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Examples: Metal: Add GLFW+Metal example
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bear24rw authored and ocornut committed May 6, 2019
1 parent 526e230 commit 5ecc9d5
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44 changes: 44 additions & 0 deletions examples/example_glfw_metal/Makefile
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#
# You will need GLFW (http://www.glfw.org):
# brew install glfw
#

#CXX = g++
#CXX = clang++

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))))

LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -lglfw

CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)

%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<

%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<

%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<

all: $(EXE)
@echo Build complete

$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)

clean:
rm -f $(EXE) $(OBJS)
166 changes: 166 additions & 0 deletions examples/example_glfw_metal/main.mm
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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.

#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.h"

#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>

#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>

#include <stdio.h>

static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}

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

// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();

// 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);

// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;

// 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;

id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
id <MTLCommandQueue> commandQueue = [device newCommandQueue];

ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplMetal_Init(device);

NSWindow *nswin = glfwGetCocoaWindow(window);
CAMetalLayer *layer = [CAMetalLayer layer];
layer.device = device;
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
nswin.contentView.layer = layer;
nswin.contentView.wantsLayer = YES;

MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];

bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};

// 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();

int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];

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"];

// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();

// 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);

// 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;

ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.

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);

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

if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);

ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}

// 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();
}

// Rendering
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);

[renderEncoder popDebugGroup];
[renderEncoder endEncoding];

[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}

// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();

glfwDestroyWindow(window);
glfwTerminate();

return 0;
}

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