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			351 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			351 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Dear ImGui: standalone example application for using GLFW + WebGPU
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// - Emscripten is supported for publishing on web. See https://emscripten.org.
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// - Dawn is used as a WebGPU implementation on desktop.
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// Learn about Dear ImGui:
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// - FAQ                  https://dearimgui.com/faq
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// - Getting Started      https://dearimgui.com/getting-started
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// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
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// - Introduction, links and more at the top of imgui.cpp
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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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#ifdef __EMSCRIPTEN__
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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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#else
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#include <webgpu/webgpu_glfw.h>
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#endif
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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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// This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details.
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#ifdef __EMSCRIPTEN__
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#include "../libs/emscripten/emscripten_mainloop_stub.h"
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#endif
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// Global WebGPU required states
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static WGPUInstance      wgpu_instance = nullptr;
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static WGPUDevice        wgpu_device = nullptr;
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static WGPUSurface       wgpu_surface = nullptr;
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static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
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static WGPUSwapChain     wgpu_swap_chain = nullptr;
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static int               wgpu_swap_chain_width = 1280;
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static int               wgpu_swap_chain_height = 720;
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// Forward declarations
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static bool InitWGPU(GLFWwindow* window);
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static void CreateSwapChain(int width, int height);
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static void glfw_error_callback(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 wgpu_error_callback(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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// Main code
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int main(int, char**)
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{
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    glfwSetErrorCallback(glfw_error_callback);
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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(wgpu_swap_chain_width, wgpu_swap_chain_height, "Dear ImGui GLFW+WebGPU example", nullptr, nullptr);
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    if (window == nullptr)
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        return 1;
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    // Initialize the WebGPU environment
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    if (!InitWGPU(window))
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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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    CreateSwapChain(wgpu_swap_chain_width, wgpu_swap_chain_height);
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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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    // Setup Dear ImGui style
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    ImGui::StyleColorsDark();
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    //ImGui::StyleColorsLight();
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    // Setup Platform/Renderer backends
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    ImGui_ImplGlfw_InitForOther(window, true);
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#ifdef __EMSCRIPTEN__
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    ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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#endif
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    ImGui_ImplWGPU_InitInfo init_info;
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    init_info.Device = wgpu_device;
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    init_info.NumFramesInFlight = 3;
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    init_info.RenderTargetFormat = wgpu_preferred_fmt;
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    init_info.DepthStencilFormat = WGPUTextureFormat_Undefined;
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    ImGui_ImplWGPU_Init(&init_info);
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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 a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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    // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
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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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    //style.FontSizeBase = 20.0f;
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#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
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    //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
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    //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");
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    //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf");
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    //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf");
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    //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf");
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    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf");
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    //IM_ASSERT(font != nullptr);
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#endif
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    // Our state
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    bool show_demo_window = true;
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    bool show_another_window = false;
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    ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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    // Main loop
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#ifdef __EMSCRIPTEN__
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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 = nullptr;
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    EMSCRIPTEN_MAINLOOP_BEGIN
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#else
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    while (!glfwWindowShouldClose(window))
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#endif
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    {
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        // Poll and handle events (inputs, window resize, etc.)
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        // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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        // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
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        // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
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        // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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        glfwPollEvents();
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        if (glfwGetWindowAttrib(window, GLFW_ICONIFIED) != 0)
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        {
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            ImGui_ImplGlfw_Sleep(10);
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            continue;
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        }
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        // React to changes in screen size
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        int width, height;
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        glfwGetFramebufferSize((GLFWwindow*)window, &width, &height);
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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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            CreateSwapChain(width, height);
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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 create 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 / io.Framerate, io.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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#ifndef __EMSCRIPTEN__
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        // Tick needs to be called in Dawn to display validation errors
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        wgpuDeviceTick(wgpu_device);
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#endif
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        WGPURenderPassColorAttachment color_attachments = {};
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        color_attachments.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED;
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        color_attachments.loadOp = WGPULoadOp_Clear;
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        color_attachments.storeOp = WGPUStoreOp_Store;
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        color_attachments.clearValue = { 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.view = 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 = nullptr;
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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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        wgpuRenderPassEncoderEnd(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 = wgpuDeviceGetQueue(wgpu_device);
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        wgpuQueueSubmit(queue, 1, &cmd_buffer);
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#ifndef __EMSCRIPTEN__
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        wgpuSwapChainPresent(wgpu_swap_chain);
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#endif
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        wgpuTextureViewRelease(color_attachments.view);
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        wgpuRenderPassEncoderRelease(pass);
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        wgpuCommandEncoderRelease(encoder);
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        wgpuCommandBufferRelease(cmd_buffer);
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    }
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#ifdef __EMSCRIPTEN__
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    EMSCRIPTEN_MAINLOOP_END;
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#endif
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    // Cleanup
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    ImGui_ImplWGPU_Shutdown();
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    ImGui_ImplGlfw_Shutdown();
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    ImGui::DestroyContext();
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    glfwDestroyWindow(window);
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    glfwTerminate();
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    return 0;
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}
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#ifndef __EMSCRIPTEN__
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static WGPUAdapter RequestAdapter(WGPUInstance instance)
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{
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    auto onAdapterRequestEnded = [](WGPURequestAdapterStatus status, WGPUAdapter adapter, const char* message, void* pUserData)
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    {
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        if (status == WGPURequestAdapterStatus_Success)
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            *(WGPUAdapter*)(pUserData) = adapter;
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        else
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            printf("Could not get WebGPU adapter: %s\n", message);
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};
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    WGPUAdapter adapter;
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    wgpuInstanceRequestAdapter(instance, nullptr, onAdapterRequestEnded, (void*)&adapter);
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    return adapter;
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}
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static WGPUDevice RequestDevice(WGPUAdapter& adapter)
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{
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    auto onDeviceRequestEnded = [](WGPURequestDeviceStatus status, WGPUDevice device, const char* message, void* pUserData)
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    {
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        if (status == WGPURequestDeviceStatus_Success)
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            *(WGPUDevice*)(pUserData) = device;
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        else
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            printf("Could not get WebGPU device: %s\n", message);
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    };
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    WGPUDevice device;
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    wgpuAdapterRequestDevice(adapter, nullptr, onDeviceRequestEnded, (void*)&device);
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    return device;
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}
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#endif
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static bool InitWGPU(GLFWwindow* window)
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{
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    wgpu::Instance instance = wgpuCreateInstance(nullptr);
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#ifdef __EMSCRIPTEN__
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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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#else
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    WGPUAdapter adapter = RequestAdapter(instance.Get());
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    if (!adapter)
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        return false;
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    wgpu_device = RequestDevice(adapter);
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#endif
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#ifdef __EMSCRIPTEN__
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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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    wgpu::Surface surface = instance.CreateSurface(&surface_desc);
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    wgpu::Adapter adapter = {};
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    wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
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#else
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    wgpu::Surface surface = wgpu::glfw::CreateSurfaceForWindow(instance, window);
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    if (!surface)
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        return false;
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    wgpu_preferred_fmt = WGPUTextureFormat_BGRA8Unorm;
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#endif
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    wgpu_instance = instance.MoveToCHandle();
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    wgpu_surface = surface.MoveToCHandle();
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    wgpuDeviceSetUncapturedErrorCallback(wgpu_device, wgpu_error_callback, nullptr);
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    return true;
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}
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static void CreateSwapChain(int width, int height)
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{
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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_RenderAttachment;
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    swap_chain_desc.format = wgpu_preferred_fmt;
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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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}
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