254 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			254 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // dear imgui: Renderer Backend for SDL_Renderer
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| // (Requires: SDL 2.0.17+)
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| 
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| // Important to understand: SDL_Renderer is an _optional_ component of SDL.
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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 offers a limited graphic API to the end-user and it might
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| // be difficult to step out of those boundaries.
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| // However, we understand it is a convenient choice to get an app started easily.
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| 
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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: Support for large meshes (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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| 
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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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| // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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| // Read online: https://github.com/ocornut/imgui/tree/master/docs
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| 
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| // 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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| #include <SDL_render.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
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| #else
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| #include <stdint.h>     // intptr_t
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| #endif
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| 
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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
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| {
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|     SDL_Renderer*   SDLRenderer;
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|     SDL_Texture*    FontTexture;
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|     ImGui_ImplSDLRenderer_Data() { memset(this, 0, sizeof(*this)); }
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| };
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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_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
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| {
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|     return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
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| }
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| 
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| // Functions
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| bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
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|     IM_ASSERT(renderer != NULL && "SDL_Renderer not initialized!");
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| 
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|     // Setup backend capabilities flags
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|     ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
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|     io.BackendRendererUserData = (void*)bd;
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|     io.BackendRendererName = "imgui_impl_sdlrenderer";
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|     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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| 
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|     bd->SDLRenderer = renderer;
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| 
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|     return true;
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| }
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| 
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| void ImGui_ImplSDLRenderer_Shutdown()
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| {
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|     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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|     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
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|     ImGuiIO& io = ImGui::GetIO();
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| 
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|     ImGui_ImplSDLRenderer_DestroyDeviceObjects();
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| 
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|     io.BackendRendererName = NULL;
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|     io.BackendRendererUserData = NULL;
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|     IM_DELETE(bd);
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| }
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| 
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| static void ImGui_ImplSDLRenderer_SetupRenderState()
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| {
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| 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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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(bd->SDLRenderer, NULL);
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| 	SDL_RenderSetClipRect(bd->SDLRenderer, NULL);
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| }
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| 
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| bool ImGui_ImplSDLRenderer_NewFrame()
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| {
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|     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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|     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDLRenderer_Init()?");
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| 
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|     if (!bd->FontTexture)
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|         return ImGui_ImplSDLRenderer_CreateDeviceObjects();
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| 
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|     return true;
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| }
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| 
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| void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
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| {
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| 	ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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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(bd->SDLRenderer, &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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| 
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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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| 
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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(bd->SDLRenderer) == SDL_TRUE;
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|     SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
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|     SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
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| 
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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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| 
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|     // Render command lists
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|     ImGui_ImplSDLRenderer_SetupRenderState();
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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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| 
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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_ImplSDLRenderer_SetupRenderState();
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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 > fb_width) { clip_max.x = (float)fb_width; }
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|                 if (clip_max.y > 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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| 
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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(bd->SDLRenderer, &r);
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| 
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|                 const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
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|                 const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_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 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();
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|         SDL_SetTextureScaleMode(tex, SDL_ScaleModeBest); // ???
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|                 SDL_RenderGeometryRaw(bd->SDLRenderer, 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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| 
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|     // Restore modified SDL_Renderer state
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|     SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
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|     SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : NULL);
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| }
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| 
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| // Called by Init/NewFrame/Shutdown
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| bool ImGui_ImplSDLRenderer_CreateFontsTexture()
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
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| 
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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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| 
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|     // Upload texture to graphics system
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|     bd->FontTexture = SDL_CreateTexture(bd->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STATIC, width, height);
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|     if (bd->FontTexture == NULL)
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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, NULL, pixels, 4 * width);
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|     SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND);
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| 
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|     // Store our identifier
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|     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
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| 
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|     return true;
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| }
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| 
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| void ImGui_ImplSDLRenderer_DestroyFontsTexture()
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| {
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|     ImGuiIO& io = ImGui::GetIO();
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|     ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_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 = NULL;
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|     }
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| }
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| 
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| bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
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| {
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|     return ImGui_ImplSDLRenderer_CreateFontsTexture();
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| }
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| 
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| void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
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| {
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|     ImGui_ImplSDLRenderer_DestroyFontsTexture();
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| }
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