imgui_impl_sdlrenderer3.cpp 13 KB

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  1. // dear imgui: Renderer Backend for SDL_Renderer for SDL3
  2. // (Requires: SDL 3.0.0+)
  3. // (**IMPORTANT: SDL 3.0.0 is NOT YET RELEASED AND CURRENTLY HAS A FAST CHANGING API. THIS CODE BREAKS OFTEN AS SDL3 CHANGES.**)
  4. // Note how SDL_Renderer is an _optional_ component of SDL3.
  5. // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
  6. // If your application will want to render any non trivial amount of graphics other than UI,
  7. // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and
  8. // it might be difficult to step out of those boundaries.
  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) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  12. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  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. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  22. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  23. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  24. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  25. // 2023-05-30: Initial version.
  26. #include "imgui.h"
  27. #ifndef IMGUI_DISABLE
  28. #include "imgui_impl_sdlrenderer3.h"
  29. #include <stdint.h> // intptr_t
  30. // Clang warnings with -Weverything
  31. #if defined(__clang__)
  32. #pragma clang diagnostic push
  33. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  34. #endif
  35. // SDL
  36. #include <SDL3/SDL.h>
  37. #if !SDL_VERSION_ATLEAST(3,0,0)
  38. #error This backend requires SDL 3.0.0+
  39. #endif
  40. // SDL_Renderer data
  41. struct ImGui_ImplSDLRenderer3_Data
  42. {
  43. SDL_Renderer* Renderer; // Main viewport's renderer
  44. SDL_Texture* FontTexture;
  45. ImVector<SDL_FColor> ColorBuffer;
  46. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  47. };
  48. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  49. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  50. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  51. {
  52. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  53. }
  54. // Functions
  55. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  56. {
  57. ImGuiIO& io = ImGui::GetIO();
  58. IMGUI_CHECKVERSION();
  59. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  60. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  61. // Setup backend capabilities flags
  62. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  63. io.BackendRendererUserData = (void*)bd;
  64. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  65. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  66. bd->Renderer = renderer;
  67. return true;
  68. }
  69. void ImGui_ImplSDLRenderer3_Shutdown()
  70. {
  71. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  72. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  73. ImGuiIO& io = ImGui::GetIO();
  74. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  75. io.BackendRendererName = nullptr;
  76. io.BackendRendererUserData = nullptr;
  77. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  78. IM_DELETE(bd);
  79. }
  80. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  81. {
  82. // Clear out any viewports and cliprect set by the user
  83. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  84. SDL_SetRenderViewport(renderer, nullptr);
  85. SDL_SetRenderClipRect(renderer, nullptr);
  86. }
  87. void ImGui_ImplSDLRenderer3_NewFrame()
  88. {
  89. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  90. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  91. if (!bd->FontTexture)
  92. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  93. }
  94. // https://github.com/libsdl-org/SDL/issues/9009
  95. 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)
  96. {
  97. const Uint8* color2 = (const Uint8*)color;
  98. colors_out.resize(num_vertices);
  99. SDL_FColor* color3 = colors_out.Data;
  100. for (int i = 0; i < num_vertices; i++)
  101. {
  102. color3[i].r = color->r / 255.0f;
  103. color3[i].g = color->g / 255.0f;
  104. color3[i].b = color->b / 255.0f;
  105. color3[i].a = color->a / 255.0f;
  106. color2 += color_stride;
  107. color = (const SDL_Color*)color2;
  108. }
  109. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  110. }
  111. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  112. {
  113. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  114. // If there's a scale factor set by the user, use that instead
  115. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  116. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  117. float rsx = 1.0f;
  118. float rsy = 1.0f;
  119. SDL_GetRenderScale(renderer, &rsx, &rsy);
  120. ImVec2 render_scale;
  121. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  122. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  123. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  124. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  125. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  126. if (fb_width == 0 || fb_height == 0)
  127. return;
  128. // Backup SDL_Renderer state that will be modified to restore it afterwards
  129. struct BackupSDLRendererState
  130. {
  131. SDL_Rect Viewport;
  132. bool ViewportEnabled;
  133. bool ClipEnabled;
  134. SDL_Rect ClipRect;
  135. };
  136. BackupSDLRendererState old = {};
  137. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  138. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  139. SDL_GetRenderViewport(renderer, &old.Viewport);
  140. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  141. // Setup desired state
  142. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  143. // Setup render state structure (for callbacks and custom texture bindings)
  144. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  145. ImGui_ImplSDLRenderer3_RenderState render_state;
  146. render_state.Renderer = renderer;
  147. platform_io.Renderer_RenderState = &render_state;
  148. // Will project scissor/clipping rectangles into framebuffer space
  149. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  150. ImVec2 clip_scale = render_scale;
  151. // Render command lists
  152. for (int n = 0; n < draw_data->CmdListsCount; n++)
  153. {
  154. const ImDrawList* draw_list = draw_data->CmdLists[n];
  155. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  156. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  157. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  158. {
  159. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  160. if (pcmd->UserCallback)
  161. {
  162. // User callback, registered via ImDrawList::AddCallback()
  163. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  164. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  165. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  166. else
  167. pcmd->UserCallback(draw_list, pcmd);
  168. }
  169. else
  170. {
  171. // Project scissor/clipping rectangles into framebuffer space
  172. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  173. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  174. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  175. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  176. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  177. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  178. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  179. continue;
  180. 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) };
  181. SDL_SetRenderClipRect(renderer, &r);
  182. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  183. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  184. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  185. // Bind texture, Draw
  186. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  187. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  188. xy, (int)sizeof(ImDrawVert),
  189. color, (int)sizeof(ImDrawVert),
  190. uv, (int)sizeof(ImDrawVert),
  191. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  192. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  193. }
  194. }
  195. }
  196. platform_io.Renderer_RenderState = nullptr;
  197. // Restore modified SDL_Renderer state
  198. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  199. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  200. }
  201. // Called by Init/NewFrame/Shutdown
  202. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  203. {
  204. ImGuiIO& io = ImGui::GetIO();
  205. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  206. // Build texture atlas
  207. unsigned char* pixels;
  208. int width, height;
  209. 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.
  210. // Upload texture to graphics system
  211. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  212. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
  213. if (bd->FontTexture == nullptr)
  214. {
  215. SDL_Log("error creating texture");
  216. return false;
  217. }
  218. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  219. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  220. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  221. // Store our identifier
  222. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  223. return true;
  224. }
  225. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  226. {
  227. ImGuiIO& io = ImGui::GetIO();
  228. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  229. if (bd->FontTexture)
  230. {
  231. io.Fonts->SetTexID(0);
  232. SDL_DestroyTexture(bd->FontTexture);
  233. bd->FontTexture = nullptr;
  234. }
  235. }
  236. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  237. {
  238. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  239. }
  240. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  241. {
  242. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  243. }
  244. //-----------------------------------------------------------------------------
  245. #if defined(__clang__)
  246. #pragma clang diagnostic pop
  247. #endif
  248. #endif // #ifndef IMGUI_DISABLE