imgui_impl_sdlrenderer3.cpp 12 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. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  12. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  13. // Learn about Dear ImGui:
  14. // - FAQ https://dearimgui.com/faq
  15. // - Getting Started https://dearimgui.com/getting-started
  16. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  17. // - Introduction, links and more at the top of imgui.cpp
  18. // CHANGELOG
  19. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  20. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  21. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  22. // 2023-05-30: Initial version.
  23. #include "imgui.h"
  24. #ifndef IMGUI_DISABLE
  25. #include "imgui_impl_sdlrenderer3.h"
  26. #include <stdint.h> // intptr_t
  27. // Clang warnings with -Weverything
  28. #if defined(__clang__)
  29. #pragma clang diagnostic push
  30. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  31. #endif
  32. // SDL
  33. #include <SDL3/SDL.h>
  34. #if !SDL_VERSION_ATLEAST(3,0,0)
  35. #error This backend requires SDL 3.0.0+
  36. #endif
  37. // SDL_Renderer data
  38. struct ImGui_ImplSDLRenderer3_Data
  39. {
  40. SDL_Renderer* Renderer; // Main viewport's renderer
  41. SDL_Texture* FontTexture;
  42. ImVector<SDL_FColor> ColorBuffer;
  43. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  44. };
  45. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  46. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  47. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  48. {
  49. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  50. }
  51. // Functions
  52. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  53. {
  54. ImGuiIO& io = ImGui::GetIO();
  55. IMGUI_CHECKVERSION();
  56. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  57. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  58. // Setup backend capabilities flags
  59. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  60. io.BackendRendererUserData = (void*)bd;
  61. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  62. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  63. bd->Renderer = renderer;
  64. return true;
  65. }
  66. void ImGui_ImplSDLRenderer3_Shutdown()
  67. {
  68. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  69. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  70. ImGuiIO& io = ImGui::GetIO();
  71. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  72. io.BackendRendererName = nullptr;
  73. io.BackendRendererUserData = nullptr;
  74. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  75. IM_DELETE(bd);
  76. }
  77. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  78. {
  79. // Clear out any viewports and cliprect set by the user
  80. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  81. SDL_SetRenderViewport(renderer, nullptr);
  82. SDL_SetRenderClipRect(renderer, nullptr);
  83. }
  84. void ImGui_ImplSDLRenderer3_NewFrame()
  85. {
  86. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  87. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  88. if (!bd->FontTexture)
  89. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  90. }
  91. // https://github.com/libsdl-org/SDL/issues/9009
  92. 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)
  93. {
  94. const Uint8* color2 = (const Uint8*)color;
  95. colors_out.resize(num_vertices);
  96. SDL_FColor* color3 = colors_out.Data;
  97. for (int i = 0; i < num_vertices; i++)
  98. {
  99. color3[i].r = color->r / 255.0f;
  100. color3[i].g = color->g / 255.0f;
  101. color3[i].b = color->b / 255.0f;
  102. color3[i].a = color->a / 255.0f;
  103. color2 += color_stride;
  104. color = (const SDL_Color*)color2;
  105. }
  106. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  107. }
  108. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  109. {
  110. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  111. // If there's a scale factor set by the user, use that instead
  112. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  113. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  114. float rsx = 1.0f;
  115. float rsy = 1.0f;
  116. SDL_GetRenderScale(renderer, &rsx, &rsy);
  117. ImVec2 render_scale;
  118. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  119. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  120. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  121. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  122. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  123. if (fb_width == 0 || fb_height == 0)
  124. return;
  125. // Backup SDL_Renderer state that will be modified to restore it afterwards
  126. struct BackupSDLRendererState
  127. {
  128. SDL_Rect Viewport;
  129. bool ViewportEnabled;
  130. bool ClipEnabled;
  131. SDL_Rect ClipRect;
  132. };
  133. BackupSDLRendererState old = {};
  134. old.ViewportEnabled = SDL_RenderViewportSet(renderer) == SDL_TRUE;
  135. old.ClipEnabled = SDL_RenderClipEnabled(renderer) == SDL_TRUE;
  136. SDL_GetRenderViewport(renderer, &old.Viewport);
  137. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  138. // Will project scissor/clipping rectangles into framebuffer space
  139. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  140. ImVec2 clip_scale = render_scale;
  141. // Render command lists
  142. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  143. for (int n = 0; n < draw_data->CmdListsCount; n++)
  144. {
  145. const ImDrawList* cmd_list = draw_data->CmdLists[n];
  146. const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
  147. const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
  148. for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  149. {
  150. const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
  151. if (pcmd->UserCallback)
  152. {
  153. // User callback, registered via ImDrawList::AddCallback()
  154. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  155. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  156. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  157. else
  158. pcmd->UserCallback(cmd_list, pcmd);
  159. }
  160. else
  161. {
  162. // Project scissor/clipping rectangles into framebuffer space
  163. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  164. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  165. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  166. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  167. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  168. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  169. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  170. continue;
  171. 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) };
  172. SDL_SetRenderClipRect(renderer, &r);
  173. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  174. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  175. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  176. // Bind texture, Draw
  177. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  178. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  179. xy, (int)sizeof(ImDrawVert),
  180. color, (int)sizeof(ImDrawVert),
  181. uv, (int)sizeof(ImDrawVert),
  182. cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
  183. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  184. }
  185. }
  186. }
  187. // Restore modified SDL_Renderer state
  188. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  189. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  190. }
  191. // Called by Init/NewFrame/Shutdown
  192. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  193. {
  194. ImGuiIO& io = ImGui::GetIO();
  195. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  196. // Build texture atlas
  197. unsigned char* pixels;
  198. int width, height;
  199. 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.
  200. // Upload texture to graphics system
  201. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  202. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  203. if (bd->FontTexture == nullptr)
  204. {
  205. SDL_Log("error creating texture");
  206. return false;
  207. }
  208. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  209. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  210. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  211. // Store our identifier
  212. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  213. return true;
  214. }
  215. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  216. {
  217. ImGuiIO& io = ImGui::GetIO();
  218. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  219. if (bd->FontTexture)
  220. {
  221. io.Fonts->SetTexID(0);
  222. SDL_DestroyTexture(bd->FontTexture);
  223. bd->FontTexture = nullptr;
  224. }
  225. }
  226. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  227. {
  228. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  229. }
  230. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  231. {
  232. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  233. }
  234. //-----------------------------------------------------------------------------
  235. #if defined(__clang__)
  236. #pragma clang diagnostic pop
  237. #endif
  238. #endif // #ifndef IMGUI_DISABLE