imgui_impl_sdlrenderer.cpp 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252
  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: Large meshes support (64k+ vertices) with 16-bit indices.
  12. // Missing features:
  13. // [ ] Renderer: Multi-viewport support (multiple windows).
  14. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  15. // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
  16. // Read online: https://github.com/ocornut/imgui/tree/master/docs
  17. // CHANGELOG
  18. // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
  19. // 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
  20. // 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
  21. // 2021-10-06: Backup and restore modified ClipRect/Viewport.
  22. // 2021-09-21: Initial version.
  23. #include "imgui.h"
  24. #include "imgui_impl_sdlrenderer.h"
  25. #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  26. #include <stddef.h> // intptr_t
  27. #else
  28. #include <stdint.h> // intptr_t
  29. #endif
  30. // SDL
  31. #include <SDL.h>
  32. #if !SDL_VERSION_ATLEAST(2,0,17)
  33. #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function
  34. #endif
  35. // SDL_Renderer data
  36. struct ImGui_ImplSDLRenderer_Data
  37. {
  38. SDL_Renderer* SDLRenderer;
  39. SDL_Texture* FontTexture;
  40. ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); }
  41. };
  42. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  43. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  44. static ImGui_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
  45. {
  46. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  47. }
  48. // Functions
  49. bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
  50. {
  51. ImGuiIO& io = ImGui::GetIO();
  52. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  53. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  54. // Setup backend capabilities flags
  55. ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
  56. io.BackendRendererUserData = (void*)bd;
  57. io.BackendRendererName = "imgui_impl_sdlrenderer";
  58. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  59. bd->SDLRenderer = renderer;
  60. return true;
  61. }
  62. void ImGui_ImplSDLRenderer_Shutdown()
  63. {
  64. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  65. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  66. ImGuiIO& io = ImGui::GetIO();
  67. ImGui_ImplSDLRenderer_DestroyDeviceObjects();
  68. io.BackendRendererName = nullptr;
  69. io.BackendRendererUserData = nullptr;
  70. IM_DELETE(bd);
  71. }
  72. static void ImGui_ImplSDLRenderer_SetupRenderState()
  73. {
  74. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  75. // Clear out any viewports and cliprect set by the user
  76. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  77. SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
  78. SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
  79. }
  80. void ImGui_ImplSDLRenderer_NewFrame()
  81. {
  82. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  83. IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDLRenderer_Init()?");
  84. if (!bd->FontTexture)
  85. ImGui_ImplSDLRenderer_CreateDeviceObjects();
  86. }
  87. void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
  88. {
  89. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  90. // If there's a scale factor set by the user, use that instead
  91. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  92. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  93. float rsx = 1.0f;
  94. float rsy = 1.0f;
  95. SDL_RenderGetScale(bd->SDLRenderer, &rsx, &rsy);
  96. ImVec2 render_scale;
  97. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  98. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  99. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  100. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  101. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  102. if (fb_width == 0 || fb_height == 0)
  103. return;
  104. // Backup SDL_Renderer state that will be modified to restore it afterwards
  105. struct BackupSDLRendererState
  106. {
  107. SDL_Rect Viewport;
  108. bool ClipEnabled;
  109. SDL_Rect ClipRect;
  110. };
  111. BackupSDLRendererState old = {};
  112. old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
  113. SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
  114. SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
  115. // Will project scissor/clipping rectangles into framebuffer space
  116. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  117. ImVec2 clip_scale = render_scale;
  118. // Render command lists
  119. ImGui_ImplSDLRenderer_SetupRenderState();
  120. for (int n = 0; n < draw_data->CmdListsCount; n++)
  121. {
  122. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  123. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  124. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  125. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  126. {
  127. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  128. if (pcmd->UserCallback)
  129. {
  130. // User callback, registered via ImDrawList::AddCallback()
  131. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  132. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  133. ImGui_ImplSDLRenderer_SetupRenderState();
  134. else
  135. pcmd->UserCallback(cmd_list, pcmd);
  136. }
  137. else
  138. {
  139. // Project scissor/clipping rectangles into framebuffer space
  140. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  141. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  142. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  143. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  144. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  145. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  146. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  147. continue;
  148. 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) };
  149. SDL_RenderSetClipRect(bd->SDLRenderer, &r);
  150. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
  151. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
  152. #if SDL_VERSION_ATLEAST(2,0,19)
  153. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
  154. #else
  155. 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
  156. #endif
  157. // Bind texture, Draw
  158. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  159. SDL_RenderGeometryRaw(bd->SDLRenderer, tex,
  160. xy, (int)sizeof(ImDrawVert),
  161. color, (int)sizeof(ImDrawVert),
  162. uv, (int)sizeof(ImDrawVert),
  163. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  164. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  165. }
  166. }
  167. }
  168. // Restore modified SDL_Renderer state
  169. SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
  170. SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  171. }
  172. // Called by Init/NewFrame/Shutdown
  173. bool ImGui_ImplSDLRenderer_CreateFontsTexture()
  174. {
  175. ImGuiIO& io = ImGui::GetIO();
  176. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  177. // Build texture atlas
  178. unsigned char* pixels;
  179. int width, height;
  180. 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.
  181. // Upload texture to graphics system
  182. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  183. bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  184. if (bd->FontTexture == nullptr)
  185. {
  186. SDL_Log("error creating texture");
  187. return false;
  188. }
  189. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  190. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  191. SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear);
  192. // Store our identifier
  193. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  194. return true;
  195. }
  196. void ImGui_ImplSDLRenderer_DestroyFontsTexture()
  197. {
  198. ImGuiIO& io = ImGui::GetIO();
  199. ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
  200. if (bd->FontTexture)
  201. {
  202. io.Fonts->SetTexID(0);
  203. SDL_DestroyTexture(bd->FontTexture);
  204. bd->FontTexture = nullptr;
  205. }
  206. }
  207. bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
  208. {
  209. return ImGui_ImplSDLRenderer_CreateFontsTexture();
  210. }
  211. void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
  212. {
  213. ImGui_ImplSDLRenderer_DestroyFontsTexture();
  214. }