253 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			253 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
|   | // dear imgui: Renderer Backend for SDL_Renderer
 | ||
|  | // (Requires: SDL 2.0.17+)
 | ||
|  | 
 | ||
|  | // Important to understand: SDL_Renderer is an _optional_ component of SDL.
 | ||
|  | // For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
 | ||
|  | // If your application will want to render any non trivial amount of graphics other than UI,
 | ||
|  | // please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might
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|  | // be difficult to step out of those boundaries.
 | ||
|  | // However, we understand it is a convenient choice to get an app started easily.
 | ||
|  | 
 | ||
|  | // 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:
 | ||
|  | //  [ ] Renderer: Multi-viewport support (multiple windows).
 | ||
|  | 
 | ||
|  | // You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
 | ||
|  | // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
 | ||
|  | // Read online: https://github.com/ocornut/imgui/tree/master/docs
 | ||
|  | 
 | ||
|  | // CHANGELOG
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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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|  | 
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|  | #include "imgui.h"
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|  | #include "imgui_impl_sdlrenderer.h"
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|  | #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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|  | #include <stddef.h>     // intptr_t
 | ||
|  | #else
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|  | #include <stdint.h>     // intptr_t
 | ||
|  | #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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|  | 
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|  | // SDL_Renderer data
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|  | struct ImGui_ImplSDLRenderer_Data | ||
|  | { | ||
|  |     SDL_Renderer*   SDLRenderer; | ||
|  |     SDL_Texture*    FontTexture; | ||
|  |     ImGui_ImplSDLRenderer_Data() { memset((void*)this, 0, sizeof(*this)); } | ||
|  | }; | ||
|  | 
 | ||
|  | // 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_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData() | ||
|  | { | ||
|  |     return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL; | ||
|  | } | ||
|  | 
 | ||
|  | // Functions
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|  | bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer) | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); | ||
|  |     IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!"); | ||
|  | 
 | ||
|  |     // Setup backend capabilities flags
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|  |     ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)(); | ||
|  |     io.BackendRendererUserData = (void*)bd; | ||
|  |     io.BackendRendererName = "imgui_impl_sdlrenderer"; | ||
|  |     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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|  | 
 | ||
|  |     bd->SDLRenderer = renderer; | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplSDLRenderer_Shutdown() | ||
|  | { | ||
|  |     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  | 
 | ||
|  |     ImGui_ImplSDLRenderer_DestroyDeviceObjects(); | ||
|  | 
 | ||
|  |     io.BackendRendererName = NULL; | ||
|  |     io.BackendRendererUserData = NULL; | ||
|  |     IM_DELETE(bd); | ||
|  | } | ||
|  | 
 | ||
|  | static void ImGui_ImplSDLRenderer_SetupRenderState() | ||
|  | { | ||
|  | 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  | 
 | ||
|  | 	// 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(bd->SDLRenderer, NULL); | ||
|  | 	SDL_RenderSetClipRect(bd->SDLRenderer, NULL); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplSDLRenderer_NewFrame() | ||
|  | { | ||
|  |     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  |     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?"); | ||
|  | 
 | ||
|  |     if (!bd->FontTexture) | ||
|  |         ImGui_ImplSDLRenderer_CreateDeviceObjects(); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data) | ||
|  | { | ||
|  | 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  | 
 | ||
|  | 	// 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; | ||
|  | 	float rsy = 1.0f; | ||
|  | 	SDL_RenderGetScale(bd->SDLRenderer, &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; | ||
|  | 
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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); | ||
|  | 	int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); | ||
|  | 	if (fb_width == 0 || fb_height == 0) | ||
|  | 		return; | ||
|  | 
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|  |     // Backup SDL_Renderer state that will be modified to restore it afterwards
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|  |     struct BackupSDLRendererState | ||
|  |     { | ||
|  |         SDL_Rect    Viewport; | ||
|  |         bool        ClipEnabled; | ||
|  |         SDL_Rect    ClipRect; | ||
|  |     }; | ||
|  |     BackupSDLRendererState old = {}; | ||
|  |     old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE; | ||
|  |     SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport); | ||
|  |     SDL_RenderGetClipRect(bd->SDLRenderer, &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_ImplSDLRenderer_SetupRenderState(); | ||
|  |     for (int n = 0; n < draw_data->CmdListsCount; n++) | ||
|  |     { | ||
|  |         const ImDrawList* cmd_list = draw_data->CmdLists[n]; | ||
|  |         const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; | ||
|  |         const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; | ||
|  | 
 | ||
|  |         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) | ||
|  |         { | ||
|  |             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; | ||
|  |             if (pcmd->UserCallback) | ||
|  |             { | ||
|  |                 // 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) | ||
|  |                     ImGui_ImplSDLRenderer_SetupRenderState(); | ||
|  |                 else | ||
|  |                     pcmd->UserCallback(cmd_list, pcmd); | ||
|  |             } | ||
|  |             else | ||
|  |             { | ||
|  |                 // 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); | ||
|  |                 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 > fb_width) { clip_max.x = (float)fb_width; } | ||
|  |                 if (clip_max.y > 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_RenderSetClipRect(bd->SDLRenderer, &r); | ||
|  | 
 | ||
|  |                 const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos)); | ||
|  |                 const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv)); | ||
|  | #if SDL_VERSION_ATLEAST(2,0,19)
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|  |                 const SDL_Color* color = (const SDL_Color*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
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|  | #else
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|  |                 const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
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|  | #endif
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|  | 
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|  |                 // Bind texture, Draw
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|  | 				SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); | ||
|  |                 SDL_SetTextureScaleMode(tex, SDL_ScaleModeBest); // ???
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|  |                 SDL_RenderGeometryRaw(bd->SDLRenderer, tex, | ||
|  |                     xy, (int)sizeof(ImDrawVert), | ||
|  |                     color, (int)sizeof(ImDrawVert), | ||
|  |                     uv, (int)sizeof(ImDrawVert), | ||
|  |                     cmd_list->VtxBuffer.Size - pcmd->VtxOffset, | ||
|  |                     idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); | ||
|  |             } | ||
|  |         } | ||
|  |     } | ||
|  | 
 | ||
|  |     // Restore modified SDL_Renderer state
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|  |     SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport); | ||
|  |     SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL); | ||
|  | } | ||
|  | 
 | ||
|  | // Called by Init/NewFrame/Shutdown
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|  | bool ImGui_ImplSDLRenderer_CreateFontsTexture() | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  | 
 | ||
|  |     // Build texture atlas
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|  |     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.
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|  | 
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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->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height); | ||
|  |     if (bd->FontTexture == NULL) | ||
|  |     { | ||
|  |         SDL_Log("error creating texture"); | ||
|  |         return false; | ||
|  |     } | ||
|  |     SDL_UpdateTexture(bd->FontTexture, NULL, pixels, 4 * width); | ||
|  |     SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); | ||
|  |     SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); | ||
|  | 
 | ||
|  |     // Store our identifier
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|  |     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); | ||
|  | 
 | ||
|  |     return true; | ||
|  | } | ||
|  | 
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|  | void ImGui_ImplSDLRenderer_DestroyFontsTexture() | ||
|  | { | ||
|  |     ImGuiIO& io = ImGui::GetIO(); | ||
|  |     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData(); | ||
|  |     if (bd->FontTexture) | ||
|  |     { | ||
|  |         io.Fonts->SetTexID(0); | ||
|  |         SDL_DestroyTexture(bd->FontTexture); | ||
|  |         bd->FontTexture = NULL; | ||
|  |     } | ||
|  | } | ||
|  | 
 | ||
|  | bool ImGui_ImplSDLRenderer_CreateDeviceObjects() | ||
|  | { | ||
|  |     return ImGui_ImplSDLRenderer_CreateFontsTexture(); | ||
|  | } | ||
|  | 
 | ||
|  | void ImGui_ImplSDLRenderer_DestroyDeviceObjects() | ||
|  | { | ||
|  |     ImGui_ImplSDLRenderer_DestroyFontsTexture(); | ||
|  | } |