// dear imgui: Renderer Backend for Vulkan // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: // [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. // Learn about Dear ImGui: // - FAQ https://dearimgui.com/faq // - Getting Started https://dearimgui.com/getting-started // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). // - Introduction, links and more at the top of imgui.cpp // Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. // - Common ImGui_ImplThin3d_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. // You will use those if you want to use this rendering backend in your engine/app. // - Helper ImGui_ImplThin3dH_XXX functions and structures are only used by this example (main.cpp) and by // the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. // Read comments in imgui_impl_vulkan.h. #pragma once #ifndef IMGUI_DISABLE #include "imgui.h" // IMGUI_IMPL_API #include "Common/GPU/thin3d.h" #include "Common/Math/lin/matrix4x4.h" // Called by user code. Takes ownership of the font buffer and later deletes it. IMGUI_IMPL_API bool ImGui_ImplThin3d_Init(Draw::DrawContext *draw, const uint8_t *ttf_font, size_t size); IMGUI_IMPL_API void ImGui_ImplThin3d_Shutdown(); IMGUI_IMPL_API void ImGui_ImplThin3d_NewFrame(Draw::DrawContext *draw, Lin::Matrix4x4 drawMatrix); IMGUI_IMPL_API void ImGui_ImplThin3d_RenderDrawData(ImDrawData* draw_data, Draw::DrawContext *draw); IMGUI_IMPL_API bool ImGui_ImplThin3d_CreateDeviceObjects(Draw::DrawContext *draw); IMGUI_IMPL_API void ImGui_ImplThin3d_DestroyDeviceObjects(); enum class ImGuiPipeline { TexturedAlphaBlend = 0, TexturedOpaque = 1, }; // These register a texture for imgui drawing, but just for the current frame. // Textures are unregistered again in RenderDrawData. This is just simpler. IMGUI_IMPL_API ImTextureID ImGui_ImplThin3d_AddTextureTemp(Draw::Texture *texture, ImGuiPipeline pipeline = ImGuiPipeline::TexturedAlphaBlend); IMGUI_IMPL_API ImTextureID ImGui_ImplThin3d_AddFBAsTextureTemp(Draw::Framebuffer *framebuffer, Draw::FBChannel aspect = Draw::FB_COLOR_BIT, ImGuiPipeline pipeline = ImGuiPipeline::TexturedAlphaBlend); void ImGui_PushFixedFont(); void ImGui_PopFont(); // Helper structure to hold the data needed by one rendering context into one OS window // (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) struct ImGui_ImplThin3dH_Window { int Width = 0; int Height = 0; bool ClearEnable = true; }; #endif // #ifndef IMGUI_DISABLE