Replace GLFW and nativefiledialog with SDL3 + Create layered renderer architecture with GPU API
Consolidates windowing and file dialog dependencies from GLFW + nativefiledialog into SDL3, reducing dependency footprint and leveraging SDL3's native cross-platform file dialogs. Additionally refactors all rendering code into a layered renderer architecture with a standalone low-level GPU API to prepare for future SDL-GPU transition.
Changes
Dependency Management
- Added SDL3 as submodule (main branch)
- Removed GLFW and nativefiledialog submodules
- Updated CMakeLists.txt: static SDL3 build with optional X11 features disabled
Core Migration (src/app/application.cpp)
-
Window/GL context:
glfwCreateWindow→SDL_CreateWindow,glfwMakeContextCurrent→SDL_GL_MakeCurrent -
Event loop:
glfwPollEvents→SDL_PollEventwith native SDL event handling -
File dialogs:
NFD_OpenDialog/SaveDialog→SDL_ShowOpenFileDialog/ShowSaveFileDialogwith async callbacks -
Timing:
glfwGetTime→SDL_GetTicks
ImGui Backend
- Added
imgui_impl_sdl3.{cpp,h}from ImGui 1.90.5, patched for SDL3 API changes:- Keyboard events:
keysymstruct → flatkey/scancode/modfields - Constants:
SDLK_a→SDLK_A,SDL_SYSTEM_CURSOR_ARROW→SDL_SYSTEM_CURSOR_DEFAULT - Text input:
SDL_SetTextInputRect→SDL_SetTextInputArea(window, rect, cursor)
- Keyboard events:
- Updated for ImGui 1.92.5 compatibility:
SetPlatformImeDataFn→platform_io.Platform_SetImeDataFn - Removed
imgui_impl_glfw.{cpp,h}
Layered Renderer Architecture
Low-Level GPU API (src/gfx/gpu.{h,cpp})
NEW: Created abstraction layer for all GPU operations:
-
Texture Management:
create_texture_2d/3d(),update_texture(),destroy_texture(),bind_texture() -
Shader Management:
create_shader(),destroy_shader(),use_shader(),set_uniform()(multiple type overloads) -
Framebuffer Management:
create_framebuffer(),destroy_framebuffer(),bind_framebuffer(),attach_texture_to_framebuffer() -
VAO Management:
create_vertex_array(),destroy_vertex_array(),bind_vertex_array() -
Rendering State:
set_viewport(),set_scissor(),enable_blend(),enable_depth_test(),enable_cull_face(),set_depth_mask(),set_color_mask(),clear_color(),clear() -
Draw Operations:
draw_arrays(),draw_elements()
High-Level Renderer Module (src/gfx/renderer.{h,cpp})
-
Moved ~578 lines of rendering code from
main.cppto renderer module -
Functions migrated:
-
fill_gbuffer()- Molecular representation rendering to GBuffer -
apply_postprocessing()- All post-processing effects (SSAO, TAA, DoF, etc.) -
draw_representations_opaque()- Opaque molecular rendering -
draw_representations_transparent()- Volume rendering (orbitals, electron density) -
draw_representations_opaque_lean_and_mean()- Optimized rendering for selections/highlights
-
-
Clean API:
main.cppnow usesrenderer::*()calls instead of direct OpenGL - Uses GPU API: Renderer layer uses low-level GPU API for all OpenGL operations
Component Refactoring
NEW: Started migrating components to use GPU API:
-
Ramachandran Component: Refactored texture creation/destruction to use
gpu::create_texture_2d()andgpu::destroy_texture() - Replaced
glGenFramebuffers/glGenVertexArrayswithgpu::create_framebuffer()andgpu::create_vertex_array() - Uses
glTexStorage2Dvia GPU API for immutable texture storage
File Dialog Implementation
// Before: Synchronous NFD with manual filter parsing
nfdchar_t* out_path = NULL;
nfdresult_t result = NFD_OpenDialog("jpg,png,bmp", NULL, &out_path);
if (result == NFD_OKAY) { /* use out_path */ }
// After: Async SDL3 with callback and proper cleanup
struct DialogState { const char* result_path; bool completed; };
DialogState state = {NULL, false};
SDL_ShowOpenFileDialog(callback, &state, NULL, filters, count, NULL, false);
while (!state.completed) { SDL_WaitEventTimeout(&event, 10); }
Security & Quality
- Fixed race condition: changed dialog state from static to local
- Added buffer overflow protection in filter extension parsing (validate length before allocation)
- Improved responsiveness:
SDL_Delay(10)→SDL_WaitEventTimeout(&event, 10)
Architecture Improvement
The new layered architecture provides clean separation of concerns:
Components (ramachandran, veloxchem, etc.)
↓
High-level Renderer (renderer.h/cpp)
├─> renderer::fill_gbuffer()
├─> renderer::apply_postprocessing()
└─> renderer::clear_gbuffer()
↓
Low-level GPU API (gpu.h/cpp)
├─> gpu::create_texture()
├─> gpu::create_shader()
├─> gpu::bind_framebuffer()
├─> gpu::set_viewport()
└─> gpu::draw_arrays()
↓
OpenGL
Benefits:
- All OpenGL calls isolated in GPU API layer
- Components use GPU API instead of direct OpenGL
- High-level renderer focuses on rendering logic, not OpenGL details
- Easy to swap OpenGL for SDL-GPU in future by reimplementing GPU API
- MDlib rendering code (
md_gl_draw()) remains unchanged as requested
Progress
- ✅ Low-level GPU API layer complete
- ✅ High-level renderer using GPU API
- ✅ Ramachandran component partially migrated to GPU API
- 🔄 Remaining: Complete component migration (ramachandran rendering, veloxchem, etc.)
Notes
- Manual testing recommended on Windows/macOS to verify native file dialogs and platform-specific behavior
- Layered renderer architecture ready for future SDL-GPU migration
- MDlib rendering code remains unchanged as requested
Original prompt
Create a PR that introduces SDL3 as a new dependency. This should replace the existing dependencies on glfw and native file dialogue.
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