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| // dear imgui: Renderer Backend for SDL_Renderer for SDL3 | |
| // (Requires: SDL 3.1.8+) | |
| // Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. | |
| // For a multi-platform app consider using other technologies: | |
| // - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. | |
| // - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. | |
| // If your application wants to render any non trivial amount of graphics other than UI, | |
| // please be aware that SDL_Renderer currently offers a limited graphic API to the end-user | |
| // and it might be difficult to step out of those boundaries. | |
| // Implemented features: | |
| // [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! | |
| // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). | |
| // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. | |
| // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. | |
| // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. | |
| // Learn about Dear ImGui: | |
| // - FAQ https://dearimgui.com/faq | |
| // - Getting Started https://dearimgui.com/getting-started | |
| // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). | |
| // - Introduction, links and more at the top of imgui.cpp | |
| // CHANGELOG | |
| // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. | |
| // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. | |
| // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). | |
| // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. | |
| // 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. | |
| // 2023-05-30: Initial version. | |
| // Clang warnings with -Weverything | |
| // SDL | |
| // SDL_Renderer data | |
| struct ImGui_ImplSDLRenderer3_Data | |
| { | |
| SDL_Renderer* Renderer; // Main viewport's renderer | |
| SDL_Texture* FontTexture; | |
| ImVector<SDL_FColor> ColorBuffer; | |
| ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } | |
| }; | |
| // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts | |
| // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. | |
| static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() | |
| { | |
| return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; | |
| } | |
| // Functions | |
| bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| IMGUI_CHECKVERSION(); | |
| IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); | |
| IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); | |
| // Setup backend capabilities flags | |
| ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); | |
| io.BackendRendererUserData = (void*)bd; | |
| io.BackendRendererName = "imgui_impl_sdlrenderer3"; | |
| io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. | |
| bd->Renderer = renderer; | |
| return true; | |
| } | |
| void ImGui_ImplSDLRenderer3_Shutdown() | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); | |
| io.BackendRendererName = nullptr; | |
| io.BackendRendererUserData = nullptr; | |
| io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; | |
| IM_DELETE(bd); | |
| } | |
| static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) | |
| { | |
| // Clear out any viewports and cliprect set by the user | |
| // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. | |
| SDL_SetRenderViewport(renderer, nullptr); | |
| SDL_SetRenderClipRect(renderer, nullptr); | |
| } | |
| void ImGui_ImplSDLRenderer3_NewFrame() | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); | |
| if (!bd->FontTexture) | |
| ImGui_ImplSDLRenderer3_CreateDeviceObjects(); | |
| } | |
| // https://github.com/libsdl-org/SDL/issues/9009 | |
| 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) | |
| { | |
| const Uint8* color2 = (const Uint8*)color; | |
| colors_out.resize(num_vertices); | |
| SDL_FColor* color3 = colors_out.Data; | |
| for (int i = 0; i < num_vertices; i++) | |
| { | |
| color3[i].r = color->r / 255.0f; | |
| color3[i].g = color->g / 255.0f; | |
| color3[i].b = color->b / 255.0f; | |
| color3[i].a = color->a / 255.0f; | |
| color2 += color_stride; | |
| color = (const SDL_Color*)color2; | |
| } | |
| return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); | |
| } | |
| void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) | |
| { | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| // If there's a scale factor set by the user, use that instead | |
| // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass | |
| // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. | |
| float rsx = 1.0f; | |
| float rsy = 1.0f; | |
| SDL_GetRenderScale(renderer, &rsx, &rsy); | |
| ImVec2 render_scale; | |
| render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; | |
| render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; | |
| // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) | |
| int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); | |
| int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); | |
| if (fb_width == 0 || fb_height == 0) | |
| return; | |
| // Backup SDL_Renderer state that will be modified to restore it afterwards | |
| struct BackupSDLRendererState | |
| { | |
| SDL_Rect Viewport; | |
| bool ViewportEnabled; | |
| bool ClipEnabled; | |
| SDL_Rect ClipRect; | |
| }; | |
| BackupSDLRendererState old = {}; | |
| old.ViewportEnabled = SDL_RenderViewportSet(renderer); | |
| old.ClipEnabled = SDL_RenderClipEnabled(renderer); | |
| SDL_GetRenderViewport(renderer, &old.Viewport); | |
| SDL_GetRenderClipRect(renderer, &old.ClipRect); | |
| // Setup desired state | |
| ImGui_ImplSDLRenderer3_SetupRenderState(renderer); | |
| // Setup render state structure (for callbacks and custom texture bindings) | |
| ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); | |
| ImGui_ImplSDLRenderer3_RenderState render_state; | |
| render_state.Renderer = renderer; | |
| platform_io.Renderer_RenderState = &render_state; | |
| // Will project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports | |
| ImVec2 clip_scale = render_scale; | |
| // Render command lists | |
| for (int n = 0; n < draw_data->CmdListsCount; n++) | |
| { | |
| const ImDrawList* draw_list = draw_data->CmdLists[n]; | |
| const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; | |
| const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; | |
| for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) | |
| { | |
| const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; | |
| if (pcmd->UserCallback) | |
| { | |
| // User callback, registered via ImDrawList::AddCallback() | |
| // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) | |
| if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) | |
| ImGui_ImplSDLRenderer3_SetupRenderState(renderer); | |
| else | |
| pcmd->UserCallback(draw_list, pcmd); | |
| } | |
| else | |
| { | |
| // Project scissor/clipping rectangles into framebuffer space | |
| ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); | |
| ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); | |
| if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } | |
| if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } | |
| if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } | |
| if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } | |
| if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) | |
| continue; | |
| 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) }; | |
| SDL_SetRenderClipRect(renderer, &r); | |
| const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); | |
| const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); | |
| const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ | |
| // Bind texture, Draw | |
| SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); | |
| SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, | |
| xy, (int)sizeof(ImDrawVert), | |
| color, (int)sizeof(ImDrawVert), | |
| uv, (int)sizeof(ImDrawVert), | |
| draw_list->VtxBuffer.Size - pcmd->VtxOffset, | |
| idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); | |
| } | |
| } | |
| } | |
| platform_io.Renderer_RenderState = nullptr; | |
| // Restore modified SDL_Renderer state | |
| SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); | |
| SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); | |
| } | |
| // Called by Init/NewFrame/Shutdown | |
| bool ImGui_ImplSDLRenderer3_CreateFontsTexture() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| // Build texture atlas | |
| unsigned char* pixels; | |
| int width, height; | |
| 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. | |
| // Upload texture to graphics system | |
| // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) | |
| bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); | |
| if (bd->FontTexture == nullptr) | |
| { | |
| SDL_Log("error creating texture"); | |
| return false; | |
| } | |
| SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); | |
| SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); | |
| SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); | |
| // Store our identifier | |
| io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | |
| return true; | |
| } | |
| void ImGui_ImplSDLRenderer3_DestroyFontsTexture() | |
| { | |
| ImGuiIO& io = ImGui::GetIO(); | |
| ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); | |
| if (bd->FontTexture) | |
| { | |
| io.Fonts->SetTexID(0); | |
| SDL_DestroyTexture(bd->FontTexture); | |
| bd->FontTexture = nullptr; | |
| } | |
| } | |
| bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() | |
| { | |
| return ImGui_ImplSDLRenderer3_CreateFontsTexture(); | |
| } | |
| void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() | |
| { | |
| ImGui_ImplSDLRenderer3_DestroyFontsTexture(); | |
| } | |
| //----------------------------------------------------------------------------- | |