mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Added hardware ImGui renderer.
This commit is contained in:
parent
ab3f3bd12b
commit
6aa6472667
@ -169,6 +169,8 @@ set(SOURCE_FILES
|
||||
SpaceCadetPinball/imgui_demo.cpp
|
||||
SpaceCadetPinball/imgui_impl_sdl.cpp
|
||||
SpaceCadetPinball/imgui_impl_sdl.h
|
||||
SpaceCadetPinball/imgui_impl_sdlrenderer.h
|
||||
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
|
||||
SpaceCadetPinball/imstb_textedit.h
|
||||
SpaceCadetPinball/imstb_rectpack.h
|
||||
SpaceCadetPinball/imstb_truetype.h
|
||||
@ -193,6 +195,7 @@ set_source_files_properties(
|
||||
SpaceCadetPinball/imgui_tables.cpp
|
||||
SpaceCadetPinball/imgui_demo.cpp
|
||||
SpaceCadetPinball/imgui_impl_sdl.cpp
|
||||
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
|
||||
PROPERTIES SKIP_PRECOMPILE_HEADERS 1
|
||||
)
|
||||
|
||||
|
251
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
Normal file
251
SpaceCadetPinball/imgui_impl_sdlrenderer.cpp
Normal file
@ -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
|
29
SpaceCadetPinball/imgui_impl_sdlrenderer.h
Normal file
29
SpaceCadetPinball/imgui_impl_sdlrenderer.h
Normal file
@ -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();
|
@ -49,8 +49,25 @@ constexpr int MIX_INIT_MID_Proxy =
|
||||
#include "imgui.h"
|
||||
#include "imgui_internal.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
|
||||
#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 const char* LPCSTR;
|
||||
|
@ -55,7 +55,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
printf("Command line: %s\n", lpCmdLine);
|
||||
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(" ImGui %s\n", IMGUI_VERSION);
|
||||
printf(" ImGui %s %s\n", IMGUI_VERSION, ImGuiRender);
|
||||
|
||||
// SDL init
|
||||
SDL_SetMainReady();
|
||||
@ -169,7 +169,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
printf("Failed to load font: %s, using embedded font.\n", fileName);
|
||||
io.Fonts->Build();
|
||||
}
|
||||
ImGuiSDL::Initialize(renderer, 0, 0);
|
||||
ImGui_Render_Init(renderer);
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
ImGui_ImplSDL2_InitForSDLRenderer(window, Renderer);
|
||||
@ -242,7 +242,7 @@ int winmain::WinMain(LPCSTR lpCmdLine)
|
||||
Sound::Close();
|
||||
pb::uninit();
|
||||
|
||||
ImGuiSDL::Deinitialize();
|
||||
ImGui_Render_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
@ -357,6 +357,7 @@ void winmain::MainLoop()
|
||||
if (UpdateToFrameCounter >= UpdateToFrameRatio)
|
||||
{
|
||||
ImGui_ImplSDL2_NewFrame();
|
||||
ImGui_Render_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
RenderUi();
|
||||
|
||||
@ -367,7 +368,7 @@ void winmain::MainLoop()
|
||||
render::PresentVScreen();
|
||||
|
||||
ImGui::Render();
|
||||
ImGuiSDL::Render(ImGui::GetDrawData());
|
||||
ImGui_Render_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
SDL_RenderPresent(Renderer);
|
||||
frameCounter++;
|
||||
|
Loading…
Reference in New Issue
Block a user