imgui_impl_sdlrenderer3.cpp 11 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL3
  2. // (Requires: SDL 3.0.0+)
  3. // Note how SDL_Renderer is an _optional_ component of SDL3.
  4. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  5. // If your application will want to render any non trivial amount of graphics other than UI,
  6. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  7. // it might be difficult to step out of those boundaries.
  8. // Implemented features:
  9. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  10. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  11. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  12. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  13. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  14. // CHANGELOG
  15. // 2023-05-30: Initial version.
  16. #include "imgui.h"
  17. #ifndef IMGUI_DISABLE
  18. #include "imgui_impl_sdlrenderer3.h"
  19. #include <stdint.h> // intptr_t
  20. // Clang warnings with -Weverything
  21. #if defined(__clang__)
  22. #pragma clang diagnostic push
  23. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  24. #endif
  25. // SDL
  26. #include <SDL3/SDL.h>
  27. #if !SDL_VERSION_ATLEAST(3,0,0)
  28. #error This backend requires SDL 3.0.0+
  29. #endif
  30. // SDL_Renderer data
  31. struct ImGui_ImplSDLRenderer3_Data
  32. {
  33. SDL_Renderer* SDLRenderer;
  34. SDL_Texture* FontTexture;
  35. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  36. };
  37. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  38. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  39. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  40. {
  41. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  42. }
  43. // Functions
  44. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  45. {
  46. ImGuiIO& io = ImGui::GetIO();
  47. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  48. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  49. // Setup backend capabilities flags
  50. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  51. io.BackendRendererUserData = (void*)bd;
  52. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  53. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  54. bd->SDLRenderer = renderer;
  55. return true;
  56. }
  57. void ImGui_ImplSDLRenderer3_Shutdown()
  58. {
  59. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  60. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  61. ImGuiIO& io = ImGui::GetIO();
  62. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  63. io.BackendRendererName = nullptr;
  64. io.BackendRendererUserData = nullptr;
  65. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  66. IM_DELETE(bd);
  67. }
  68. static void ImGui_ImplSDLRenderer3_SetupRenderState()
  69. {
  70. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  71. // Clear out any viewports and cliprect set by the user
  72. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  73. SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
  74. SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
  75. }
  76. void ImGui_ImplSDLRenderer3_NewFrame()
  77. {
  78. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  79. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
  80. if (!bd->FontTexture)
  81. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  82. }
  83. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
  84. {
  85. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  86. // If there's a scale factor set by the user, use that instead
  87. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  88. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  89. float rsx = 1.0f;
  90. float rsy = 1.0f;
  91. SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
  92. ImVec2 render_scale;
  93. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  94. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  95. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  96. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  97. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  98. if (fb_width == 0 || fb_height == 0)
  99. return;
  100. // Backup SDL_Renderer state that will be modified to restore it afterwards
  101. struct BackupSDLRendererState
  102. {
  103. SDL_Rect Viewport;
  104. bool ClipEnabled;
  105. SDL_Rect ClipRect;
  106. };
  107. BackupSDLRendererState old = {};
  108. old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  109. SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
  110. SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
  111. // Will project scissor/clipping rectangles into framebuffer space
  112. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  113. ImVec2 clip_scale = render_scale;
  114. // Render command lists
  115. ImGui_ImplSDLRenderer3_SetupRenderState();
  116. for (int n = 0; n < draw_data->CmdListsCount; n++)
  117. {
  118. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  119. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  120. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  121. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  122. {
  123. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  124. if (pcmd->UserCallback)
  125. {
  126. // User callback, registered via ImDrawList::AddCallback()
  127. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  128. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  129. ImGui_ImplSDLRenderer3_SetupRenderState();
  130. else
  131. pcmd->UserCallback(cmd_list, pcmd);
  132. }
  133. else
  134. {
  135. // Project scissor/clipping rectangles into framebuffer space
  136. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  137. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  138. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  139. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  140. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  141. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  142. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  143. continue;
  144. SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
  145. SDL_SetRenderClipRect(bd->SDLRenderer, &r);
  146. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
  147. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
  148. #if SDL_VERSION_ATLEAST(2,0,19)
  149. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
  150. #else
  151. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  152. #endif
  153. // Bind texture, Draw
  154. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  155. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  156. xy, (int)sizeof(ImDrawVert),
  157. color, (int)sizeof(ImDrawVert),
  158. uv, (int)sizeof(ImDrawVert),
  159. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  160. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  161. }
  162. }
  163. }
  164. // Restore modified SDL_Renderer state
  165. SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
  166. SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  167. }
  168. // Called by Init/NewFrame/Shutdown
  169. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  170. {
  171. ImGuiIO& io = ImGui::GetIO();
  172. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  173. // Build texture atlas
  174. unsigned char* pixels;
  175. int width, height;
  176. io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
  177. // Upload texture to graphics system
  178. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  179. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  180. if (bd->FontTexture == nullptr)
  181. {
  182. SDL_Log("error creating texture");
  183. return false;
  184. }
  185. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  186. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  187. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  188. // Store our identifier
  189. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  190. return true;
  191. }
  192. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  193. {
  194. ImGuiIO& io = ImGui::GetIO();
  195. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  196. if (bd->FontTexture)
  197. {
  198. io.Fonts->SetTexID(0);
  199. SDL_DestroyTexture(bd->FontTexture);
  200. bd->FontTexture = nullptr;
  201. }
  202. }
  203. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  204. {
  205. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  206. }
  207. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  208. {
  209. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  210. }
  211. //-----------------------------------------------------------------------------
  212. #if defined(__clang__)
  213. #pragma clang diagnostic pop
  214. #endif
  215. #endif // #ifndef IMGUI_DISABLE