imgui_impl_sdlrenderer.cpp 10 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer
  2. // (Requires: SDL 2.0.17+)
  3. // Important to understand: SDL_Renderer is an _optional_ component of SDL.
  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 offers a limited graphic API to the end-user and it might
  7. // be difficult to step out of those boundaries.
  8. // However, we understand it is a convenient choice to get an app started easily.
  9. // Implemented features:
  10. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
  11. // [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
  12. // Missing features:
  13. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  15. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  16. // CHANGELOG
  17. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  18. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  19. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  20. // 2021-09-21: Initial version.
  21. #include "imgui.h"
  22. #include "imgui_impl_sdlrenderer.h"
  23. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  24. #include <stddef.h> // intptr_t
  25. #else
  26. #include <stdint.h> // intptr_t
  27. #endif
  28. // SDL
  29. #include <SDL.h>
  30. #if !SDL_VERSION_ATLEAST(2,0,17)
  31. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  32. #endif
  33. // SDL_Renderer data
  34. struct ImGui_ImplSDLRenderer_Data
  35. {
  36. SDL_Renderer* SDLRenderer;
  37. SDL_Texture* FontTexture;
  38. ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
  39. };
  40. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  41. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  42. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
  43. {
  44. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
  45. }
  46. // Functions
  47. bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
  48. {
  49. ImGuiIO& io = ImGui::GetIO();
  50. IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
  51. IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
  52. // Setup backend capabilities flags
  53. ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
  54. io.BackendRendererUserData = (void*)bd;
  55. io.BackendRendererName = "imgui_impl_sdlrenderer";
  56. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  57. bd->SDLRenderer = renderer;
  58. return true;
  59. }
  60. void ImGui_ImplSDLRenderer_Shutdown()
  61. {
  62. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  63. IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
  64. ImGuiIO& io = ImGui::GetIO();
  65. ImGui_ImplSDLRenderer_DestroyDeviceObjects();
  66. io.BackendRendererName = NULL;
  67. io.BackendRendererUserData = NULL;
  68. IM_DELETE(bd);
  69. }
  70. static void ImGui_ImplSDLRenderer_SetupRenderState()
  71. {
  72. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  73. // Clear out any viewports and cliprect set by the user
  74. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  75. SDL_RenderSetViewport(bd->SDLRenderer, NULL);
  76. SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
  77. }
  78. void ImGui_ImplSDLRenderer_NewFrame()
  79. {
  80. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  81. IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
  82. if (!bd->FontTexture)
  83. ImGui_ImplSDLRenderer_CreateDeviceObjects();
  84. }
  85. void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
  86. {
  87. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  88. // If there's a scale factor set by the user, use that instead
  89. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  90. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  91. float rsx = 1.0f;
  92. float rsy = 1.0f;
  93. SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
  94. ImVec2 render_scale;
  95. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  96. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  97. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  98. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  99. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  100. if (fb_width == 0 || fb_height == 0)
  101. return;
  102. // Backup SDL_Renderer state that will be modified to restore it afterwards
  103. struct BackupSDLRendererState
  104. {
  105. SDL_Rect Viewport;
  106. bool ClipEnabled;
  107. SDL_Rect ClipRect;
  108. };
  109. BackupSDLRendererState old = {};
  110. old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  111. SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
  112. SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
  113. // Will project scissor/clipping rectangles into framebuffer space
  114. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  115. ImVec2 clip_scale = render_scale;
  116. // Render command lists
  117. ImGui_ImplSDLRenderer_SetupRenderState();
  118. for (int n = 0; n < draw_data->CmdListsCount; n++)
  119. {
  120. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  121. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  122. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  123. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  124. {
  125. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  126. if (pcmd->UserCallback)
  127. {
  128. // User callback, registered via ImDrawList::AddCallback()
  129. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  130. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  131. ImGui_ImplSDLRenderer_SetupRenderState();
  132. else
  133. pcmd->UserCallback(cmd_list, pcmd);
  134. }
  135. else
  136. {
  137. // Project scissor/clipping rectangles into framebuffer space
  138. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  139. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  140. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  141. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  142. if (clip_max.x > fb_width) { clip_max.x = (float)fb_width; }
  143. if (clip_max.y > fb_height) { clip_max.y = (float)fb_height; }
  144. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  145. continue;
  146. 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) };
  147. SDL_RenderSetClipRect(bd->SDLRenderer, &r);
  148. const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
  149. const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
  150. #if SDL_VERSION_ATLEAST(2,0,19)
  151. const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
  152. #else
  153. const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  154. #endif
  155. // Bind texture, Draw
  156. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  157. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  158. xy, (int)sizeof(ImDrawVert),
  159. color, (int)sizeof(ImDrawVert),
  160. uv, (int)sizeof(ImDrawVert),
  161. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  162. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  163. }
  164. }
  165. }
  166. // Restore modified SDL_Renderer state
  167. SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
  168. SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
  169. }
  170. // Called by Init/NewFrame/Shutdown
  171. bool ImGui_ImplSDLRenderer_CreateFontsTexture()
  172. {
  173. ImGuiIO& io = ImGui::GetIO();
  174. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  175. // Build texture atlas
  176. unsigned char* pixels;
  177. int width, height;
  178. 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.
  179. // Upload texture to graphics system
  180. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
  181. if (bd->FontTexture == NULL)
  182. {
  183. SDL_Log("error creating texture");
  184. return false;
  185. }
  186. SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width);
  187. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  188. // Store our identifier
  189. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  190. return true;
  191. }
  192. void ImGui_ImplSDLRenderer_DestroyFontsTexture()
  193. {
  194. ImGuiIO& io = ImGui::GetIO();
  195. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  196. if (bd->FontTexture)
  197. {
  198. io.Fonts->SetTexID(0);
  199. SDL_DestroyTexture(bd->FontTexture);
  200. bd->FontTexture = NULL;
  201. }
  202. }
  203. bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
  204. {
  205. return ImGui_ImplSDLRenderer_CreateFontsTexture();
  206. }
  207. void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
  208. {
  209. ImGui_ImplSDLRenderer_DestroyFontsTexture();
  210. }