using System.Numerics;
using System.Runtime.InteropServices;
using Hexa.NET.ImGui;
using SDL3;
namespace SDL3_TestingSuite.SDL3;
///
/// Implementation of ImGui for SDL3 Renderer backend.
/// https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdlrenderer3.h
///
public unsafe static class ImGuiSDL3Renderer
{
private sealed class TextureState
{
public ImTextureDataPtr Source;
public readonly Dictionary RendererTextures = new();
}
public class RendererData
{
public nint Renderer; // Main viewport's renderer
public ImVector ColorBuffer;
// Render State
public SDL.ScaleMode CurrentScaleMode;
}
private struct BackupSDLRendererState
{
public SDL.Rect Viewport;
public bool ViewportEnabled;
public bool ClipEnabled;
public SDL.Rect ClipRect;
}
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void RendererCreateWindowFn(ImGuiViewportPtr viewport);
private static readonly RendererCreateWindowFn RendererCreateWindowDelegate = RendererCreateWindow;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void RendererDestroyWindowFn(ImGuiViewportPtr viewport);
private static readonly RendererDestroyWindowFn RendererDestroyWindowDelegate = RendererDestroyWindow;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void RendererSetWindowSizeFn(ImGuiViewportPtr viewport, Vector2 size);
private static readonly RendererSetWindowSizeFn RendererSetWindowSizeDelegate = RendererSetWindowSize;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void RendererRenderWindowFn(ImGuiViewportPtr viewport);
private static readonly RendererRenderWindowFn RendererRenderWindowDelegate = RendererRenderWindow;
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
private delegate void RendererSwapBuffersFn(ImGuiViewportPtr viewport);
private static readonly RendererSwapBuffersFn RendererSwapBuffersDelegate = RendererSwapBuffers;
public static RendererData Data => ImGui.GetCurrentContext().Handle != null ? ImGuiUserData.Get(ImGui.GetIO().BackendRendererUserData)! : null!;
public static bool Init(nint renderer)
{
ImGuiIOPtr io = ImGui.GetIO();
RendererData bd = new RendererData();
io.BackendRendererUserData = ImGuiUserData.Store(bd);
io.BackendRendererName = (byte*)Marshal.StringToHGlobalAnsi("NepImGuiSDL3Renderer");
io.BackendFlags |= ImGuiBackendFlags.RendererHasVtxOffset; // We can honor the ImDrawCmd.VtxOffset field, allowing for large meshes.
io.BackendFlags |= ImGuiBackendFlags.RendererHasTextures; // We can honor ImGuiPlatformIO.Textures[] requests during render.
io.BackendFlags |= ImGuiBackendFlags.RendererHasViewports;
bd.Renderer = renderer;
ImGuiPlatformIOPtr platformIO = ImGui.GetPlatformIO();
platformIO.RendererCreateWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererCreateWindowDelegate);
platformIO.RendererDestroyWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererDestroyWindowDelegate);
platformIO.RendererSetWindowSize = (void*)Marshal.GetFunctionPointerForDelegate(RendererSetWindowSizeDelegate);
platformIO.RendererRenderWindow = (void*)Marshal.GetFunctionPointerForDelegate(RendererRenderWindowDelegate);
platformIO.RendererSwapBuffers = (void*)Marshal.GetFunctionPointerForDelegate(RendererSwapBuffersDelegate);
return true;
}
public static void Dispose()
{
var io = ImGui.GetIO();
var platformIO = ImGui.GetPlatformIO();
DestroyDeviceObjects();
io.BackendRendererName = null;
io.BackendRendererUserData = null;
io.BackendFlags &= ~(ImGuiBackendFlags.RendererHasVtxOffset | ImGuiBackendFlags.RendererHasTextures);
platformIO.RendererTextureMaxWidth = 0;
platformIO.RendererTextureMaxHeight = 0;
platformIO.RendererRenderState = null;
platformIO.RendererCreateWindow = null;
platformIO.RendererDestroyWindow = null;
platformIO.RendererSetWindowSize = null;
platformIO.RendererRenderWindow = null;
platformIO.RendererSwapBuffers = null;
}
public static void NewFrame() { }
private static void RendererCreateWindow(ImGuiViewportPtr viewport)
{
Program.Logger.Log(null);
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData.Get(viewport.PlatformUserData);
if (vd == null || vd.Window == nint.Zero)
return;
if (vd.Renderer == nint.Zero)
{
vd.Renderer = SDL.CreateRenderer(vd.Window, (string?)null);
vd.RendererOwned = true;
}
Program.Logger.Log(null);
}
private static void RendererDestroyWindow(ImGuiViewportPtr viewport)
{
Program.Logger.Log(null);
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData.Get(viewport.PlatformUserData);
if (vd == null)
return;
if (vd.RendererOwned && vd.Renderer != nint.Zero)
{
SDL.DestroyRenderer(vd.Renderer);
}
vd.Renderer = nint.Zero;
vd.RendererOwned = false;
Program.Logger.Log(null);
}
private static void RendererSetWindowSize(ImGuiViewportPtr viewport, Vector2 size)
{
// SDL renderer windows track size through the platform window callback.
Program.Logger.Log(null);
}
private static void RendererRenderWindow(ImGuiViewportPtr viewport)
{
Program.Logger.Log(null);
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData.Get(viewport.PlatformUserData);
if (vd == null || vd.Renderer == nint.Zero)
{
return;
}
RenderDrawData(viewport.DrawData, vd.Renderer);
Program.Logger.Log(null);
}
private static void RendererSwapBuffers(ImGuiViewportPtr viewport)
{
Program.Logger.Log(null);
ImGuiSDL3Platform.ViewPortData? vd = ImGuiUserData.Get(viewport.PlatformUserData);
if (vd == null || vd.Renderer == nint.Zero)
return;
SDL.RenderPresent(vd.Renderer);
Program.Logger.Log(null);
}
public static void RenderDrawData(ImDrawDataPtr drawData, nint renderer)
{
// Skip if no data to render
if (drawData.Handle == null || drawData.CmdListsCount == 0)
return;
SDL.GetRenderScale(renderer, out float renderScaleX, out float renderScaleY);
Vector2 renderScale = new Vector2(
renderScaleX == 1.0f ? drawData.FramebufferScale.X : 1.0f,
renderScaleY == 1.0f ? drawData.FramebufferScale.Y : 1.0f);
int fbWidth = (int)(drawData.DisplaySize.X * renderScale.X);
int fbHeight = (int)(drawData.DisplaySize.Y * renderScale.Y);
if (fbWidth <= 0 || fbHeight <= 0)
return;
for (int i = 0; i < drawData.Textures.Size; i++)
{
var texture = drawData.Textures[i];
UpdateTexture(texture, renderer);
}
// Backup SDL renderer state
BackupSDLRendererState old = new BackupSDLRendererState
{
ViewportEnabled = SDL.RenderViewportSet(renderer),
ClipEnabled = SDL.RenderClipEnabled(renderer)
};
SDL.GetRenderViewport(renderer, out var oldViewport);
old.Viewport = oldViewport;
SDL.GetRenderClipRect(renderer, out var oldClipRect);
old.ClipRect = oldClipRect;
// Set up render state
SDL.SetRenderViewport(renderer, 0);
SDL.SetRenderClipRect(renderer, nint.Zero);
// Set render state in platform IO
ImGuiPlatformIOPtr platformIo = ImGui.GetPlatformIO();
platformIo.RendererRenderState = (void*)renderer;
Vector2 clipOffset = drawData.DisplayPos;
// Render command lists
for (int n = 0; n < drawData.CmdListsCount; n++)
{
ImDrawListPtr cmdList = drawData.CmdLists[n];
for (int cmdIndex = 0; cmdIndex < cmdList.CmdBuffer.Size; cmdIndex++)
{
ImDrawCmd cmd = cmdList.CmdBuffer[cmdIndex];
if (cmd.UserCallback != null)
{
continue; // User callback not implemented
}
else
{
// Apply clipping rectangle
Vector4 clipRect = cmd.ClipRect;
Vector2 clipMin = new Vector2((clipRect.X - clipOffset.X) * renderScale.X, (clipRect.Y - clipOffset.Y) * renderScale.Y);
Vector2 clipMax = new Vector2((clipRect.Z - clipOffset.X) * renderScale.X, (clipRect.W - clipOffset.Y) * renderScale.Y);
clipMin.X = Math.Max(0, clipMin.X);
clipMin.Y = Math.Max(0, clipMin.Y);
clipMax.X = Math.Min(fbWidth, clipMax.X);
clipMax.Y = Math.Min(fbHeight, clipMax.Y);
if (clipMax.X <= clipMin.X || clipMax.Y <= clipMin.Y)
continue;
SDL.Rect r = new SDL.Rect
{
X = (int)clipMin.X,
Y = (int)clipMin.Y,
W = (int)(clipMax.X - clipMin.X),
H = (int)(clipMax.Y - clipMin.Y)
};
SDL.SetRenderClipRect(renderer, r);
// Get texture
nint texId = ResolveTextureId(cmd.GetTexID(), renderer);
// Convert ImGui vertices to SDL vertices
if (!RenderDrawCommand(cmdList, cmd, renderer, texId, renderScale))
{
Console.WriteLine($"Failed to render ImGui draw command: {SDL.GetError()}");
}
}
}
}
// Reset render state
platformIo.RendererRenderState = null;
// Restore renderer state
SDL.SetRenderViewport(renderer, old.ViewportEnabled ? old.Viewport : new SDL.Rect());
SDL.SetRenderClipRect(renderer, old.ClipEnabled ? old.ClipRect : new SDL.Rect());
}
private static nint ResolveTextureId(ImTextureID texId, nint renderer)
{
if (texId == ImTextureID.Null)
return nint.Zero;
TextureState? state = ImGuiUserData.Get((void*)(nint)texId);
if (state == null)
return (nint)texId;
if (!state.RendererTextures.TryGetValue(renderer, out nint rendererTexture) || rendererTexture == nint.Zero)
{
rendererTexture = CreateRendererTexture(state, renderer);
state.RendererTextures[renderer] = rendererTexture;
}
return rendererTexture;
}
private static nint CreateRendererTexture(TextureState state, nint renderer)
{
ImTextureDataPtr tex = state.Source;
// We keep ARGB8888 here because this project already relies on that upload path.
nint sdlTexture = SDL.CreateTexture(renderer, SDL.PixelFormat.ARGB8888, SDL.TextureAccess.Static, tex.Width, tex.Height);
if (sdlTexture == nint.Zero)
return nint.Zero;
SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
SDL.SetTextureBlendMode(sdlTexture, SDL.BlendMode.Blend);
SDL.SetTextureScaleMode(sdlTexture, SDL.ScaleMode.Linear);
return sdlTexture;
}
private static void UploadRendererTexture(ImTextureDataPtr tex, nint renderer, nint sdlTexture)
{
if (tex.Status == ImTextureStatus.WantUpdates)
{
for (int i = 0; i < tex.Updates.Size; i++)
{
var r = tex.Updates[i];
SDL.Rect rect = new SDL.Rect
{
X = r.X,
Y = r.Y,
W = r.W,
H = r.H
};
SDL.UpdateTexture(sdlTexture, rect, (nint)tex.GetPixelsAt(r.X, r.Y), tex.GetPitch());
}
}
else
{
SDL.UpdateTexture(sdlTexture, nint.Zero, (nint)tex.GetPixels(), tex.GetPitch());
}
}
private static void UpdateTexture(ImTextureDataPtr tex, nint renderer)
{
TextureState? state = null;
if ((nint)tex.BackendUserData != nint.Zero)
state = ImGuiUserData.Get(tex.BackendUserData);
if (state == null)
{
state = new TextureState();
tex.BackendUserData = ImGuiUserData.Store(state);
}
state.Source = tex;
tex.SetTexID((nint)tex.BackendUserData);
if (tex.Status == ImTextureStatus.WantDestroy)
{
foreach (nint rendererTexture in state.RendererTextures.Values)
{
if (rendererTexture != nint.Zero)
SDL.DestroyTexture(rendererTexture);
}
state.RendererTextures.Clear();
ImGuiUserData.Free(tex.BackendUserData);
tex.BackendUserData = (void*)nint.Zero;
tex.SetTexID(ImTextureID.Null);
tex.SetStatus(ImTextureStatus.Destroyed);
return;
}
bool hasRendererTexture = state.RendererTextures.TryGetValue(renderer, out nint sdlTexture) && sdlTexture != nint.Zero;
if (!hasRendererTexture)
{
sdlTexture = CreateRendererTexture(state, renderer);
state.RendererTextures[renderer] = sdlTexture;
}
if (sdlTexture != nint.Zero && (tex.Status == ImTextureStatus.WantCreate || tex.Status == ImTextureStatus.WantUpdates || !hasRendererTexture))
{
UploadRendererTexture(tex, renderer, sdlTexture);
tex.SetStatus(ImTextureStatus.Ok);
}
}
private static bool RenderDrawCommand(ImDrawListPtr drawList, ImDrawCmd cmd, nint renderer, nint texId, Vector2 scale)
{
uint indexOffset = cmd.IdxOffset;
uint vertexOffset = cmd.VtxOffset;
uint elemCount = cmd.ElemCount;
SDL.Vertex[] vertices = new SDL.Vertex[elemCount];
int[] indices = new int[elemCount];
for (int i = 0; i < elemCount; i++)
{
ushort idx = drawList.IdxBuffer[(int)indexOffset + i];
int vertIdx = (int)(vertexOffset + idx);
ImDrawVert srcVert = drawList.VtxBuffer[vertIdx];
uint col = srcVert.Col;
byte r = (byte)((col >> 0) & 0xFF);
byte g = (byte)((col >> 8) & 0xFF);
byte b = (byte)((col >> 16) & 0xFF);
byte a = (byte)((col >> 24) & 0xFF);
vertices[i] = new SDL.Vertex()
{
Position = new SDL.FPoint()
{
X = srcVert.Pos.X * scale.X,
Y = srcVert.Pos.Y * scale.Y
},
Color = new SDL.FColor()
{
R = r / 255f,
G = g / 255f,
B = b / 255f,
A = a / 255f
},
TexCoord = new SDL.FPoint()
{
X = srcVert.Uv.X,
Y = srcVert.Uv.Y
}
};
indices[i] = i;
}
return SDL.RenderGeometry(renderer, texId, vertices, vertices.Length, indices, indices.Length);
}
public static void CreateDeviceObjects() { }
public static void DestroyDeviceObjects()
{
var texures = ImGui.GetPlatformIO().Textures;
for (int i = 0; i < texures.Size; i++)
{
var texture = texures[i];
texture.Status = ImTextureStatus.WantDestroy;
UpdateTexture(texture, nint.Zero);
}
}
}