imgui_impl_sdlrenderer3.cpp 15 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 texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
  12. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset).
  13. // [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
  14. // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'.
  15. // Missing features:
  16. // [ ] Renderer: Multi-viewport support (multiple windows).
  17. // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
  18. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
  19. // Learn about Dear ImGui:
  20. // - FAQ https://dearimgui.com/faq
  21. // - Getting Started https://dearimgui.com/getting-started
  22. // - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
  23. // - Introduction, links and more at the top of imgui.cpp
  24. // CHANGELOG
  25. // 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture().
  26. // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color.
  27. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks.
  28. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009).
  29. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter.
  30. // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly.
  31. // 2023-05-30: Initial version.
  32. #include "imgui.h"
  33. #ifndef IMGUI_DISABLE
  34. #include "imgui_impl_sdlrenderer3.h"
  35. #include <stdint.h> // intptr_t
  36. // Clang warnings with -Weverything
  37. #if defined(__clang__)
  38. #pragma clang diagnostic push
  39. #pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
  40. #elif defined(__GNUC__)
  41. #pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe
  42. #endif
  43. // SDL
  44. #include <SDL3/SDL.h>
  45. #if !SDL_VERSION_ATLEAST(3,0,0)
  46. #error This backend requires SDL 3.0.0+
  47. #endif
  48. // SDL_Renderer data
  49. struct ImGui_ImplSDLRenderer3_Data
  50. {
  51. SDL_Renderer* Renderer; // Main viewport's renderer
  52. ImVector<SDL_FColor> ColorBuffer;
  53. ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); }
  54. };
  55. // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
  56. // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
  57. static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData()
  58. {
  59. return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
  60. }
  61. // Functions
  62. bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer)
  63. {
  64. ImGuiIO& io = ImGui::GetIO();
  65. IMGUI_CHECKVERSION();
  66. IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
  67. IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
  68. // Setup backend capabilities flags
  69. ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)();
  70. io.BackendRendererUserData = (void*)bd;
  71. io.BackendRendererName = "imgui_impl_sdlrenderer3";
  72. io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
  73. io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render.
  74. bd->Renderer = renderer;
  75. return true;
  76. }
  77. void ImGui_ImplSDLRenderer3_Shutdown()
  78. {
  79. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  80. IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
  81. ImGuiIO& io = ImGui::GetIO();
  82. ImGui_ImplSDLRenderer3_DestroyDeviceObjects();
  83. io.BackendRendererName = nullptr;
  84. io.BackendRendererUserData = nullptr;
  85. io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures);
  86. IM_DELETE(bd);
  87. }
  88. static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer)
  89. {
  90. // Clear out any viewports and cliprect set by the user
  91. // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
  92. SDL_SetRenderViewport(renderer, nullptr);
  93. SDL_SetRenderClipRect(renderer, nullptr);
  94. }
  95. void ImGui_ImplSDLRenderer3_NewFrame()
  96. {
  97. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  98. IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?");
  99. IM_UNUSED(bd);
  100. }
  101. // https://github.com/libsdl-org/SDL/issues/9009
  102. 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)
  103. {
  104. const Uint8* color2 = (const Uint8*)color;
  105. colors_out.resize(num_vertices);
  106. SDL_FColor* color3 = colors_out.Data;
  107. for (int i = 0; i < num_vertices; i++)
  108. {
  109. color3[i].r = color->r / 255.0f;
  110. color3[i].g = color->g / 255.0f;
  111. color3[i].b = color->b / 255.0f;
  112. color3[i].a = color->a / 255.0f;
  113. color2 += color_stride;
  114. color = (const SDL_Color*)color2;
  115. }
  116. return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices);
  117. }
  118. void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer)
  119. {
  120. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  121. // If there's a scale factor set by the user, use that instead
  122. // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass
  123. // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here.
  124. float rsx = 1.0f;
  125. float rsy = 1.0f;
  126. SDL_GetRenderScale(renderer, &rsx, &rsy);
  127. ImVec2 render_scale;
  128. render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f;
  129. render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f;
  130. // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
  131. int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x);
  132. int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y);
  133. if (fb_width == 0 || fb_height == 0)
  134. return;
  135. // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do.
  136. // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates).
  137. if (draw_data->Textures != nullptr)
  138. for (ImTextureData* tex : *draw_data->Textures)
  139. if (tex->Status != ImTextureStatus_OK)
  140. ImGui_ImplSDLRenderer3_UpdateTexture(tex);
  141. // Backup SDL_Renderer state that will be modified to restore it afterwards
  142. struct BackupSDLRendererState
  143. {
  144. SDL_Rect Viewport;
  145. bool ViewportEnabled;
  146. bool ClipEnabled;
  147. SDL_Rect ClipRect;
  148. };
  149. BackupSDLRendererState old = {};
  150. old.ViewportEnabled = SDL_RenderViewportSet(renderer);
  151. old.ClipEnabled = SDL_RenderClipEnabled(renderer);
  152. SDL_GetRenderViewport(renderer, &old.Viewport);
  153. SDL_GetRenderClipRect(renderer, &old.ClipRect);
  154. // Setup desired state
  155. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  156. // Setup render state structure (for callbacks and custom texture bindings)
  157. ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
  158. ImGui_ImplSDLRenderer3_RenderState render_state;
  159. render_state.Renderer = renderer;
  160. platform_io.Renderer_RenderState = &render_state;
  161. // Will project scissor/clipping rectangles into framebuffer space
  162. ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
  163. ImVec2 clip_scale = render_scale;
  164. // Render command lists
  165. for (int n = 0; n < draw_data->CmdListsCount; n++)
  166. {
  167. const ImDrawList* draw_list = draw_data->CmdLists[n];
  168. const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data;
  169. const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data;
  170. for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++)
  171. {
  172. const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i];
  173. if (pcmd->UserCallback)
  174. {
  175. // User callback, registered via ImDrawList::AddCallback()
  176. // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
  177. if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
  178. ImGui_ImplSDLRenderer3_SetupRenderState(renderer);
  179. else
  180. pcmd->UserCallback(draw_list, pcmd);
  181. }
  182. else
  183. {
  184. // Project scissor/clipping rectangles into framebuffer space
  185. ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y);
  186. ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y);
  187. if (clip_min.x < 0.0f) { clip_min.x = 0.0f; }
  188. if (clip_min.y < 0.0f) { clip_min.y = 0.0f; }
  189. if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; }
  190. if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; }
  191. if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
  192. continue;
  193. 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) };
  194. SDL_SetRenderClipRect(renderer, &r);
  195. const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
  196. const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
  197. const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
  198. // Bind texture, Draw
  199. SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
  200. SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex,
  201. xy, (int)sizeof(ImDrawVert),
  202. color, (int)sizeof(ImDrawVert),
  203. uv, (int)sizeof(ImDrawVert),
  204. draw_list->VtxBuffer.Size - pcmd->VtxOffset,
  205. idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
  206. }
  207. }
  208. }
  209. platform_io.Renderer_RenderState = nullptr;
  210. // Restore modified SDL_Renderer state
  211. SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
  212. SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr);
  213. }
  214. void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex)
  215. {
  216. ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData();
  217. if (tex->Status == ImTextureStatus_WantCreate)
  218. {
  219. // Create and upload new texture to graphics system
  220. //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height);
  221. IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr);
  222. IM_ASSERT(tex->Format == ImTextureFormat_RGBA32);
  223. // Create texture
  224. // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)
  225. SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height);
  226. IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!");
  227. SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch());
  228. SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND);
  229. SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR);
  230. // Store identifiers
  231. tex->SetTexID((ImTextureID)(intptr_t)sdl_texture);
  232. tex->SetStatus(ImTextureStatus_OK);
  233. }
  234. else if (tex->Status == ImTextureStatus_WantUpdates)
  235. {
  236. // Update selected blocks. We only ever write to textures regions which have never been used before!
  237. // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region.
  238. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  239. for (ImTextureRect& r : tex->Updates)
  240. {
  241. SDL_Rect sdl_r = { r.x, r.y, r.w, r.h };
  242. SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch());
  243. }
  244. tex->SetStatus(ImTextureStatus_OK);
  245. }
  246. else if (tex->Status == ImTextureStatus_WantDestroy)
  247. {
  248. SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID;
  249. if (sdl_texture == nullptr)
  250. return;
  251. SDL_DestroyTexture(sdl_texture);
  252. // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running)
  253. tex->SetTexID(ImTextureID_Invalid);
  254. tex->SetStatus(ImTextureStatus_Destroyed);
  255. }
  256. }
  257. void ImGui_ImplSDLRenderer3_CreateDeviceObjects()
  258. {
  259. }
  260. void ImGui_ImplSDLRenderer3_DestroyDeviceObjects()
  261. {
  262. // Destroy all textures
  263. for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
  264. if (tex->RefCount == 1)
  265. {
  266. tex->SetStatus(ImTextureStatus_WantDestroy);
  267. ImGui_ImplSDLRenderer3_UpdateTexture(tex);
  268. }
  269. }
  270. //-----------------------------------------------------------------------------
  271. #if defined(__clang__)
  272. #pragma clang diagnostic pop
  273. #endif
  274. #endif // #ifndef IMGUI_DISABLE