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266 lines
12 KiB
266 lines
12 KiB
// dear imgui: Renderer Backend for SDL_Renderer for SDL2 |
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// (Requires: SDL 2.0.17+) |
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// Note how SDL_Renderer is an _optional_ component of SDL2. |
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// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX. |
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// If your application will want to render any non trivial amount of graphics other than UI, |
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// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and |
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// it might be difficult to step out of those boundaries. |
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// Implemented features: |
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// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! |
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// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. |
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// Missing features: |
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// [ ] Renderer: Multi-viewport support (multiple windows). |
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// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
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// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
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// Learn about Dear ImGui: |
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// - FAQ https://dearimgui.com/faq |
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// - Getting Started https://dearimgui.com/getting-started |
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// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
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// - Introduction, links and more at the top of imgui.cpp |
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// CHANGELOG |
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// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. |
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// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. |
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// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. |
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// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. |
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// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. |
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// 2021-10-06: Backup and restore modified ClipRect/Viewport. |
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// 2021-09-21: Initial version. |
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#include "imgui.h" |
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#ifndef IMGUI_DISABLE |
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#include "imgui_impl_sdlrenderer2.h" |
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#include <stdint.h> // intptr_t |
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// Clang warnings with -Weverything |
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#if defined(__clang__) |
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#pragma clang diagnostic push |
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#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness |
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#endif |
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// SDL |
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#include <SDL.h> |
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#if !SDL_VERSION_ATLEAST(2,0,17) |
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#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function |
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#endif |
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// SDL_Renderer data |
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struct ImGui_ImplSDLRenderer2_Data |
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{ |
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SDL_Renderer* Renderer; // Main viewport's renderer |
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SDL_Texture* FontTexture; |
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ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } |
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}; |
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// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts |
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// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. |
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static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() |
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{ |
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return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; |
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} |
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// Functions |
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bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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IMGUI_CHECKVERSION(); |
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IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); |
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IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); |
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// Setup backend capabilities flags |
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ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); |
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io.BackendRendererUserData = (void*)bd; |
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io.BackendRendererName = "imgui_impl_sdlrenderer2"; |
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. |
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bd->Renderer = renderer; |
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return true; |
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} |
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void ImGui_ImplSDLRenderer2_Shutdown() |
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{ |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); |
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io.BackendRendererName = nullptr; |
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io.BackendRendererUserData = nullptr; |
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io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; |
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IM_DELETE(bd); |
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} |
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static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) |
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{ |
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// Clear out any viewports and cliprect set by the user |
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// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. |
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SDL_RenderSetViewport(renderer, nullptr); |
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SDL_RenderSetClipRect(renderer, nullptr); |
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} |
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void ImGui_ImplSDLRenderer2_NewFrame() |
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{ |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); |
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if (!bd->FontTexture) |
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ImGui_ImplSDLRenderer2_CreateDeviceObjects(); |
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} |
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void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) |
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{ |
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// If there's a scale factor set by the user, use that instead |
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// If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass |
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// to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. |
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float rsx = 1.0f; |
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float rsy = 1.0f; |
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SDL_RenderGetScale(renderer, &rsx, &rsy); |
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ImVec2 render_scale; |
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render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; |
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render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; |
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// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) |
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int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); |
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int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); |
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if (fb_width == 0 || fb_height == 0) |
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return; |
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// Backup SDL_Renderer state that will be modified to restore it afterwards |
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struct BackupSDLRendererState |
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{ |
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SDL_Rect Viewport; |
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bool ClipEnabled; |
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SDL_Rect ClipRect; |
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}; |
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BackupSDLRendererState old = {}; |
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old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; |
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SDL_RenderGetViewport(renderer, &old.Viewport); |
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SDL_RenderGetClipRect(renderer, &old.ClipRect); |
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// Will project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports |
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ImVec2 clip_scale = render_scale; |
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// Render command lists |
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
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for (int n = 0; n < draw_data->CmdListsCount; n++) |
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{ |
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const ImDrawList* cmd_list = draw_data->CmdLists[n]; |
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const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; |
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const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; |
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) |
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{ |
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; |
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if (pcmd->UserCallback) |
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{ |
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// User callback, registered via ImDrawList::AddCallback() |
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// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) |
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) |
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ImGui_ImplSDLRenderer2_SetupRenderState(renderer); |
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else |
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pcmd->UserCallback(cmd_list, pcmd); |
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} |
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else |
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{ |
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// Project scissor/clipping rectangles into framebuffer space |
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ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); |
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ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); |
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if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } |
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if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } |
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if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } |
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if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } |
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) |
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continue; |
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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) }; |
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SDL_RenderSetClipRect(renderer, &r); |
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const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); |
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const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); |
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#if SDL_VERSION_ATLEAST(2,0,19) |
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const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ |
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#else |
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const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 |
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#endif |
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// Bind texture, Draw |
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SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); |
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SDL_RenderGeometryRaw(renderer, tex, |
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xy, (int)sizeof(ImDrawVert), |
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color, (int)sizeof(ImDrawVert), |
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uv, (int)sizeof(ImDrawVert), |
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cmd_list->VtxBuffer.Size - pcmd->VtxOffset, |
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idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); |
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} |
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} |
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} |
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// Restore modified SDL_Renderer state |
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SDL_RenderSetViewport(renderer, &old.Viewport); |
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SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); |
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} |
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// Called by Init/NewFrame/Shutdown |
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bool ImGui_ImplSDLRenderer2_CreateFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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// Build texture atlas |
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unsigned char* pixels; |
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int width, height; |
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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. |
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// Upload texture to graphics system |
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// (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) |
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bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); |
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if (bd->FontTexture == nullptr) |
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{ |
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SDL_Log("error creating texture"); |
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return false; |
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} |
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SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); |
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SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); |
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SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); |
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// Store our identifier |
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io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); |
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return true; |
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} |
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void ImGui_ImplSDLRenderer2_DestroyFontsTexture() |
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{ |
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ImGuiIO& io = ImGui::GetIO(); |
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ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); |
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if (bd->FontTexture) |
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{ |
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io.Fonts->SetTexID(0); |
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SDL_DestroyTexture(bd->FontTexture); |
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bd->FontTexture = nullptr; |
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} |
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} |
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bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() |
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{ |
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return ImGui_ImplSDLRenderer2_CreateFontsTexture(); |
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} |
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void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() |
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{ |
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ImGui_ImplSDLRenderer2_DestroyFontsTexture(); |
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} |
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//----------------------------------------------------------------------------- |
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#if defined(__clang__) |
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#pragma clang diagnostic pop |
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#endif |
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#endif // #ifndef IMGUI_DISABLE
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