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https://github.com/wheremyfoodat/Panda3DS.git
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Initial commit (I really need to remove Boost)
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b5371dc66c
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85
third_party/imgui/examples/example_emscripten_wgpu/Makefile
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85
third_party/imgui/examples/example_emscripten_wgpu/Makefile
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#
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# Makefile to use with emscripten
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# See https://emscripten.org/docs/getting_started/downloads.html
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# for installation instructions.
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#
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# This Makefile assumes you have loaded emscripten's environment.
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# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
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#
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# Running `make` will produce three files:
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# - web/index.html (current stored in the repository)
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# - web/index.js
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# - web/index.wasm
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#
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# All three are needed to run the demo.
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CC = emcc
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CXX = em++
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WEB_DIR = web
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EXE = $(WEB_DIR)/index.js
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IMGUI_DIR = ../..
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SOURCES = main.cpp
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SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
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SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_wgpu.cpp
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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##---------------------------------------------------------------------
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## EMSCRIPTEN OPTIONS
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##---------------------------------------------------------------------
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EMS += -s USE_GLFW=3 -s USE_WEBGPU=1 -s WASM=1
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EMS += -s ALLOW_MEMORY_GROWTH=1
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EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
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EMS += -s ASSERTIONS=1
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# Emscripten allows preloading a file or folder to be accessible at runtime.
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# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
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# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
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# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
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USE_FILE_SYSTEM ?= 0
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ifeq ($(USE_FILE_SYSTEM), 0)
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EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
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endif
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ifeq ($(USE_FILE_SYSTEM), 1)
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LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
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endif
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##---------------------------------------------------------------------
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## FINAL BUILD FLAGS
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##---------------------------------------------------------------------
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CPPFLAGS = -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends
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#CPPFLAGS += -g
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CPPFLAGS += -Wall -Wformat -Os
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CPPFLAGS += $(EMS)
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LIBS += $(EMS)
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#LDFLAGS += --shell-file shell_minimal.html
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##---------------------------------------------------------------------
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## BUILD RULES
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##---------------------------------------------------------------------
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%.o:%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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%.o:$(IMGUI_DIR)/backends/%.cpp
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$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(EXE)
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$(WEB_DIR):
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mkdir $@
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serve: all
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python3 -m http.server -d $(WEB_DIR)
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$(EXE): $(OBJS) $(WEB_DIR)
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$(CXX) -o $@ $(OBJS) $(LIBS) $(LDFLAGS)
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clean:
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rm -f $(EXE) $(OBJS) $(WEB_DIR)/*.js $(WEB_DIR)/*.wasm $(WEB_DIR)/*.wasm.pre
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10
third_party/imgui/examples/example_emscripten_wgpu/README.md
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10
third_party/imgui/examples/example_emscripten_wgpu/README.md
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# How to Build
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- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
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- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
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- Then build using `make` while in the `example_emscripten_wgpu/` directory.
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- Requires Emscripten 2.0.10 (December 2020) due to GLFW adaptations
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245
third_party/imgui/examples/example_emscripten_wgpu/main.cpp
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third_party/imgui/examples/example_emscripten_wgpu/main.cpp
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// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
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// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_wgpu.h"
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#include <stdio.h>
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#include <emscripten.h>
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#include <emscripten/html5.h>
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#include <emscripten/html5_webgpu.h>
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#include <GLFW/glfw3.h>
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#include <webgpu/webgpu.h>
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#include <webgpu/webgpu_cpp.h>
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// Global WebGPU required states
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static WGPUDevice wgpu_device = NULL;
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static WGPUSurface wgpu_surface = NULL;
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static WGPUSwapChain wgpu_swap_chain = NULL;
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static int wgpu_swap_chain_width = 0;
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static int wgpu_swap_chain_height = 0;
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// States tracked across render frames
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static bool show_demo_window = true;
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static bool show_another_window = false;
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static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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// Forward declarations
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static bool init_wgpu();
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static void main_loop(void* window);
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static void print_glfw_error(int error, const char* description);
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static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*);
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int main(int, char**)
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{
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glfwSetErrorCallback(print_glfw_error);
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if (!glfwInit())
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return 1;
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// Make sure GLFW does not initialize any graphics context.
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// This needs to be done explicitly later
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+WebGPU example", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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return 1;
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}
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// Initialize the WebGPU environment
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if (!init_wgpu())
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{
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if (window)
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glfwDestroyWindow(window);
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glfwTerminate();
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return 1;
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}
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glfwShowWindow(window);
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
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// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
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io.IniFilename = NULL;
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// Setup Dear ImGui style
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ImGui::StyleColorsDark();
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//ImGui::StyleColorsClassic();
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// Setup Platform/Renderer backends
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ImGui_ImplGlfw_InitForOther(window, true);
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ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm);
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// Load Fonts
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// - 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.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - 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).
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// - 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.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
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//io.Fonts->AddFontDefault();
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
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io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
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//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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#endif
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// This function will directly return and exit the main function.
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// Make sure that no required objects get cleaned up.
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// This way we can use the browsers 'requestAnimationFrame' to control the rendering.
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emscripten_set_main_loop_arg(main_loop, window, 0, false);
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return 0;
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}
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static bool init_wgpu()
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{
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wgpu_device = emscripten_webgpu_get_device();
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if (!wgpu_device)
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return false;
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wgpuDeviceSetUncapturedErrorCallback(wgpu_device, print_wgpu_error, NULL);
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// Use C++ wrapper due to misbehavior in Emscripten.
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// Some offset computation for wgpuInstanceCreateSurface in JavaScript
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// seem to be inline with struct alignments in the C++ structure
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wgpu::SurfaceDescriptorFromCanvasHTMLSelector html_surface_desc = {};
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html_surface_desc.selector = "#canvas";
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wgpu::SurfaceDescriptor surface_desc = {};
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surface_desc.nextInChain = &html_surface_desc;
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// Use 'null' instance
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wgpu::Instance instance = {};
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wgpu_surface = instance.CreateSurface(&surface_desc).Release();
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return true;
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}
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static void main_loop(void* window)
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{
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glfwPollEvents();
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int width, height;
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glfwGetFramebufferSize((GLFWwindow*) window, &width, &height);
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// React to changes in screen size
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if (width != wgpu_swap_chain_width && height != wgpu_swap_chain_height)
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{
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ImGui_ImplWGPU_InvalidateDeviceObjects();
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if (wgpu_swap_chain)
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wgpuSwapChainRelease(wgpu_swap_chain);
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wgpu_swap_chain_width = width;
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wgpu_swap_chain_height = height;
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WGPUSwapChainDescriptor swap_chain_desc = {};
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swap_chain_desc.usage = WGPUTextureUsage_OutputAttachment;
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swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
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swap_chain_desc.width = width;
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swap_chain_desc.height = height;
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swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
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wgpu_swap_chain = wgpuDeviceCreateSwapChain(wgpu_device, wgpu_surface, &swap_chain_desc);
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ImGui_ImplWGPU_CreateDeviceObjects();
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}
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// Start the Dear ImGui frame
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ImGui_ImplWGPU_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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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!).
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if (show_demo_window)
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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.
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{
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static float f = 0.0f;
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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)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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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
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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)
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counter++;
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ImGui::SameLine();
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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);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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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)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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WGPURenderPassColorAttachmentDescriptor color_attachments = {};
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color_attachments.loadOp = WGPULoadOp_Clear;
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color_attachments.storeOp = WGPUStoreOp_Store;
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color_attachments.clearColor = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
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color_attachments.attachment = wgpuSwapChainGetCurrentTextureView(wgpu_swap_chain);
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WGPURenderPassDescriptor render_pass_desc = {};
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render_pass_desc.colorAttachmentCount = 1;
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render_pass_desc.colorAttachments = &color_attachments;
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render_pass_desc.depthStencilAttachment = NULL;
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WGPUCommandEncoderDescriptor enc_desc = {};
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WGPUCommandEncoder encoder = wgpuDeviceCreateCommandEncoder(wgpu_device, &enc_desc);
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WGPURenderPassEncoder pass = wgpuCommandEncoderBeginRenderPass(encoder, &render_pass_desc);
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ImGui_ImplWGPU_RenderDrawData(ImGui::GetDrawData(), pass);
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wgpuRenderPassEncoderEndPass(pass);
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WGPUCommandBufferDescriptor cmd_buffer_desc = {};
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WGPUCommandBuffer cmd_buffer = wgpuCommandEncoderFinish(encoder, &cmd_buffer_desc);
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WGPUQueue queue = wgpuDeviceGetDefaultQueue(wgpu_device);
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wgpuQueueSubmit(queue, 1, &cmd_buffer);
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}
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static void print_glfw_error(int error, const char* description)
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{
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printf("Glfw Error %d: %s\n", error, description);
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}
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static void print_wgpu_error(WGPUErrorType error_type, const char* message, void*)
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{
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const char* error_type_lbl = "";
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switch (error_type)
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{
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case WGPUErrorType_Validation: error_type_lbl = "Validation"; break;
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case WGPUErrorType_OutOfMemory: error_type_lbl = "Out of memory"; break;
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case WGPUErrorType_Unknown: error_type_lbl = "Unknown"; break;
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case WGPUErrorType_DeviceLost: error_type_lbl = "Device lost"; break;
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default: error_type_lbl = "Unknown";
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}
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printf("%s error: %s\n", error_type_lbl, message);
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}
|
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