
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/*
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#version 450 core
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layout(location = 0) out vec4 fColor;
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layout(set=0, binding=0) uniform sampler2D sTexture;
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layout(location = 0) in struct { vec4 Color; vec2 UV; } In;
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void main()
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{
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fColor = In.Color * texture(sTexture, In.UV.st);
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}
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*/
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static uint32_t __glsl_shader_frag_spv[] =
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{
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0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
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0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
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0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
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0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
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0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
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0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
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0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
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0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
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0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
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0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
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0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
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0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
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0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
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0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
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0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
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0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
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0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
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0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
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0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
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0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
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0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
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0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
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0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
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0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
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0x00010038
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};
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/*
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#==============================================================#
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|| ImGui Push Constants ||
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#==============================================================#
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*/
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struct ImGui_Push_Constants
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{
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std::array<float, 2> scale;
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std::array<float, 2> translate;
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};
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void SHImGuiVulkanBackend::CreateInstance(Handle<SHVkLogicalDevice> const& logicalDevice) noexcept
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{
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if (ImGui::GetCurrentContext() == nullptr)
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{
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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}
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else { SHLOG_WARNING("ImGui context already exists") };
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
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io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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//io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional)
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//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
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io.BackendRendererName = "SHImGuiVulkanBackend";
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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ImGuiPlatformIO& platformIO = ImGui::GetPlatformIO();
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platformIO.Renderer_CreateWindow = CreateChildWindow;
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platformIO.Renderer_DestroyWindow = DestroyChildWindow;
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platformIO.Renderer_SetWindowSize = SetChildWindowSize;
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platformIO.Renderer_RenderWindow = RenderChildWindow;
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platformIO.Renderer_SwapBuffers = ChildSwapBuffers;
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platformIO.Platform_CreateWindow = CreateChildWindow;
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platformIO.Platform_DestroyWindow = DestroyChildWindow;
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platformIO.Platform_ShowWindow = [](ImGuiViewport* pViewport) {};
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platformIO.Platform_SetWindowPos = SetChildWindowPos;
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platformIO.Platform_GetWindowPos = GetChildWindowPos;
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platformIO.Platform_SetWindowSize = SetChildWindowSize;
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platformIO.Platform_GetWindowSize = GetChildWindowSize;
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//platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus;
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//platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus;
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//platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized;
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platformIO.Platform_SetWindowTitle = [](ImGuiViewport* pViewport, const char*) {};
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platformIO.Platform_RenderWindow = RenderChildWindow;
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platformIO.Platform_SwapBuffers = ChildSwapBuffers;
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platformIO.Monitors.resize(0);
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ImGuiPlatformMonitor monitor;
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monitor.MainPos = monitor.WorkPos = {};
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monitor.MainSize = monitor.WorkSize = {};
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platformIO.Monitors.push_back(monitor);
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}//if(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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//associate io keymap with engine input keymap
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//Initialize instance
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auto instance = std::make_unique<SHBreachInstance>();
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instance->InitializePipeline(io);
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instance->lastFrameTime = std::chrono::high_resolution_clock::now();
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io.UserData = instance.release();
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ImGuiViewport* viewport = ImGui::GetMainViewport();
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viewport->RendererUserData = io.UserData;
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viewport->PlatformHandle = io.UserData;
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}
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void SHImGuiVulkanBackend::Render(void) noexcept
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{
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ImGui::Render();
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ImDrawData* drawData = ImGui::GetDrawData();
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//TODO: instance draw data
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}
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void SHImGuiVulkanBackend::CreateChildWindow(ImGuiViewport* viewport) noexcept
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{
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GETINSTANCE
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auto& info = *new SHImGuiWindow{ instance.device };
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viewport->RendererUserData = &info;
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}
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void SHImGuiVulkanBackend::DestroyChildWindow(ImGuiViewport* viewport) noexcept
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{
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GETINSTANCE
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auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
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delete info;
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viewport->RendererUserData = nullptr;
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}
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ImVec2 SHImGuiVulkanBackend::GetChildWindowSize(ImGuiViewport* viewport) noexcept
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{
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auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
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return{};
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}
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void SHImGuiVulkanBackend::SetChildWindowSize(ImGuiViewport* viewport, ImVec2 size) noexcept
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{
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}
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ImVec2 SHImGuiVulkanBackend::GetChildWindowPos(ImGuiViewport* viewport) noexcept
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{
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}
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void SHImGuiVulkanBackend::SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept
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{
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}
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void SHImGuiVulkanBackend::RenderChildWindow(ImGuiViewport* viewport, void*) noexcept
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{
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}
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void SHImGuiVulkanBackend::ChildSwapBuffers(ImGuiViewport* viewport, void*) noexcept
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{
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}
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void SHImGuiVulkanBackend::SHImGuiWindow::InitializeBuffers(void) noexcept
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{
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for (auto& primBuffer : primitiveBuffers)
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{
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primBuffer.vertexBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawVert) * 3000,
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nullptr,
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sizeof(ImDrawVert) * 3000,
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vk::BufferUsageFlagBits::eVertexBuffer,
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VMA_MEMORY_USAGE_AUTO,
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VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
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primBuffer.indicesBuffer = logicalDeviceHdl->CreateBuffer(sizeof(ImDrawIdx) * 3000,
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nullptr,
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sizeof(ImDrawIdx) * 3000,
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vk::BufferUsageFlagBits::eIndexBuffer,
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VMA_MEMORY_USAGE_AUTO,
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VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); // alloc flags
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}
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}
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void SHImGuiVulkanBackend::SHBreachInstance::CreateFontsTexture(Handle<SHVkImage> image, ImGuiIO& io) noexcept
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{
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// Build texture atlas
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unsigned char* pixels;
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int width, height;
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// 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.
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// If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// Create the texture in xgpu
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{
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std::array<xgpu::texture::setup::mip, 1> Mip{ height * width * sizeof(std::uint32_t) };
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xgpu::texture::setup Setup;
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Setup.m_Height = height;
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Setup.m_Width = width;
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Setup.m_MipChain = Mip;
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Setup.m_Data = { reinterpret_cast<const std::byte*>(pixels), Mip[0].m_Size };
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|
||||
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;
|
||||
|
||||
}
|
||||
}
|
|
@ -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:
|
||||
|
||||
};
|
||||
}
|
|
@ -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()
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue