r/dearimgui

Fully custom from scratch lightweight music player (DM-PLAYER)
▲ 5 r/dearimgui+2 crossposts

Fully custom from scratch lightweight music player (DM-PLAYER)

DM-Player: https://github.com/D1on2k/DM-Player

Hello👋

I am a C++ programmer and I've been working on for almost a month a project I really like. My fullt custom from scratch music player it's built using Win32 API + ImGui + MiniAudio it was pretty hard to make and I am putting a lot of effort to it as it is a WIP(work-in-progress) program. I would appreciate if someone downloaded it and gave me feedback on the discussions.

u/FirstArch01 — 2 days ago
▲ 3 r/dearimgui+1 crossposts

not entirely sure what could be causing this issue (Vulkan + LWJGL)

I've disabled blending so the window can be seen clearly in this example, I'm writing a Java Vulkan game engine and as it's my first time using Vulkan I'm following this book https://github.com/lwjglgamedev/vulkanbook/blob/master/bookcontents/chapter-12/chapter-12.md (I am otherwise not new to creating game engines or graphics programming), but upon completing the GUI chapter I'm experiencing this rendering issue which I can't pinpoint where its happening, I've scoured through the code to try and find the source of the issue but it matches the book perfectly and I can't find good information on what part of the pipeline may be causing this in online forums or even asking googles AI overview in a desperate attempt, the UI's functionality is there and part of it such as the border is rendering correctly, but the actual UI and the text and any custom images I put in are rendering in this corrupted look, I thought it may be the descriptor sets or the Image Views but they are all correct as far as I'm aware, I'm not looking for a direct diagnosis on code but rather some tips or explanation from people who know ImGui and what part of the pipeline may have failed to cause this.
Some information:

>- The GUI render function is called on the Vulkan thread.
- The GLSL shaders are correctly written, and they are compiled to SPV correctly using ShaderC as well.
- The GLFW window and the Vulkan renderer are on 2 different threads, the window is on the Main thread that the program launches on and the Vulkan renderer is on a thread named "Render Thread" both threads are managed by another thread called "Primary Thread" which manages their synchronisation.
- the GUI rendering happens after post processing and does not get passed to the swap chain render event, Post Processing image attachment gets passed to both the GUI render and the Swap Chain render.
- the GUI texture is in the format VK_FORMAT_R8G8B8A8_SRGB.

u/HalbeargameZ — 3 days ago