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135 lines
4.1 KiB
Markdown
135 lines
4.1 KiB
Markdown
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# Basic Imgui Demo
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This is not an in depth guid on how to use Imgui. But here are some of the basics you'll need to get started. We'll need to import [imgui-rs](https://docs.rs/imgui), [imgui-wgpu](https://docs.rs/imgui-wgpu), and [imgui-winit-support](https://docs.rs/imgui-winit-support).
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```toml
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imgui = "0.6"
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imgui-wgpu = "0.12"
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imgui-winit-support = "0.6"
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```
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<div class="note">
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I've excluded some dependencies for brevity. I'm also using the [framework crate](https://github.com/sotrh/learn-wgpu/tree/master/code/showcase/framework) I've created for showcases to simplify setup. If you see a `display` variable in code, it's from the `framework`. `Display` is where the the `device`, `queue`, `swap_chain`, and other basic wgpu objects are stored.
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</div>
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We need to setup imgui and a `WinitPlatform` to get started. Do this after creating you're `winit::Window`.
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```rust
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let mut imgui = imgui::Context::create();
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let mut platform = imgui_winit_support::WinitPlatform::init(&mut imgui);
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platform.attach_window(
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imgui.io_mut(),
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&display.window,
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imgui_winit_support::HiDpiMode::Default,
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);
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imgui.set_ini_filename(None);
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```
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Now we need to configure the default font. We'll using the window's scale factor to keep things from being too big or small.
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```rust
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let hidpi_factor = display.window.scale_factor();
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let font_size = (13.0 * hidpi_factor) as f32;
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imgui.io_mut().font_global_scale = (1.0 / hidpi_factor) as f32;
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imgui.fonts().add_font(&[FontSource::DefaultFontData {
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config: Some(imgui::FontConfig {
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oversample_h: 1,
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pixel_snap_h: true,
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size_pixels: font_size,
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..Default::default()
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}),
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}]);
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```
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Then you need to create the renderer. We need to use the swap chains `TextureFormat` in order for things to work properly.
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```rust
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let renderer_config = RendererConfig {
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texture_format: display.sc_desc.format,
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..Default::default()
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};
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let renderer = Renderer::new(&mut imgui, &display.device, &display.queue, renderer_config);
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```
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When we update the scene, we'll need to update imgui.
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```rust
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self.imgui.io_mut().update_delta_time(dt); // dt: std::time::Duration
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```
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I'm not an expert with imgui, so I'll let the code speak for itself.
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```rust
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// Build the UI
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self.platform
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.prepare_frame(self.imgui.io_mut(), &display.window)
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.expect("Failed to prepare frame!");
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let ui = self.imgui.frame();
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{
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let window = imgui::Window::new(im_str!("Hello Imgui from WGPU!"));
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window
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.size([300.0, 100.0], Condition::FirstUseEver)
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.build(&ui, || {
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ui.text(im_str!("Hello world!"));
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ui.text(im_str!("This is a demo of imgui-rs using imgui-wgpu!"));
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ui.separator();
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let mouse_pos = ui.io().mouse_pos;
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ui.text(im_str!(
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"Mouse Position: ({:.1}, {:.1})",
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mouse_pos[0],
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mouse_pos[1],
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));
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});
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}
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// Prepare to render
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let mut encoder = display.device.create_command_encoder(&Default::default());
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let output = match display.swap_chain.get_current_frame() {
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Ok(frame) => frame,
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Err(e) => {
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eprintln!("Error getting frame: {:?}", e);
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return;
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}
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}.output;
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// Render the scene
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self.canvas.render(
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&display.queue,
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&mut encoder,
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&output.view,
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display.sc_desc.width as f32,
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display.sc_desc.height as f32
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);
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// Render the UI
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if self.last_cursor != ui.mouse_cursor() {
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self.last_cursor = ui.mouse_cursor();
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self.platform.prepare_render(&ui, &display.window);
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}
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &output.view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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self.renderer
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.render(ui.render(), &display.queue, &display.device, &mut pass)
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.expect("Failed to render UI!");
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drop(pass);
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display.queue.submit(Some(encoder.finish()));
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```
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That's all there is to it. Here's a picture of the results!
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![./screenshot.png](./screenshot.png)
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