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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 std::vector<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 std::vector<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, Handle<SHVkRenderpass> const& renderpass, uint32_t subpassIndex, SHWindow& mainWindow) 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->window = mainWindow;
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instance->InitializePipeline(io, renderpass, subpassIndex);
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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(Handle<SHVkCommandBuffer> const& commandBuffer) noexcept
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{
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GETINSTANCE
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ImGui::Render();
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ImDrawData* drawData = ImGui::GetDrawData();
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//instance.Render(io, drawData, )
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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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info.window.Create({}, instance.window.GetHWND());
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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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info->window.Close();
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info->window.Destroy();
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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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auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
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SetWindowPos
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(
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info.window.GetHWND(),
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HWND_TOPMOST,
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-1,
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-1,
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static_cast<int>(size.x),
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static_cast<int>(size.y),
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SWP_NOMOVE | SWP_NOZORDER
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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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auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
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auto [x, y] = info.window.GetWindowSize();
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return {static_cast<float>(x), static_cast<float>(y)};
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}
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void SHImGuiVulkanBackend::SetChildWindowPos(ImGuiViewport* viewport, ImVec2 size) noexcept
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{
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auto& info = *reinterpret_cast<SHImGuiWindow*>(viewport->RendererUserData);
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info.window.SetPosition(size.x, size.y);
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}
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void SHImGuiVulkanBackend::RenderChildWindow(ImGuiViewport* viewport, void*) 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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//info.Render(io, viewport->DrawData, instance);;
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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 = device->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 = device->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::SHImGuiWindow::Render(ImGuiIO& io, ImDrawData* drawData,
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Handle<SHVkDescriptorSetGroup> descriptorSetGroup)
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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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SHImageCreateParams createParams{};
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createParams.imageType = vk::ImageType::e2D;
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createParams.width = width;
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createParams.height = height;
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createParams.depth = 1;
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createParams.levels = 1;
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createParams.arrayLayers = 1;
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createParams.imageFormat = vk::Format::eR8G8B8A8Unorm;
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createParams.usageFlags = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferDst;
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createParams.createFlags = {};
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fontsMipOffset.push_back(0);
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// 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
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -1,86 +0,0 @@
|
|||
#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:
|
||||
|
||||
};
|
||||
}
|
|
@ -1,127 +0,0 @@
|
|||
#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()
|
||||
{
|
||||
}
|
||||
|
||||
}
|
|
@ -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;
|
||||
};
|
||||
}
|
|
@ -1,3 +0,0 @@
|
|||
#pragma once
|
||||
#include <backends/imgui_impl_win32.h>
|
||||
#include <backends/imgui_impl_vulkan.h>
|
Loading…
Reference in New Issue