imgui_impl_sdlrenderer3.cpp 12 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL3
  2. // (Requires: SDL 3.0.0+)
  3. // (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
  4. // Note how SDL_Renderer is an _optional_ component of SDL3.
  5. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  6. // If your application will want to render any non trivial amount of graphics other than UI,
  7. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  8. // it might be difficult to step out of those boundaries.
  9. // Implemented features:
  10. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  11. // [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
  12. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  13. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  14. // Learn about Dear ImGui:
  15. // - FAQ https://dearimgui.com/faq
  16. // - Getting Started https://dearimgui.com/getting-started
  17. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  18. // - Introduction, links and more at the top of imgui.cpp
  19. // CHANGELOG
  20. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  21. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  22. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  23. // 2023-05-30: Initial version.
  24. #include "imgui.h"
  25. #ifndef IMGUI_DISABLE
  26. #include "imgui_impl_sdlrenderer3.h"
  27. #include <stdint.h> // intptr_t
  28. // Clang warnings with -Weverything
  29. #if defined(__clang__)
  30. #pragma clang diagnostic push
  31. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  32. #endif
  33. // SDL
  34. #include <SDL3/SDL.h>
  35. #if !SDL_VERSION_ATLEAST(3,0,0)
  36. #error This backend requires SDL 3.0.0+
  37. #endif
  38. // SDL_Renderer data
  39. struct ImGui_ImplSDLRenderer3_Data
  40. {
  41. SDL_Renderer* Renderer; // Main viewport's renderer
  42. SDL_Texture* FontTexture;
  43. ImVector<SDL_FColor> ColorBuffer;
  44. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  45. };
  46. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  47. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  48. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  49. {
  50. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  51. }
  52. // Functions
  53. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  54. {
  55. ImGuiIO& io = ImGui::GetIO();
  56. IMGUI_CHECKVERSION();
  57. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  58. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  59. // Setup backend capabilities flags
  60. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  61. io.BackendRendererUserData = (void*)bd;
  62. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  63. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  64. bd->Renderer = renderer;
  65. return true;
  66. }
  67. void ImGui_ImplSDLRenderer3_Shutdown()
  68. {
  69. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  70. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  71. ImGuiIO& io = ImGui::GetIO();
  72. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  73. io.BackendRendererName = nullptr;
  74. io.BackendRendererUserData = nullptr;
  75. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  76. IM_DELETE(bd);
  77. }
  78. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  79. {
  80. // Clear out any viewports and cliprect set by the user
  81. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  82. SDL_SetRenderViewport(renderer, nullptr);
  83. SDL_SetRenderClipRect(renderer, nullptr);
  84. }
  85. void ImGui_ImplSDLRenderer3_NewFrame()
  86. {
  87. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  88. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  89. if (!bd->FontTexture)
  90. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  91. }
  92. // https://github.com/libsdl-org/SDL/issues/9009
  93. static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector<SDL_FColor>& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices)
  94. {
  95. const Uint8* color2 = (const Uint8*)color;
  96. colors_out.resize(num_vertices);
  97. SDL_FColor* color3 = colors_out.Data;
  98. for (int i = 0; i < num_vertices; i++)
  99. {
  100. color3[i].r = color->r / 255.0f;
  101. color3[i].g = color->g / 255.0f;
  102. color3[i].b = color->b / 255.0f;
  103. color3[i].a = color->a / 255.0f;
  104. color2 += color_stride;
  105. color = (const SDL_Color*)color2;
  106. }
  107. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  108. }
  109. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  110. {
  111. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  112. // If there's a scale factor set by the user, use that instead
  113. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  114. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  115. float rsx = 1.0f;
  116. float rsy = 1.0f;
  117. SDL_GetRenderScale(renderer, &rsx, &rsy);
  118. ImVec2 render_scale;
  119. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  120. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  121. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  122. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  123. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  124. if (fb_width == 0 || fb_height == 0)
  125. return;
  126. // Backup SDL_Renderer state that will be modified to restore it afterwards
  127. struct BackupSDLRendererState
  128. {
  129. SDL_Rect Viewport;
  130. bool ViewportEnabled;
  131. bool ClipEnabled;
  132. SDL_Rect ClipRect;
  133. };
  134. BackupSDLRendererState old = {};
  135. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  136. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  137. SDL_GetRenderViewport(renderer, &old.Viewport);
  138. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  139. // Will project scissor/clipping rectangles into framebuffer space
  140. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  141. ImVec2 clip_scale = render_scale;
  142. // Render command lists
  143. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  144. for (int n = 0; n < draw_data->CmdListsCount; n++)
  145. {
  146. const ImDrawList* draw_list = draw_data->CmdLists[n];
  147. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  148. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  149. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  150. {
  151. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  152. if (pcmd->UserCallback)
  153. {
  154. // User callback, registered via ImDrawList::AddCallback()
  155. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  156. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  157. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  158. else
  159. pcmd->UserCallback(draw_list, pcmd);
  160. }
  161. else
  162. {
  163. // Project scissor/clipping rectangles into framebuffer space
  164. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  165. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  166. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  167. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  168. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  169. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  170. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  171. continue;
  172. 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) };
  173. SDL_SetRenderClipRect(renderer, &r);
  174. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  175. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  176. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  177. // Bind texture, Draw
  178. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  179. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  180. xy, (int)sizeof(ImDrawVert),
  181. color, (int)sizeof(ImDrawVert),
  182. uv, (int)sizeof(ImDrawVert),
  183. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  184. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  185. }
  186. }
  187. }
  188. // Restore modified SDL_Renderer state
  189. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  190. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  191. }
  192. // Called by Init/NewFrame/Shutdown
  193. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  194. {
  195. ImGuiIO& io = ImGui::GetIO();
  196. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  197. // Build texture atlas
  198. unsigned char* pixels;
  199. int width, height;
  200. 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.
  201. // Upload texture to graphics system
  202. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  203. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  204. if (bd->FontTexture == nullptr)
  205. {
  206. SDL_Log("error creating texture");
  207. return false;
  208. }
  209. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  210. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  211. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  212. // Store our identifier
  213. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  214. return true;
  215. }
  216. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  217. {
  218. ImGuiIO& io = ImGui::GetIO();
  219. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  220. if (bd->FontTexture)
  221. {
  222. io.Fonts->SetTexID(0);
  223. SDL_DestroyTexture(bd->FontTexture);
  224. bd->FontTexture = nullptr;
  225. }
  226. }
  227. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  228. {
  229. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  230. }
  231. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  232. {
  233. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  234. }
  235. //-----------------------------------------------------------------------------
  236. #if defined(__clang__)
  237. #pragma clang diagnostic pop
  238. #endif
  239. #endif // #ifndef IMGUI_DISABLE