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