imgui_impl_sdlrenderer.cpp 11 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. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  18. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  19. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  20. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  21. // 2021-09-21: Initial version.
  22. #include "imgui.h"
  23. #include "imgui_impl_sdlrenderer.h"
  24. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  25. #include <stddef.h> // intptr_t
  26. #else
  27. #include <stdint.h> // intptr_t
  28. #endif
  29. // SDL
  30. #include <SDL.h>
  31. #if !SDL_VERSION_ATLEAST(2,0,17)
  32. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  33. #endif
  34. // SDL_Renderer data
  35. struct ImGui_ImplSDLRenderer_Data
  36. {
  37. SDL_Renderer* SDLRenderer;
  38. SDL_Texture* FontTexture;
  39. ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
  40. };
  41. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  42. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  43. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
  44. {
  45. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  46. }
  47. // Functions
  48. bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
  49. {
  50. ImGuiIO& io = ImGui::GetIO();
  51. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  52. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  53. // Setup backend capabilities flags
  54. ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
  55. io.BackendRendererUserData = (void*)bd;
  56. io.BackendRendererName = "imgui_impl_sdlrenderer";
  57. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  58. bd->SDLRenderer = renderer;
  59. return true;
  60. }
  61. void ImGui_ImplSDLRenderer_Shutdown()
  62. {
  63. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  64. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  65. ImGuiIO& io = ImGui::GetIO();
  66. ImGui_ImplSDLRenderer_DestroyDeviceObjects();
  67. io.BackendRendererName = nullptr;
  68. io.BackendRendererUserData = nullptr;
  69. IM_DELETE(bd);
  70. }
  71. static void ImGui_ImplSDLRenderer_SetupRenderState()
  72. {
  73. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  74. // Clear out any viewports and cliprect set by the user
  75. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  76. SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
  77. SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
  78. }
  79. void ImGui_ImplSDLRenderer_NewFrame()
  80. {
  81. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  82. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
  83. if (!bd->FontTexture)
  84. ImGui_ImplSDLRenderer_CreateDeviceObjects();
  85. }
  86. void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
  87. {
  88. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  89. // If there's a scale factor set by the user, use that instead
  90. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  91. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  92. float rsx = 1.0f;
  93. float rsy = 1.0f;
  94. SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
  95. ImVec2 render_scale;
  96. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  97. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  98. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  99. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  100. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  101. if (fb_width == 0 || fb_height == 0)
  102. return;
  103. // Backup SDL_Renderer state that will be modified to restore it afterwards
  104. struct BackupSDLRendererState
  105. {
  106. SDL_Rect Viewport;
  107. bool ClipEnabled;
  108. SDL_Rect ClipRect;
  109. };
  110. BackupSDLRendererState old = {};
  111. old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  112. SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
  113. SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
  114. // Will project scissor/clipping rectangles into framebuffer space
  115. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  116. ImVec2 clip_scale = render_scale;
  117. // Render command lists
  118. ImGui_ImplSDLRenderer_SetupRenderState();
  119. for (int n = 0; n < draw_data->CmdListsCount; n++)
  120. {
  121. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  122. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  123. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  124. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  125. {
  126. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  127. if (pcmd->UserCallback)
  128. {
  129. // User callback, registered via ImDrawList::AddCallback()
  130. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  131. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  132. ImGui_ImplSDLRenderer_SetupRenderState();
  133. else
  134. pcmd->UserCallback(cmd_list, pcmd);
  135. }
  136. else
  137. {
  138. // Project scissor/clipping rectangles into framebuffer space
  139. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  140. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  141. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  142. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  143. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  144. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  145. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  146. continue;
  147. 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) };
  148. SDL_RenderSetClipRect(bd->SDLRenderer, &r);
  149. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
  150. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
  151. #if SDL_VERSION_ATLEAST(2,0,19)
  152. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
  153. #else
  154. 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
  155. #endif
  156. // Bind texture, Draw
  157. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  158. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  159. xy, (int)sizeof(ImDrawVert),
  160. color, (int)sizeof(ImDrawVert),
  161. uv, (int)sizeof(ImDrawVert),
  162. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  163. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  164. }
  165. }
  166. }
  167. // Restore modified SDL_Renderer state
  168. SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
  169. SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  170. }
  171. // Called by Init/NewFrame/Shutdown
  172. bool ImGui_ImplSDLRenderer_CreateFontsTexture()
  173. {
  174. ImGuiIO& io = ImGui::GetIO();
  175. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  176. // Build texture atlas
  177. unsigned char* pixels;
  178. int width, height;
  179. 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.
  180. // Upload texture to graphics system
  181. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  182. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  183. if (bd->FontTexture == nullptr)
  184. {
  185. SDL_Log("error creating texture");
  186. return false;
  187. }
  188. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  189. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  190. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  191. // Store our identifier
  192. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  193. return true;
  194. }
  195. void ImGui_ImplSDLRenderer_DestroyFontsTexture()
  196. {
  197. ImGuiIO& io = ImGui::GetIO();
  198. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  199. if (bd->FontTexture)
  200. {
  201. io.Fonts->SetTexID(0);
  202. SDL_DestroyTexture(bd->FontTexture);
  203. bd->FontTexture = nullptr;
  204. }
  205. }
  206. bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
  207. {
  208. return ImGui_ImplSDLRenderer_CreateFontsTexture();
  209. }
  210. void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
  211. {
  212. ImGui_ImplSDLRenderer_DestroyFontsTexture();
  213. }