imgui_impl_sdlrenderer3.cpp 15 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL3
  2. // (Requires: SDL 3.1.8+)
  3. // Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete.
  4. // For a multi-platform app consider using other technologies:
  5. // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API.
  6. // - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers.
  7. // If your application wants to render any non trivial amount of graphics other than UI,
  8. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user
  9. // and it might be difficult to step out of those boundaries.
  10. // Implemented features:
  11. // [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  12. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  13. // [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures).
  14. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  15. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  16. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  17. // Learn about Dear ImGui:
  18. // - FAQ https://dearimgui.com/faq
  19. // - Getting Started https://dearimgui.com/getting-started
  20. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  21. // - Introduction, links and more at the top of imgui.cpp
  22. // CHANGELOG
  23. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
  24. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  25. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  26. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  27. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  28. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  29. // 2023-05-30: Initial version.
  30. #include "imgui.h"
  31. #ifndef IMGUI_DISABLE
  32. #include "imgui_impl_sdlrenderer3.h"
  33. #include <stdint.h> // intptr_t
  34. // Clang warnings with -Weverything
  35. #if defined(__clang__)
  36. #pragma clang diagnostic push
  37. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  38. #endif
  39. // SDL
  40. #include <SDL3/SDL.h>
  41. #if !SDL_VERSION_ATLEAST(3,0,0)
  42. #error This backend requires SDL 3.0.0+
  43. #endif
  44. // SDL_Renderer data
  45. struct ImGui_ImplSDLRenderer3_Data
  46. {
  47. SDL_Renderer* Renderer; // Main viewport's renderer
  48. ImVector<SDL_FColor> ColorBuffer;
  49. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  50. };
  51. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  52. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  53. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  54. {
  55. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  56. }
  57. // Functions
  58. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  59. {
  60. ImGuiIO& io = ImGui::GetIO();
  61. IMGUI_CHECKVERSION();
  62. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  63. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  64. // Setup backend capabilities flags
  65. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  66. io.BackendRendererUserData = (void*)bd;
  67. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  68. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  69. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  70. bd->Renderer = renderer;
  71. return true;
  72. }
  73. void ImGui_ImplSDLRenderer3_Shutdown()
  74. {
  75. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  76. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  77. ImGuiIO& io = ImGui::GetIO();
  78. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  79. io.BackendRendererName = nullptr;
  80. io.BackendRendererUserData = nullptr;
  81. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  82. IM_DELETE(bd);
  83. }
  84. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  85. {
  86. // Clear out any viewports and cliprect set by the user
  87. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  88. SDL_SetRenderViewport(renderer, nullptr);
  89. SDL_SetRenderClipRect(renderer, nullptr);
  90. }
  91. void ImGui_ImplSDLRenderer3_NewFrame()
  92. {
  93. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  94. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  95. IM_UNUSED(bd);
  96. }
  97. // https://github.com/libsdl-org/SDL/issues/9009
  98. 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)
  99. {
  100. const Uint8* color2 = (const Uint8*)color;
  101. colors_out.resize(num_vertices);
  102. SDL_FColor* color3 = colors_out.Data;
  103. for (int i = 0; i < num_vertices; i++)
  104. {
  105. color3[i].r = color->r / 255.0f;
  106. color3[i].g = color->g / 255.0f;
  107. color3[i].b = color->b / 255.0f;
  108. color3[i].a = color->a / 255.0f;
  109. color2 += color_stride;
  110. color = (const SDL_Color*)color2;
  111. }
  112. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  113. }
  114. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  115. {
  116. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  117. // If there's a scale factor set by the user, use that instead
  118. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  119. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  120. float rsx = 1.0f;
  121. float rsy = 1.0f;
  122. SDL_GetRenderScale(renderer, &rsx, &rsy);
  123. ImVec2 render_scale;
  124. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  125. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  126. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  127. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  128. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  129. if (fb_width == 0 || fb_height == 0)
  130. return;
  131. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  132. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  133. if (draw_data->Textures != nullptr)
  134. for (ImTextureData* tex : *draw_data->Textures)
  135. if (tex->Status != ImTextureStatus_OK)
  136. ImGui_ImplSDLRenderer3_UpdateTexture(tex);
  137. // Backup SDL_Renderer state that will be modified to restore it afterwards
  138. struct BackupSDLRendererState
  139. {
  140. SDL_Rect Viewport;
  141. bool ViewportEnabled;
  142. bool ClipEnabled;
  143. SDL_Rect ClipRect;
  144. };
  145. BackupSDLRendererState old = {};
  146. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  147. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  148. SDL_GetRenderViewport(renderer, &old.Viewport);
  149. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  150. // Setup desired state
  151. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  152. // Setup render state structure (for callbacks and custom texture bindings)
  153. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  154. ImGui_ImplSDLRenderer3_RenderState render_state;
  155. render_state.Renderer = renderer;
  156. platform_io.Renderer_RenderState = &render_state;
  157. // Will project scissor/clipping rectangles into framebuffer space
  158. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  159. ImVec2 clip_scale = render_scale;
  160. // Render command lists
  161. for (int n = 0; n < draw_data->CmdListsCount; n++)
  162. {
  163. const ImDrawList* draw_list = draw_data->CmdLists[n];
  164. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  165. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  166. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  167. {
  168. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  169. if (pcmd->UserCallback)
  170. {
  171. // User callback, registered via ImDrawList::AddCallback()
  172. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  173. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  174. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  175. else
  176. pcmd->UserCallback(draw_list, pcmd);
  177. }
  178. else
  179. {
  180. // Project scissor/clipping rectangles into framebuffer space
  181. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  182. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  183. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  184. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  185. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  186. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  187. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  188. continue;
  189. 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) };
  190. SDL_SetRenderClipRect(renderer, &r);
  191. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  192. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  193. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  194. // Bind texture, Draw
  195. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  196. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  197. xy, (int)sizeof(ImDrawVert),
  198. color, (int)sizeof(ImDrawVert),
  199. uv, (int)sizeof(ImDrawVert),
  200. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  201. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  202. }
  203. }
  204. }
  205. platform_io.Renderer_RenderState = nullptr;
  206. // Restore modified SDL_Renderer state
  207. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  208. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  209. }
  210. void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
  211. {
  212. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  213. if (tex->Status == ImTextureStatus_WantCreate)
  214. {
  215. // Create and upload new texture to graphics system
  216. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  217. IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
  218. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  219. // Create texture
  220. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  221. SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
  222. IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
  223. SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
  224. SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
  225. SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
  226. // Store identifiers
  227. tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
  228. tex->SetStatus(ImTextureStatus_OK);
  229. }
  230. else if (tex->Status == ImTextureStatus_WantUpdates)
  231. {
  232. // Update selected blocks. We only ever write to textures regions which have never been used before!
  233. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  234. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  235. for (ImTextureRect& r : tex->Updates)
  236. {
  237. SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
  238. SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
  239. }
  240. tex->SetStatus(ImTextureStatus_OK);
  241. }
  242. else if (tex->Status == ImTextureStatus_WantDestroy)
  243. {
  244. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  245. if (sdl_texture == nullptr)
  246. return;
  247. SDL_DestroyTexture(sdl_texture);
  248. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  249. tex->SetTexID(ImTextureID_Invalid);
  250. tex->SetStatus(ImTextureStatus_Destroyed);
  251. }
  252. }
  253. void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  254. {
  255. }
  256. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  257. {
  258. // Destroy all textures
  259. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  260. if (tex->RefCount == 1)
  261. {
  262. tex->SetStatus(ImTextureStatus_WantDestroy);
  263. ImGui_ImplSDLRenderer3_UpdateTexture(tex);
  264. }
  265. }
  266. //-----------------------------------------------------------------------------
  267. #if defined(__clang__)
  268. #pragma clang diagnostic pop
  269. #endif
  270. #endif // #ifndef IMGUI_DISABLE