This is a personal reference for getting started with Vulkan and ImGui (using the Vulkan backend). The code is heavily annotated for learning purposes.
Each chapter of the vulkan tutorial is in branches:
00-end-of-drawing01-drawing-a-triangle02-vertex-buffers03-uniform-buffers04-texture-mapping05-depth-buffering06-loading-models07-generating-mipmaps08-multisampling09-compute-shadermainbranch contains an imgui-vulkan-app.cpp file that integrates imgui with the resulting vulkan renderer.
These are the project dependencies
imguiwith glfw, opengl and vulkan bindingsglfw- windowingglm- linear algebra, good compatibility with GLSL.stb- loading imagestinyobjloader- loading obj modelsVulkan
You can follow this guide for setting up dependencies:
You can install Vulkan from: LunarG
Note the install location. Run the vkcube executable in the Bin directory to verify a successful installation.
Copy Vulkan SDK installation path to the CMakeLists.txt file.
Note that it might also be automatically installed by vcpkg.
vcpkg is used for package and dependency management.
A vcpkg.json user manifest file is provided to help install dependencies or you can install them globally.
# run this in any folder that vcpkg.json is in.
# triplet is optional, but useful on windows
path_to_vcpkg install --triplet triplet_name
# e.g
C:/dev/vcpkg/vcpkg install --triplet x64-windowsGlobal install:
path_to_vcpkg install imgui[glfw-binding,opengl3-binding,vulkan-binding]:triplet_name
path_to_vcpkg install glad:triplet_name
path_to_vcpkg install glfw3:triplet_name
path_to_vcpkg install glm:triplet_name
path_to_vcpkg install tinyobjloader[double]:triplet_name
path_to_vcpkg install stb:triplet_name
path_to_vcpkg integrate installFor branches that make use of the shader code, you would need to compile them before use. Scripts for most platform have been provided to help in the compilation of the shaders.
Consult the shaders readme for more information.
You would need to do this for both shaders and compute-shaders directories.
# for example
cd ./resources/shaders
./compile.bat
cd ../compute-shaders
./compile.bat
# Linux
cd ./resources/shaders
./compile
cd ../compute-shaders
./compileDo the following steps
Install dependenciesCompile shaders- Generate and/or Building with CMake
CMake is used to generate project files.
If you are working with vcpkg for dependency management, you can pass the toolchain file when you call cmake to generate:
cmake -B ./build -S ./ "-DCMAKE_TOOLCHAIN_FILE=the_path_to/vcpkg/scripts/buildsystems/vcpkg.cmake"
# e.g
cmake -B ./build -S ./ "-DCMAKE_TOOLCHAIN_FILE=C:/dev/vcpkg/scripts/buildsystems/vcpkg.cmake"This command will run vcpkg install for you if you have a vcpkg.json file.
After configuration and generation is done, you can run
cd build
cmake build .This will build the project.
On Windows, if you prefer working in Visual Studio, after generation is done, you can open the generated sln file and build any target you want.
Just make sure it is the selected as a Startup project. The working directory and post build commands have been automatically configured.
vulkan-tutorial.comIntegrating Dear ImGui in a custom Vulkan renderer - Frguthmann's blogWalnut by TheChernothomasherzog response to What things in the Vulkan code should be changed for the ImGui window rendering?ImGui GLFW Vulkan example codeSascha Willems imgui examplevkguide-implementing imgui