#include "vkn/vulkan_imgui_editor.h" #include "vkn/vulkan_window.h" #include "vkn/vulkan_api_help.h" #include "vkn/backend.h" #include "vkn/wrapper/device.h" #include "vkn/wrapper/instance.h" #include "vkn/wrapper/queue.h" #include "vkn/vulkan_ui_system.h" #include "imgui/imgui_impl_vulkan.h" #include "imgui/imgui_impl_sdl2.h" #include "data/global.h" #include "event/event_system.h" #include "tinyimageformat/tinyimageformat_apis.h" namespace vkn { using namespace api; static Name ImguiPassName{"ImguiPass"}; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; // Vulkan的ImGui接入比较麻烦,参考教程: https://frguthmann.github.io/posts/vulkan_imgui/ VkDescriptorPool CreateDescriptorPool(VkDevice device) { VkDescriptorPoolSize pool_sizes[] = { { VK_DESCRIPTOR_TYPE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 }, { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 }, { VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 }, { VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 } }; VkDescriptorPoolCreateInfo pool_info = {}; pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes); pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes); pool_info.pPoolSizes = pool_sizes; VkDescriptorPool descriptorPool; vkCreateDescriptorPool(device, &pool_info, VK_NULL_HANDLE, &descriptorPool); return descriptorPool; } void VulkanImguiEditor::Initialize() { VulkanAPI* API = VulkanAPI::Ptr(); VulkanWindow* window = VulkanWindow::Ptr(); Backend& backend = API->GetBackend(); Queue* pQueue = backend.GetDevice().GetQueue(Queue::RenderQueue); VkDescriptorPool descriptorPool = CreateDescriptorPool(backend.GetDevice().Ptr()); TextureDesc surface = API->context.surface; auto renderInfo = API->GetRenderPassInfo(VulkanUISystem::UIPassName, 0); VkRenderPass renderPass = renderInfo->pass; ImGui_ImplVulkan_InitInfo init_info = {}; init_info.Instance = backend.GetInstance().Ptr(); init_info.PhysicalDevice = backend.GetDevice().GetPhysical(); init_info.Device = backend.GetDevice().Ptr(); init_info.QueueFamily = pQueue->QueueFamilyIndex(); init_info.Queue = pQueue->Ptr(); init_info.DescriptorPool = descriptorPool; init_info.MinImageCount = 2; init_info.ImageCount = API->context.frameCount; init_info.RenderPass = renderPass; init_info.PipelineCache = VK_NULL_HANDLE; init_info.Subpass = 0; init_info.MSAASamples = VK_SAMPLE_COUNT_1_BIT; init_info.Allocator = VK_NULL_HANDLE; ImGui_ImplVulkan_Init(&init_info); } void VulkanImguiEditor::Finalize() { } ImTextureID VulkanImguiEditor::AddTexture(ImageViewPtr imageview, SamplerPtr sampler, ResourceState state) { VkDescriptorSet descriptorSet = ImGui_ImplVulkan_AddTexture((VkSampler)sampler, (VkImageView)imageview, vkApiGetImageLayout(state)); return reinterpret_cast(descriptorSet); } void VulkanImguiEditor::Render(FrameGraph& graph, RenderPassContext& context) { ImGui_ImplVulkan_NewFrame(); ImGui_ImplSDL2_NewFrame(); ImGui::NewFrame(); RenderEditorContext editorContext{ .editor = this, .frame = context->frame, .frameCount = context->frameCount }; for (auto win : mWindows) { win->Draw(graph, editorContext); } ImGui::Render(); VulkanContext& ctx = *(VulkanContext*)context.parent; ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), ctx.command); ImGuiIO& io = ImGui::GetIO(); // 更新并渲染平台窗口 if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(nullptr, ctx.command); } } }