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. // Missing features:
  12. // [ ] Renderer: Multi-viewport support (multiple windows).
  13. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  14. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  15. // Learn about Dear ImGui:
  16. // - FAQ https://dearimgui.com/faq
  17. // - Getting Started https://dearimgui.com/getting-started
  18. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  19. // - Introduction, links and more at the top of imgui.cpp
  20. // CHANGELOG
  21. // 2023-05-30: Initial version.
  22. #include "imgui.h"
  23. #ifndef IMGUI_DISABLE
  24. #include "imgui_impl_sdlrenderer3.h"
  25. #include <stdint.h> // intptr_t
  26. // Clang warnings with -Weverything
  27. #if defined(__clang__)
  28. #pragma clang diagnostic push
  29. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  30. #endif
  31. // SDL
  32. #include <SDL3/SDL.h>
  33. #if !SDL_VERSION_ATLEAST(3,0,0)
  34. #error This backend requires SDL 3.0.0+
  35. #endif
  36. // SDL_Renderer data
  37. struct ImGui_ImplSDLRenderer3_Data
  38. {
  39. SDL_Renderer* SDLRenderer;
  40. SDL_Texture* FontTexture;
  41. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  42. };
  43. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  44. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  45. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  46. {
  47. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  48. }
  49. // Functions
  50. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  51. {
  52. ImGuiIO& io = ImGui::GetIO();
  53. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  54. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  55. // Setup backend capabilities flags
  56. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  57. io.BackendRendererUserData = (void*)bd;
  58. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  59. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  60. bd->SDLRenderer = renderer;
  61. return true;
  62. }
  63. void ImGui_ImplSDLRenderer3_Shutdown()
  64. {
  65. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  66. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  67. ImGuiIO& io = ImGui::GetIO();
  68. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  69. io.BackendRendererName = nullptr;
  70. io.BackendRendererUserData = nullptr;
  71. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  72. IM_DELETE(bd);
  73. }
  74. static void ImGui_ImplSDLRenderer3_SetupRenderState()
  75. {
  76. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  77. // Clear out any viewports and cliprect set by the user
  78. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  79. SDL_SetRenderViewport(bd->SDLRenderer, nullptr);
  80. SDL_SetRenderClipRect(bd->SDLRenderer, nullptr);
  81. }
  82. void ImGui_ImplSDLRenderer3_NewFrame()
  83. {
  84. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  85. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer3_Init()?");
  86. if (!bd->FontTexture)
  87. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  88. }
  89. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
  90. {
  91. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  92. // If there's a scale factor set by the user, use that instead
  93. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  94. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  95. float rsx = 1.0f;
  96. float rsy = 1.0f;
  97. SDL_GetRenderScale(bd->SDLRenderer, &rsx, &rsy);
  98. ImVec2 render_scale;
  99. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  100. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  101. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  102. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  103. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  104. if (fb_width == 0 || fb_height == 0)
  105. return;
  106. // Backup SDL_Renderer state that will be modified to restore it afterwards
  107. struct BackupSDLRendererState
  108. {
  109. SDL_Rect Viewport;
  110. bool ClipEnabled;
  111. SDL_Rect ClipRect;
  112. };
  113. BackupSDLRendererState old = {};
  114. old.ClipEnabled = SDL_RenderClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  115. SDL_GetRenderViewport(bd->SDLRenderer, &old.Viewport);
  116. SDL_GetRenderClipRect(bd->SDLRenderer, &old.ClipRect);
  117. // Will project scissor/clipping rectangles into framebuffer space
  118. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  119. ImVec2 clip_scale = render_scale;
  120. // Render command lists
  121. ImGui_ImplSDLRenderer3_SetupRenderState();
  122. for (int n = 0; n < draw_data->CmdListsCount; n++)
  123. {
  124. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  125. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  126. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  127. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  128. {
  129. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  130. if (pcmd->UserCallback)
  131. {
  132. // User callback, registered via ImDrawList::AddCallback()
  133. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  134. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  135. ImGui_ImplSDLRenderer3_SetupRenderState();
  136. else
  137. pcmd->UserCallback(cmd_list, pcmd);
  138. }
  139. else
  140. {
  141. // Project scissor/clipping rectangles into framebuffer space
  142. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  143. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  144. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  145. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  146. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  147. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  148. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  149. continue;
  150. 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) };
  151. SDL_SetRenderClipRect(bd->SDLRenderer, &r);
  152. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  153. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  154. #if SDL_VERSION_ATLEAST(2,0,19)
  155. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  156. #else
  157. const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
  158. #endif
  159. // Bind texture, Draw
  160. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  161. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  162. xy, (int)sizeof(ImDrawVert),
  163. color, (int)sizeof(ImDrawVert),
  164. uv, (int)sizeof(ImDrawVert),
  165. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  166. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  167. }
  168. }
  169. }
  170. // Restore modified SDL_Renderer state
  171. SDL_SetRenderViewport(bd->SDLRenderer, &old.Viewport);
  172. SDL_SetRenderClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  173. }
  174. // Called by Init/NewFrame/Shutdown
  175. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  176. {
  177. ImGuiIO& io = ImGui::GetIO();
  178. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  179. // Build texture atlas
  180. unsigned char* pixels;
  181. int width, height;
  182. 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.
  183. // Upload texture to graphics system
  184. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  185. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  186. if (bd->FontTexture == nullptr)
  187. {
  188. SDL_Log("error creating texture");
  189. return false;
  190. }
  191. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  192. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  193. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  194. // Store our identifier
  195. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  196. return true;
  197. }
  198. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  199. {
  200. ImGuiIO& io = ImGui::GetIO();
  201. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  202. if (bd->FontTexture)
  203. {
  204. io.Fonts->SetTexID(0);
  205. SDL_DestroyTexture(bd->FontTexture);
  206. bd->FontTexture = nullptr;
  207. }
  208. }
  209. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  210. {
  211. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  212. }
  213. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  214. {
  215. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  216. }
  217. //-----------------------------------------------------------------------------
  218. #if defined(__clang__)
  219. #pragma clang diagnostic pop
  220. #endif
  221. #endif // #ifndef IMGUI_DISABLE