Added hardware ImGui renderer.

This commit is contained in:
Muzychenko Andrey 2022-12-11 09:32:40 +03:00
parent ab3f3bd12b
commit 6aa6472667
5 changed files with 305 additions and 4 deletions

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@ -169,6 +169,8 @@ set(SOURCE_FILES
SpaceCadetPinball/imgui_demo.cpp SpaceCadetPinball/imgui_demo.cpp
SpaceCadetPinball/imgui_impl_sdl.cpp SpaceCadetPinball/imgui_impl_sdl.cpp
SpaceCadetPinball/imgui_impl_sdl.h SpaceCadetPinball/imgui_impl_sdl.h
SpaceCadetPinball/imgui_impl_sdlrenderer.h
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
SpaceCadetPinball/imstb_textedit.h SpaceCadetPinball/imstb_textedit.h
SpaceCadetPinball/imstb_rectpack.h SpaceCadetPinball/imstb_rectpack.h
SpaceCadetPinball/imstb_truetype.h SpaceCadetPinball/imstb_truetype.h
@ -193,6 +195,7 @@ set_source_files_properties(
SpaceCadetPinball/imgui_tables.cpp SpaceCadetPinball/imgui_tables.cpp
SpaceCadetPinball/imgui_demo.cpp SpaceCadetPinball/imgui_demo.cpp
SpaceCadetPinball/imgui_impl_sdl.cpp SpaceCadetPinball/imgui_impl_sdl.cpp
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
PROPERTIES SKIP_PRECOMPILE_HEADERS 1 PROPERTIES SKIP_PRECOMPILE_HEADERS 1
) )

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@ -0,0 +1,251 @@
// 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
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// 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
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19.
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
// 2021-09-21: Initial version.
#include "imgui.h"
#include "imgui_impl_sdlrenderer.h"
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
#include <stdint.h> // intptr_t
#endif
// SDL
#include <SDL.h>
#if SDL_VERSION_ATLEAST(2,0,17)
// SDL_Renderer data
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
// 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_ImplSDLRenderer_Data* ImGui_ImplSDLRenderer_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
// Functions
bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");
IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!");
// Setup backend capabilities flags
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.
bd->SDLRenderer = renderer;
return true;
}
void ImGui_ImplSDLRenderer_Shutdown()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_DestroyDeviceObjects();
io.BackendRendererName = nullptr;
io.BackendRendererUserData = nullptr;
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
// FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process.
SDL_RenderSetViewport(bd->SDLRenderer, nullptr);
SDL_RenderSetClipRect(bd->SDLRenderer, nullptr);
}
void ImGui_ImplSDLRenderer_NewFrame()
{
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_GetBackendData();
IM_ASSERT(bd != nullptr && "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
// 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_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;
// 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 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);
// 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
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()
// (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_ImplSDLRenderer_SetupRenderState();
else
pcmd->UserCallback(cmd_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_RenderSetClipRect(bd->SDLRenderer, &r);
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
#if SDL_VERSION_ATLEAST(2,0,19)
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
#else
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
#endif
// Bind texture, Draw
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
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
SDL_RenderSetViewport(bd->SDLRenderer, &old.Viewport);
SDL_RenderSetClipRect(bd->SDLRenderer, old.ClipEnabled ? &old.ClipRect : nullptr);
}
// Called by Init/NewFrame/Shutdown
bool ImGui_ImplSDLRenderer_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDLRenderer_Data* bd = ImGui_ImplSDLRenderer_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->SDLRenderer, SDL_PIXELFORMAT_ABGR8888, 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_ScaleModeLinear);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);
return true;
}
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 = nullptr;
}
}
bool ImGui_ImplSDLRenderer_CreateDeviceObjects()
{
return ImGui_ImplSDLRenderer_CreateFontsTexture();
}
void ImGui_ImplSDLRenderer_DestroyDeviceObjects()
{
ImGui_ImplSDLRenderer_DestroyFontsTexture();
}
#endif

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@ -0,0 +1,29 @@
// 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
// be difficult to step out of those boundaries.
// However, we understand it is a convenient choice to get an app started easily.
// Implemented features:
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Renderer;
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_NewFrame();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);
// Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateFontsTexture();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplSDLRenderer_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplSDLRenderer_DestroyDeviceObjects();

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@ -49,8 +49,25 @@ constexpr int MIX_INIT_MID_Proxy =
#include "imgui.h" #include "imgui.h"
#include "imgui_internal.h" #include "imgui_internal.h"
#include "imgui_impl_sdl.h" #include "imgui_impl_sdl.h"
// imgui_impl_sdlrenderer is faster and more accurate, but it requires newer SDL.
#if SDL_VERSION_ATLEAST(2, 0, 17)
#include "imgui_impl_sdlrenderer.h"
constexpr const char* ImGuiRender = "HW";
inline void ImGui_Render_Init(SDL_Renderer* renderer) { ImGui_ImplSDLRenderer_Init(renderer); }
inline void ImGui_Render_Shutdown() { ImGui_ImplSDLRenderer_Shutdown(); }
inline void ImGui_Render_NewFrame() { ImGui_ImplSDLRenderer_NewFrame(); }
inline void ImGui_Render_RenderDrawData(ImDrawData* draw_data) { ImGui_ImplSDLRenderer_RenderDrawData(draw_data); }
#else
//https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f + patches //https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f + patches
#include "imgui_sdl.h" #include "imgui_sdl.h"
constexpr const char* ImGuiRender = "SW";
inline void ImGui_Render_Init(SDL_Renderer* renderer) { ImGuiSDL::Initialize(renderer, 0, 0); }
inline void ImGui_Render_Shutdown() { ImGuiSDL::Deinitialize(); }
inline void ImGui_Render_NewFrame() { }
inline void ImGui_Render_RenderDrawData(ImDrawData* draw_data) { ImGuiSDL::Render(draw_data); }
#endif
typedef char* LPSTR; typedef char* LPSTR;
typedef const char* LPCSTR; typedef const char* LPCSTR;

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@ -55,7 +55,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
printf("Command line: %s\n", lpCmdLine); printf("Command line: %s\n", lpCmdLine);
printf("Compiled with: SDL %d.%d.%d;", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL); printf("Compiled with: SDL %d.%d.%d;", SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL);
printf(" SDL_mixer %d.%d.%d;", SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL); printf(" SDL_mixer %d.%d.%d;", SDL_MIXER_MAJOR_VERSION, SDL_MIXER_MINOR_VERSION, SDL_MIXER_PATCHLEVEL);
printf(" ImGui %s\n", IMGUI_VERSION); printf(" ImGui %s %s\n", IMGUI_VERSION, ImGuiRender);
// SDL init // SDL init
SDL_SetMainReady(); SDL_SetMainReady();
@ -169,7 +169,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
printf("Failed to load font: %s, using embedded font.\n", fileName); printf("Failed to load font: %s, using embedded font.\n", fileName);
io.Fonts->Build(); io.Fonts->Build();
} }
ImGuiSDL::Initialize(renderer, 0, 0); ImGui_Render_Init(renderer);
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
ImGui_ImplSDL2_InitForSDLRenderer(window, Renderer); ImGui_ImplSDL2_InitForSDLRenderer(window, Renderer);
@ -242,7 +242,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
Sound::Close(); Sound::Close();
pb::uninit(); pb::uninit();
ImGuiSDL::Deinitialize(); ImGui_Render_Shutdown();
ImGui_ImplSDL2_Shutdown(); ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
} }
@ -357,6 +357,7 @@ void winmain::MainLoop()
if (UpdateToFrameCounter >= UpdateToFrameRatio) if (UpdateToFrameCounter >= UpdateToFrameRatio)
{ {
ImGui_ImplSDL2_NewFrame(); ImGui_ImplSDL2_NewFrame();
ImGui_Render_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
RenderUi(); RenderUi();
@ -367,7 +368,7 @@ void winmain::MainLoop()
render::PresentVScreen(); render::PresentVScreen();
ImGui::Render(); ImGui::Render();
ImGuiSDL::Render(ImGui::GetDrawData()); ImGui_Render_RenderDrawData(ImGui::GetDrawData());
SDL_RenderPresent(Renderer); SDL_RenderPresent(Renderer);
frameCounter++; frameCounter++;