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Examples: Metal: Add GLFW+Metal example
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# | ||
# You will need GLFW (http://www.glfw.org): | ||
# brew install glfw | ||
# | ||
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#CXX = g++ | ||
#CXX = clang++ | ||
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EXE = example_glfw_metal | ||
SOURCES = main.mm | ||
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm | ||
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp | ||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) | ||
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LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore | ||
LIBS += -L/usr/local/lib -lglfw | ||
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CXXFLAGS = -I../ -I../../ -I/usr/local/include | ||
CXXFLAGS += -Wall -Wformat | ||
CFLAGS = $(CXXFLAGS) | ||
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%.o:%.cpp | ||
$(CXX) $(CXXFLAGS) -c -o $@ $< | ||
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%.o:../%.cpp | ||
$(CXX) $(CXXFLAGS) -c -o $@ $< | ||
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%.o:../../%.cpp | ||
$(CXX) $(CXXFLAGS) -c -o $@ $< | ||
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%.o:../%.mm | ||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< | ||
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%.o:%.mm | ||
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< | ||
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all: $(EXE) | ||
@echo Build complete | ||
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$(EXE): $(OBJS) | ||
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) | ||
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clean: | ||
rm -f $(EXE) $(OBJS) |
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// ImGui - standalone example application for GLFW + Metal, using programmable pipeline | ||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. | ||
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#include "imgui.h" | ||
#include "imgui_impl_glfw.h" | ||
#include "imgui_impl_metal.h" | ||
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#define GLFW_INCLUDE_NONE | ||
#define GLFW_EXPOSE_NATIVE_COCOA | ||
#include <GLFW/glfw3.h> | ||
#include <GLFW/glfw3native.h> | ||
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#import <Metal/Metal.h> | ||
#import <QuartzCore/QuartzCore.h> | ||
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#include <stdio.h> | ||
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static void glfw_error_callback(int error, const char* description) | ||
{ | ||
fprintf(stderr, "Glfw Error %d: %s\n", error, description); | ||
} | ||
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int main(int, char**) | ||
{ | ||
// Setup Dear ImGui binding | ||
IMGUI_CHECKVERSION(); | ||
ImGui::CreateContext(); | ||
ImGuiIO& io = ImGui::GetIO(); (void)io; | ||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls | ||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls | ||
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// Setup style | ||
ImGui::StyleColorsDark(); | ||
//ImGui::StyleColorsClassic(); | ||
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// Load Fonts | ||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. | ||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. | ||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). | ||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. | ||
// - Read 'misc/fonts/README.txt' for more instructions and details. | ||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! | ||
//io.Fonts->AddFontDefault(); | ||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); | ||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); | ||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); | ||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f); | ||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); | ||
//IM_ASSERT(font != NULL); | ||
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// Setup window | ||
glfwSetErrorCallback(glfw_error_callback); | ||
if (!glfwInit()) | ||
return 1; | ||
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// Create window with graphics context | ||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); | ||
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL); | ||
if (window == NULL) | ||
return 1; | ||
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id <MTLDevice> device = MTLCreateSystemDefaultDevice();; | ||
id <MTLCommandQueue> commandQueue = [device newCommandQueue]; | ||
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ImGui_ImplGlfw_InitForOpenGL(window, true); | ||
ImGui_ImplMetal_Init(device); | ||
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NSWindow *nswin = glfwGetCocoaWindow(window); | ||
CAMetalLayer *layer = [CAMetalLayer layer]; | ||
layer.device = device; | ||
layer.pixelFormat = MTLPixelFormatBGRA8Unorm; | ||
nswin.contentView.layer = layer; | ||
nswin.contentView.wantsLayer = YES; | ||
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MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new]; | ||
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bool show_demo_window = true; | ||
bool show_another_window = false; | ||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f}; | ||
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// Main loop | ||
while (!glfwWindowShouldClose(window)) | ||
{ | ||
// Poll and handle events (inputs, window resize, etc.) | ||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. | ||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. | ||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. | ||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. | ||
glfwPollEvents(); | ||
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int width, height; | ||
glfwGetFramebufferSize(window, &width, &height); | ||
layer.drawableSize = CGSizeMake(width, height); | ||
id<CAMetalDrawable> drawable = [layer nextDrawable]; | ||
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer]; | ||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); | ||
renderPassDescriptor.colorAttachments[0].texture = drawable.texture; | ||
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; | ||
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore; | ||
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; | ||
[renderEncoder pushDebugGroup:@"ImGui demo"]; | ||
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// Start the Dear ImGui frame | ||
ImGui_ImplMetal_NewFrame(renderPassDescriptor); | ||
ImGui_ImplGlfw_NewFrame(); | ||
ImGui::NewFrame(); | ||
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!). | ||
if (show_demo_window) | ||
ImGui::ShowDemoWindow(&show_demo_window); | ||
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window. | ||
{ | ||
static float f = 0.0f; | ||
static int counter = 0; | ||
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it. | ||
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too) | ||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state | ||
ImGui::Checkbox("Another Window", &show_another_window); | ||
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f | ||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color | ||
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) | ||
counter++; | ||
ImGui::SameLine(); | ||
ImGui::Text("counter = %d", counter); | ||
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate); | ||
ImGui::End(); | ||
} | ||
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// 3. Show another simple window. | ||
if (show_another_window) | ||
{ | ||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked) | ||
ImGui::Text("Hello from another window!"); | ||
if (ImGui::Button("Close Me")) | ||
show_another_window = false; | ||
ImGui::End(); | ||
} | ||
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// Rendering | ||
ImGui::Render(); | ||
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder); | ||
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[renderEncoder popDebugGroup]; | ||
[renderEncoder endEncoding]; | ||
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[commandBuffer presentDrawable:drawable]; | ||
[commandBuffer commit]; | ||
} | ||
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// Cleanup | ||
ImGui_ImplMetal_Shutdown(); | ||
ImGui_ImplGlfw_Shutdown(); | ||
ImGui::DestroyContext(); | ||
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glfwDestroyWindow(window); | ||
glfwTerminate(); | ||
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return 0; | ||
} |