imgui_impl_sdlrenderer3.cpp 13 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 ImTextureID. Read the FAQ about ImTextureID!
  12. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  13. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  14. // Missing features:
  15. // [ ] Renderer: Multi-viewport support (multiple windows).
  16. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  17. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  18. // Learn about Dear ImGui:
  19. // - FAQ https://dearimgui.com/faq
  20. // - Getting Started https://dearimgui.com/getting-started
  21. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  22. // - Introduction, links and more at the top of imgui.cpp
  23. // CHANGELOG
  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. SDL_Texture* FontTexture;
  49. ImVector<SDL_FColor> ColorBuffer;
  50. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  51. };
  52. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  53. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  54. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  55. {
  56. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  57. }
  58. // Functions
  59. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  60. {
  61. ImGuiIO& io = ImGui::GetIO();
  62. IMGUI_CHECKVERSION();
  63. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  64. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  65. // Setup backend capabilities flags
  66. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  67. io.BackendRendererUserData = (void*)bd;
  68. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  69. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  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;
  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. if (!bd->FontTexture)
  96. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  97. }
  98. // https://github.com/libsdl-org/SDL/issues/9009
  99. 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)
  100. {
  101. const Uint8* color2 = (const Uint8*)color;
  102. colors_out.resize(num_vertices);
  103. SDL_FColor* color3 = colors_out.Data;
  104. for (int i = 0; i < num_vertices; i++)
  105. {
  106. color3[i].r = color->r / 255.0f;
  107. color3[i].g = color->g / 255.0f;
  108. color3[i].b = color->b / 255.0f;
  109. color3[i].a = color->a / 255.0f;
  110. color2 += color_stride;
  111. color = (const SDL_Color*)color2;
  112. }
  113. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  114. }
  115. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  116. {
  117. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  118. // If there's a scale factor set by the user, use that instead
  119. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  120. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  121. float rsx = 1.0f;
  122. float rsy = 1.0f;
  123. SDL_GetRenderScale(renderer, &rsx, &rsy);
  124. ImVec2 render_scale;
  125. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  126. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  127. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  128. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  129. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  130. if (fb_width == 0 || fb_height == 0)
  131. return;
  132. // Backup SDL_Renderer state that will be modified to restore it afterwards
  133. struct BackupSDLRendererState
  134. {
  135. SDL_Rect Viewport;
  136. bool ViewportEnabled;
  137. bool ClipEnabled;
  138. SDL_Rect ClipRect;
  139. };
  140. BackupSDLRendererState old = {};
  141. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  142. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  143. SDL_GetRenderViewport(renderer, &old.Viewport);
  144. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  145. // Setup desired state
  146. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  147. // Setup render state structure (for callbacks and custom texture bindings)
  148. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  149. ImGui_ImplSDLRenderer3_RenderState render_state;
  150. render_state.Renderer = renderer;
  151. platform_io.Renderer_RenderState = &render_state;
  152. // Will project scissor/clipping rectangles into framebuffer space
  153. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  154. ImVec2 clip_scale = render_scale;
  155. // Render command lists
  156. for (int n = 0; n < draw_data->CmdListsCount; n++)
  157. {
  158. const ImDrawList* draw_list = draw_data->CmdLists[n];
  159. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  160. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  161. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  162. {
  163. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  164. if (pcmd->UserCallback)
  165. {
  166. // User callback, registered via ImDrawList::AddCallback()
  167. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  168. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  169. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  170. else
  171. pcmd->UserCallback(draw_list, pcmd);
  172. }
  173. else
  174. {
  175. // Project scissor/clipping rectangles into framebuffer space
  176. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  177. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  178. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  179. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  180. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  181. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  182. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  183. continue;
  184. 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) };
  185. SDL_SetRenderClipRect(renderer, &r);
  186. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  187. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  188. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  189. // Bind texture, Draw
  190. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  191. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  192. xy, (int)sizeof(ImDrawVert),
  193. color, (int)sizeof(ImDrawVert),
  194. uv, (int)sizeof(ImDrawVert),
  195. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  196. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  197. }
  198. }
  199. }
  200. platform_io.Renderer_RenderState = nullptr;
  201. // Restore modified SDL_Renderer state
  202. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  203. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  204. }
  205. // Called by Init/NewFrame/Shutdown
  206. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  207. {
  208. ImGuiIO& io = ImGui::GetIO();
  209. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  210. // Build texture atlas
  211. unsigned char* pixels;
  212. int width, height;
  213. 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.
  214. // Upload texture to graphics system
  215. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  216. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
  217. if (bd->FontTexture == nullptr)
  218. {
  219. SDL_Log("error creating texture");
  220. return false;
  221. }
  222. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  223. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  224. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  225. // Store our identifier
  226. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  227. return true;
  228. }
  229. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  230. {
  231. ImGuiIO& io = ImGui::GetIO();
  232. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  233. if (bd->FontTexture)
  234. {
  235. io.Fonts->SetTexID(0);
  236. SDL_DestroyTexture(bd->FontTexture);
  237. bd->FontTexture = nullptr;
  238. }
  239. }
  240. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  241. {
  242. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  243. }
  244. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  245. {
  246. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  247. }
  248. //-----------------------------------------------------------------------------
  249. #if defined(__clang__)
  250. #pragma clang diagnostic pop
  251. #endif
  252. #endif // #ifndef IMGUI_DISABLE