// dear imgui: Renderer for WebGPU // This needs to be used along with a Platform Binding (e.g. GLFW) // (Please note that WebGPU is currently experimental, will not run on non-beta browsers, and may break.) // Important note to dawn and/or wgpu users: when targeting native platforms (i.e. NOT emscripten), // one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. // Add #define to your imconfig.h file, or as a compilation flag in your build system. // This requirement will be removed once WebGPU stabilizes and backends converge on a unified interface. //#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN //#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU // Implemented features: // [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web. // 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 #pragma once #include "imgui.h" // IMGUI_IMPL_API #ifndef IMGUI_DISABLE #include // Initialization data, for ImGui_ImplWGPU_Init() struct ImGui_ImplWGPU_InitInfo { WGPUDevice Device; int NumFramesInFlight = 3; WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; WGPUMultisampleState PipelineMultisampleState = {}; ImGui_ImplWGPU_InitInfo() { PipelineMultisampleState.count = 1; PipelineMultisampleState.mask = UINT32_MAX; PipelineMultisampleState.alphaToCoverageEnabled = false; } }; // Follow "Getting Started" link and check examples/ folder to learn about using backends! IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) struct ImGui_ImplWGPU_RenderState { WGPUDevice Device; WGPURenderPassEncoder RenderPassEncoder; }; #endif // #ifndef IMGUI_DISABLE