Deleted editor folder

This commit is contained in:
Brandon Mak 2022-09-14 19:19:54 +08:00
parent 7459e19846
commit 921680d472
5 changed files with 0 additions and 643 deletions

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@ -1,396 +0,0 @@
#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 std::vector<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 std::vector<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, Handle<SHVkRenderpass> const& renderpass, uint32_t subpassIndex, SHWindow& mainWindow) 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->window = mainWindow;
instance->InitializePipeline(io, renderpass, subpassIndex);
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(Handle<SHVkCommandBuffer> const& commandBuffer) noexcept
{
GETINSTANCE
ImGui::Render();
ImDrawData* drawData = ImGui::GetDrawData();
//instance.Render(io, drawData, )
}
void SHImGuiVulkanBackend::CreateChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto& info = *new SHImGuiWindow{ instance.device };
info.window.Create({}, instance.window.GetHWND());
viewport->RendererUserData = &info;
}
void SHImGuiVulkanBackend::DestroyChildWindow(ImGuiViewport* viewport) noexcept
{
GETINSTANCE
auto info = reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
info->window.Close();
info->window.Destroy();
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
{
auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
SetWindowPos
(
info.window.GetHWND(),
HWND_TOPMOST,
-1,
-1,
static_cast<int>(size.x),
static_cast<int>(size.y),
SWP_NOMOVE | SWP_NOZORDER
);
}
ImVec2 SHImGuiVulkanBackend::GetChildWindowPos(ImGuiViewport* viewport) noexcept
{
auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
auto [x, y] = info.window.GetWindowSize();
return {static_cast<float>(x), static_cast<float>(y)};
}
void SHImGuiVulkanBackend::SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept
{
auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
info.window.SetPosition(size.x, size.y);
}
void SHImGuiVulkanBackend::RenderChildWindow(ImGuiViewport* viewport, void*) noexcept
{
GETINSTANCE;
auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
//info.Render(io, viewport->DrawData, instance);;
}
void SHImGuiVulkanBackend::ChildSwapBuffers(ImGuiViewport* viewport, void*) noexcept
{
}
void SHImGuiVulkanBackend::SHImGuiWindow::InitializeBuffers(void) noexcept
{
for (auto& primBuffer : primitiveBuffers)
{
primBuffer.vertexBuffer = device->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 = device->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::SHImGuiWindow::Render(ImGuiIO& io, ImDrawData* drawData,
Handle<SHVkDescriptorSetGroup> descriptorSetGroup)
{
}
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);
SHImageCreateParams createParams{};
createParams.imageType = vk::ImageType::e2D;
createParams.width = width;
createParams.height = height;
createParams.depth = 1;
createParams.levels = 1;
createParams.arrayLayers = 1;
createParams.imageFormat = vk::Format::eR8G8B8A8Unorm;
createParams.usageFlags = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferDst;
createParams.createFlags = {};
fontsMipOffset.push_back(0);
// Create image. Data should be in staging only now
fontsTexture = device->CreateImage(createParams, pixels, width * height * sizeof(uint32_t), fontsMipOffset, VmaMemoryUsage::VMA_MEMORY_USAGE_AUTO, {});
// TODO: Copy the image to device memory here
// 1. Start record
// 2. Do transfer
// 3. End record
// 4. execute cmd buffer
// We could put here the texture id if we wanted
io.Fonts->TexID = nullptr;
}
void SHImGuiVulkanBackend::SHBreachInstance::InitializePipeline(ImGuiIO& io, Handle<SHVkRenderpass> const& renderpass, uint32_t subpassIndex) noexcept
{
// Vertex input state
SHVertexInputState vInputState{};
vInputState.AddBinding(false, true,
{
SHVertexAttribute(SHAttribFormat::FLOAT_2D),
SHVertexAttribute(SHAttribFormat::FLOAT_2D),
SHVertexAttribute(SHAttribFormat::UINT32_1D),
}
);
// Shaders
Handle<SHVkShaderModule> vs = device->CreateShaderModule(__glsl_shader_vert_spv, "main", vk::ShaderStageFlagBits::eVertex, "__glsl_shader_vert_spv");
Handle<SHVkShaderModule> fs = device->CreateShaderModule(__glsl_shader_frag_spv, "main", vk::ShaderStageFlagBits::eFragment, "__glsl_shader_frag_spv");
// pipeline layout initialize shaders
SHPipelineLayoutParams pipelineLayoutParams
{
.shaderModules = std::move (std::vector<Handle<SHVkShaderModule>>
{
vs,
fs,
}),
};
// Create pipeline layout
Handle<SHVkPipelineLayout> pipelineLayouot = device->CreatePipelineLayout(pipelineLayoutParams);
// Create pipeline (but dont construct it yet)
Handle<SHVkPipeline> newPipeline = device->CreatePipeline(pipelineLayouot, nullptr, renderpass, subpassIndex, SH_PIPELINE_TYPE::GRAPHICS);
// Set the vertex input state
newPipeline->GetPipelineState().SetVertexInputState(vInputState);
// Actually construct the pipeline
newPipeline->ConstructPipeline();
SHVkDescriptorPool::Config config
{
.MaxSets = 10,
.Flags = {},
};
// Create a descriptor pool
descriptorPool = device->CreateDescriptorPools(config);
// Allocate descriptor sets required for the fonts
descriptorSetGroup =
}
void SHImGuiVulkanBackend::SHBreachInstance::Render(Handle<SHVkCommandBuffer> const& commandBuffer, ImGuiIO& io, ImDrawData* draw_data, Handle<SHVkDescriptorSetGroup> const& descriptorSetGroup) noexcept
{
}
}

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#pragma once
#include <chrono>
#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"
#include "Graphics/Windowing/SHWindow.h"
namespace SHADE
{
class SHImGuiVulkanBackend
{
struct SHImGuiWindow
{
struct Buffers
{
Handle<SHVkBuffer> vertexBuffer;
Handle<SHVkBuffer> indicesBuffer;
};
//Required to create stuff
Handle<SHVkLogicalDevice> device;
// Window of the imgui window
SHWindow window;
// Buffers required to draw the imgui entities
std::array<Buffers, 2> primitiveBuffers;
public:
void InitializeBuffers(void) noexcept;
void Render(ImGuiIO& io, ImDrawData* drawData, Handle<SHVkDescriptorSetGroup> descriptorSetGroup);
};
struct SHBreachInstance : public SHImGuiWindow
{
// pipeline/shaders used to render imgui entities
Handle<SHVkPipeline> pipeline;
// Last frame time
std::chrono::time_point<std::chrono::steady_clock> lastFrameTime;
// Fonts texture
Handle<SHVkImage> fontsTexture;
// mip maps for font image (should just contain 1)
std::vector<uint32_t> fontsMipOffset;
// Descriptor pool rquired to allocate descriptor sets
Handle<SHVkDescriptorPool> descriptorPool;
// Descriptor set required to store font texture
Handle<SHVkDescriptorSetGroup> descriptorSetGroup;
public:
void CreateFontsTexture (Handle<SHVkImage> image, ImGuiIO& io) noexcept;
void InitializePipeline(ImGuiIO& io, Handle<SHVkRenderpass> const& renderpass, uint32_t subpassIndex) noexcept;
void Render (Handle<SHVkCommandBuffer> const& commandBuffer, ImGuiIO& io, ImDrawData* draw_data, Handle<SHVkDescriptorSetGroup> const& descriptorSetGroup) noexcept;
};
public:
static void CreateInstance(Handle<SHVkLogicalDevice> const& logicalDevice, Handle<SHVkRenderpass> const& renderpass, uint32_t subpassIndex, SHWindow& mainWindow) noexcept;
static void Render(Handle<SHVkCommandBuffer> const& commandBuffer) 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:
};
}

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#include "SHpch.h"
#include "SHEditor.h"
#include "SHEditorBackend.h"
#include <Engine/ECS_Base/System/SHSystemManager.h>
#include <Graphics/Instance/SHVkInstance.h>
#include <Graphics/MiddleEnd/Interface/SHGraphicsSystem.h>
#include <Graphics/Devices/SHVkPhysicalDevice.h>
#include <Graphics/Devices/SHVkLogicalDevice.h>
#include "Graphics/Swapchain/SHVkSwapchain.h"
#include "Graphics/Debugging/SHVulkanDebugUtil.h"
#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;
Handle<SHVkCommandBuffer> SHEditor::cmdBuffer;
void SHEditor::Initialize(HWND hwnd)
{
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();
}
void SHEditor::PreRender()
{
cmdPool->Reset();
}
void SHEditor::Update()
{
NewFrame();
//Add all windows to draw list, Perform necessary updates
//ImGui::ShowDemoWindow();
ImGui::Render();
}
void SHEditor::Render()
{
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmdBuffer->GetVkCommandBuffer());
ImGuiIO& io = ImGui::GetIO();
if(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
}
void SHEditor::Exit()
{
ShutdownVulkanBackend();
ShutdownWin32Backend();
ImGui::DestroyContext();
}
void SHEditor::SetupVulkanBackend()
{
ImGui_ImplVulkan_InitInfo initInfo;
initInfo.Instance = SHVkInstance::GetVkInstance();
auto gfxSystem = reinterpret_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem("Graphics System"));
initInfo.PhysicalDevice = gfxSystem->GetPhysicalDevice()->GetVkPhysicalDevice();
initInfo.Device = gfxSystem->GetDevice()->GetVkLogicalDevice();
initInfo.Queue = gfxSystem->GetQueue()->GetVkQueue();
initInfo.MinImageCount = initInfo.ImageCount = gfxSystem->GetSwapchain()->GetNumImages();
initInfo.DescriptorPool = gfxSystem->GetDescriptorPool()->GetVkHandle();
initInfo.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
initInfo.Allocator = nullptr;
initInfo.PipelineCache = nullptr;
initInfo.Subpass = 0;
initInfo.CheckVkResultFn = [](VkResult err)
{
if (err == VK_SUCCESS)
return;
SHVulkanDebugUtil::ReportVkError(vk::Result(err), "Editor Error");
};
ImGui_ImplVulkan_Init(&initInfo, gfxSystem->GetRenderGraph().GetNode("G-Buffer")->GetRenderpass()->GetVkRenderpass());
cmdPool = gfxSystem->GetDevice()->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
cmdBuffer = cmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
ImGui_ImplVulkan_CreateFontsTexture(cmdBuffer->GetVkCommandBuffer());
}
void SHEditor::ShutdownVulkanBackend()
{
ImGui_ImplVulkan_Shutdown();
}
void SHEditor::NewFrame()
{
ImGui_ImplVulkan_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
}
void SHEditor::SetupWin32Backend(HWND hwnd)
{
ImGui_ImplWin32_Init(hwnd);
}
void SHEditor::ShutdownWin32Backend()
{
}
}

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@ -1,31 +0,0 @@
#pragma once
#include "Graphics/Commands/SHVkCommandPool.h"
namespace SHADE
{
class SHEditor
{
public:
static void Initialize(HWND hwnd);
static void PreRender();
static void Update();
static void Render();
static void Exit();
private:
static void SetupWin32Backend(HWND hwnd);
static void ShutdownWin32Backend();
static void SetupVulkanBackend();
static void ShutdownVulkanBackend();
static void NewFrame();
static Handle<SHVkCommandPool> cmdPool;
static Handle<SHVkCommandBuffer> cmdBuffer;
};
}

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@ -1,3 +0,0 @@
#pragma once
#include <backends/imgui_impl_win32.h>
#include <backends/imgui_impl_vulkan.h>