metaforce/aurora/lib/imgui.cpp

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#include "imgui.hpp"
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#include "gpu.hpp"
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#include <aurora/imgui.hpp>
#include <backends/imgui_impl_sdl.h>
#include <backends/imgui_impl_wgpu.h>
#include <dawn/webgpu_cpp.h>
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namespace aurora::imgui {
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using gpu::g_device;
using gpu::g_queue;
void create_context() noexcept {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr;
}
void initialize(SDL_Window* window) noexcept {
// this just passes through to ImGui_ImplSDL2_Init (private)
// may need to change in the future
ImGui_ImplSDL2_InitForMetal(window);
ImGui_ImplWGPU_Init(g_device.Get(), 1, static_cast<WGPUTextureFormat>(gpu::g_graphicsConfig.colorFormat));
}
void shutdown() noexcept {
ImGui_ImplWGPU_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
}
void process_event(const SDL_Event& event) noexcept { ImGui_ImplSDL2_ProcessEvent(&event); }
void new_frame() noexcept {
ImGui_ImplWGPU_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
}
void render(const wgpu::RenderPassEncoder& pass) noexcept {
ImGui::Render();
ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass.Get());
}
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ImTextureID add_texture(uint32_t width, uint32_t height, ArrayRef<uint8_t> data) noexcept {
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const auto size = wgpu::Extent3D{
.width = width,
.height = height,
};
const auto textureDescriptor = wgpu::TextureDescriptor{
.label = "imgui texture",
.usage = wgpu::TextureUsage::TextureBinding | wgpu::TextureUsage::CopyDst,
.size = size,
.format = wgpu::TextureFormat::RGBA8Unorm,
};
const auto textureViewDescriptor = wgpu::TextureViewDescriptor{
.label = "imgui texture view",
.format = wgpu::TextureFormat::RGBA8Unorm,
.dimension = wgpu::TextureViewDimension::e2D,
.mipLevelCount = 1,
.arrayLayerCount = 1,
};
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auto texture = g_device.CreateTexture(&textureDescriptor);
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auto textureView = texture.CreateView(&textureViewDescriptor);
{
const auto dstView = wgpu::ImageCopyTexture{
.texture = texture,
};
const auto dataLayout = wgpu::TextureDataLayout{
.bytesPerRow = 4 * width,
.rowsPerImage = height,
};
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g_queue.WriteTexture(&dstView, data.data(), data.size(), &dataLayout, &size);
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}
texture.Release(); // leak some memory!
return textureView.Release();
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}
} // namespace aurora::imgui