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. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  15. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  16. // Learn about Dear ImGui:
  17. // - FAQ https://dearimgui.com/faq
  18. // - Getting Started https://dearimgui.com/getting-started
  19. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  20. // - Introduction, links and more at the top of imgui.cpp
  21. // CHANGELOG
  22. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  23. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  24. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  25. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  26. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  27. // 2023-05-30: Initial version.
  28. #include "imgui.h"
  29. #ifndef IMGUI_DISABLE
  30. #include "imgui_impl_sdlrenderer3.h"
  31. #include <stdint.h> // intptr_t
  32. // Clang warnings with -Weverything
  33. #if defined(__clang__)
  34. #pragma clang diagnostic push
  35. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  36. #endif
  37. // SDL
  38. #include <SDL3/SDL.h>
  39. #if !SDL_VERSION_ATLEAST(3,0,0)
  40. #error This backend requires SDL 3.0.0+
  41. #endif
  42. // SDL_Renderer data
  43. struct ImGui_ImplSDLRenderer3_Data
  44. {
  45. SDL_Renderer* Renderer; // Main viewport's renderer
  46. SDL_Texture* FontTexture;
  47. ImVector<SDL_FColor> ColorBuffer;
  48. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  49. };
  50. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  51. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  52. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  53. {
  54. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  55. }
  56. // Functions
  57. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  58. {
  59. ImGuiIO& io = ImGui::GetIO();
  60. IMGUI_CHECKVERSION();
  61. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  62. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  63. // Setup backend capabilities flags
  64. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  65. io.BackendRendererUserData = (void*)bd;
  66. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  67. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  68. bd->Renderer = renderer;
  69. return true;
  70. }
  71. void ImGui_ImplSDLRenderer3_Shutdown()
  72. {
  73. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  74. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  75. ImGuiIO& io = ImGui::GetIO();
  76. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  77. io.BackendRendererName = nullptr;
  78. io.BackendRendererUserData = nullptr;
  79. io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;
  80. IM_DELETE(bd);
  81. }
  82. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  83. {
  84. // Clear out any viewports and cliprect set by the user
  85. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  86. SDL_SetRenderViewport(renderer, nullptr);
  87. SDL_SetRenderClipRect(renderer, nullptr);
  88. }
  89. void ImGui_ImplSDLRenderer3_NewFrame()
  90. {
  91. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  92. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  93. if (!bd->FontTexture)
  94. ImGui_ImplSDLRenderer3_CreateDeviceObjects();
  95. }
  96. // https://github.com/libsdl-org/SDL/issues/9009
  97. 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)
  98. {
  99. const Uint8* color2 = (const Uint8*)color;
  100. colors_out.resize(num_vertices);
  101. SDL_FColor* color3 = colors_out.Data;
  102. for (int i = 0; i < num_vertices; i++)
  103. {
  104. color3[i].r = color->r / 255.0f;
  105. color3[i].g = color->g / 255.0f;
  106. color3[i].b = color->b / 255.0f;
  107. color3[i].a = color->a / 255.0f;
  108. color2 += color_stride;
  109. color = (const SDL_Color*)color2;
  110. }
  111. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  112. }
  113. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  114. {
  115. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  116. // If there's a scale factor set by the user, use that instead
  117. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  118. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  119. float rsx = 1.0f;
  120. float rsy = 1.0f;
  121. SDL_GetRenderScale(renderer, &rsx, &rsy);
  122. ImVec2 render_scale;
  123. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  124. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  125. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  126. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  127. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  128. if (fb_width == 0 || fb_height == 0)
  129. return;
  130. // Backup SDL_Renderer state that will be modified to restore it afterwards
  131. struct BackupSDLRendererState
  132. {
  133. SDL_Rect Viewport;
  134. bool ViewportEnabled;
  135. bool ClipEnabled;
  136. SDL_Rect ClipRect;
  137. };
  138. BackupSDLRendererState old = {};
  139. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  140. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  141. SDL_GetRenderViewport(renderer, &old.Viewport);
  142. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  143. // Setup desired state
  144. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  145. // Setup render state structure (for callbacks and custom texture bindings)
  146. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  147. ImGui_ImplSDLRenderer3_RenderState render_state;
  148. render_state.Renderer = renderer;
  149. platform_io.Renderer_RenderState = &render_state;
  150. // Will project scissor/clipping rectangles into framebuffer space
  151. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  152. ImVec2 clip_scale = render_scale;
  153. // Render command lists
  154. for (int n = 0; n < draw_data->CmdListsCount; n++)
  155. {
  156. const ImDrawList* draw_list = draw_data->CmdLists[n];
  157. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  158. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  159. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  160. {
  161. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  162. if (pcmd->UserCallback)
  163. {
  164. // User callback, registered via ImDrawList::AddCallback()
  165. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  166. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  167. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  168. else
  169. pcmd->UserCallback(draw_list, pcmd);
  170. }
  171. else
  172. {
  173. // Project scissor/clipping rectangles into framebuffer space
  174. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  175. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  176. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  177. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  178. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  179. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  180. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  181. continue;
  182. 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) };
  183. SDL_SetRenderClipRect(renderer, &r);
  184. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  185. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  186. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  187. // Bind texture, Draw
  188. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  189. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  190. xy, (int)sizeof(ImDrawVert),
  191. color, (int)sizeof(ImDrawVert),
  192. uv, (int)sizeof(ImDrawVert),
  193. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  194. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  195. }
  196. }
  197. }
  198. platform_io.Renderer_RenderState = nullptr;
  199. // Restore modified SDL_Renderer state
  200. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  201. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  202. }
  203. // Called by Init/NewFrame/Shutdown
  204. bool ImGui_ImplSDLRenderer3_CreateFontsTexture()
  205. {
  206. ImGuiIO& io = ImGui::GetIO();
  207. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  208. // Build texture atlas
  209. unsigned char* pixels;
  210. int width, height;
  211. 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.
  212. // Upload texture to graphics system
  213. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  214. bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height);
  215. if (bd->FontTexture == nullptr)
  216. {
  217. SDL_Log("error creating texture");
  218. return false;
  219. }
  220. SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width);
  221. SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
  222. SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR);
  223. // Store our identifier
  224. io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
  225. return true;
  226. }
  227. void ImGui_ImplSDLRenderer3_DestroyFontsTexture()
  228. {
  229. ImGuiIO& io = ImGui::GetIO();
  230. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  231. if (bd->FontTexture)
  232. {
  233. io.Fonts->SetTexID(0);
  234. SDL_DestroyTexture(bd->FontTexture);
  235. bd->FontTexture = nullptr;
  236. }
  237. }
  238. bool ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  239. {
  240. return ImGui_ImplSDLRenderer3_CreateFontsTexture();
  241. }
  242. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  243. {
  244. ImGui_ImplSDLRenderer3_DestroyFontsTexture();
  245. }
  246. //-----------------------------------------------------------------------------
  247. #if defined(__clang__)
  248. #pragma clang diagnostic pop
  249. #endif
  250. #endif // #ifndef IMGUI_DISABLE