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	Merge 752675fe11 into fd97d8179e
				
					
				
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						commit
						1ff2e1d274
					
				| 
						 | 
				
			
			@ -43,8 +43,17 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
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 * no AA or low resolution might make it appear as jagged curves) */
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static int NUM_CIRCLE_SEGMENTS = 16;
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static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
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    indices[(*indexCount)++] = bottomLeft;
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    indices[(*indexCount)++] = topLeft;
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    indices[(*indexCount)++] = topRight;
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    indices[(*indexCount)++] = bottomRight;
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    indices[(*indexCount)++] = bottomLeft;
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    indices[(*indexCount)++] = topRight;
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}
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//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
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static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
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    const SDL_Color color = (SDL_Color) {
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            .r = (Uint8)_color.r,
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            .g = (Uint8)_color.g,
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			@ -54,48 +63,81 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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    int indexCount = 0, vertexCount = 0;
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    const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f;
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    const float clampedRadius = SDL_min(cornerRadius, maxRadius);
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    enum corner_e {
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        TOP_LEFT,
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        TOP_RIGHT,
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        BOTTOM_RIGHT,
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        BOTTOM_LEFT,
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    };
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    const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f);
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    const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
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    const float clampedRadius[4] = {
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        SDL_min(cornerRadius.topLeft, maxRadius),
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        SDL_min(cornerRadius.topRight, maxRadius),
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        SDL_min(cornerRadius.bottomRight, maxRadius),
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        SDL_min(cornerRadius.bottomLeft, maxRadius),
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    };
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    SDL_Vertex vertices[512];
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    int indices[512];
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    int numCircleSegments[4];
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    int totalVertices = 4 + 4 + 2 * 4;
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    int totalIndices = 6 + 6*8;
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    for(unsigned i = 0; i < 4; i++) {
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        const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
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        numCircleSegments[i] = n;
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        totalVertices += n * 2;
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        totalIndices += n * 3;
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    }
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    SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
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    int* indices = SDL_malloc(totalIndices * sizeof(int));
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    const float innerLeft = rect.x + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[BOTTOM_LEFT]);
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    const float innerTop = rect.y + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[TOP_RIGHT]);
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    const float innerRight = rect.x + rect.w - SDL_max(clampedRadius[TOP_RIGHT], clampedRadius[BOTTOM_RIGHT]);
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    const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
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    //define center rectangle
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
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    vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, color, {0, 0} }; //0 center TL
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    vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerTop}, color, {1, 0} }; //1 center TR
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    vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerBottom}, color, {1, 1} }; //2 center BR
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    vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerBottom}, color, {0, 1} }; //3 center BL
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    SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
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    indices[indexCount++] = 0;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 3;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 2;
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    indices[indexCount++] = 3;
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    const SDL_FPoint cornerCenter[4] = {
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        { rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
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        { rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]}, 
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        { rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
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        { rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
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    };
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    //define corner centers
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    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_LEFT], color, {0, 0} };
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    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_RIGHT], color, {0, 0} };
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    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_RIGHT], color, {0, 0} };
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    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_LEFT], color, {0, 0} };
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    int cornerStartIndex[4];
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    //define rounded corners as triangle fans
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    const float step = (M_PI / 2) / numCircleSegments;
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    for (int i = 0; i < numCircleSegments; i++) {
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        const float angle1 = (float)i * step;
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        const float angle2 = ((float)i + 1.0f) * step;
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    for (int i = 0; i < 4; i++) {  // Iterate over four corners
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        const float step = (M_PI/2) / numCircleSegments[i];
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        SDL_FPoint signedRadius;
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        for (int j = 0; j < 4; j++) {  // Iterate over four corners
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            float cx, cy, signX, signY;
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            switch (j) {
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            case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
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            case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
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            case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
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            case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
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        switch (i) {
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            case TOP_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], -clampedRadius[i]}; break; // Top-left
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            case TOP_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], -clampedRadius[i]}; break; // Top-right
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            case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
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            case BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-left
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            default: return;
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            }
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        }
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        cornerStartIndex[i] = vertexCount;
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        vertices[vertexCount++] = (SDL_Vertex) { { cornerCenter[i].x + signedRadius.x, cornerCenter[i].y }, color, {0, 0} };
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
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            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
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        for (int j = 0; j < numCircleSegments[i]; j++) {
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            const float angle = ((float)j + 1.0f) * step;
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            vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
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            indices[indexCount++] = j;  // Connect to corresponding central rectangle vertex
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            indices[indexCount++] = 4 + i;  // Connect to corresponding corner center
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            indices[indexCount++] = vertexCount - 2;
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            indices[indexCount++] = vertexCount - 1;
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        }
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			@ -103,48 +145,37 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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    //Define edge rectangles
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    // Top edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
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    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
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    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, innerTop}, color, {0, 0} }; //BL
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    int cornerTLLastIndex = cornerStartIndex[TOP_LEFT] + numCircleSegments[TOP_LEFT];
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    int cornerTRLastIndex = cornerStartIndex[TOP_RIGHT] + numCircleSegments[TOP_RIGHT];
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    SDL_Clay_AddQuadIndices(indices, &indexCount, cornerTLLastIndex, cornerTRLastIndex, vertexCount - 2, vertexCount - 1);
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    indices[indexCount++] = 0;
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    indices[indexCount++] = vertexCount - 2; //TL
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    indices[indexCount++] = vertexCount - 1; //TR
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    indices[indexCount++] = 1;
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    indices[indexCount++] = 0;
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    indices[indexCount++] = vertexCount - 1; //TR
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    // Right edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
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    indices[indexCount++] = 1;
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    indices[indexCount++] = vertexCount - 2; //RT
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    indices[indexCount++] = vertexCount - 1; //RB
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    indices[indexCount++] = 2;
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    indices[indexCount++] = 1;
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    indices[indexCount++] = vertexCount - 1; //RB
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    // Bottom edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
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    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
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    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, innerBottom}, color, {1, 1} }; //BR
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    int cornerBRLastIndex = cornerStartIndex[BOTTOM_RIGHT] + numCircleSegments[BOTTOM_RIGHT];
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    int cornerBLLastIndex = cornerStartIndex[BOTTOM_LEFT] + numCircleSegments[BOTTOM_LEFT];
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    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, vertexCount - 1, cornerBRLastIndex, cornerBLLastIndex);
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    // Right edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerTop}, color, {1, 0} }; //TR
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerBottom}, color, {1, 1} }; //BR
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    SDL_Clay_AddQuadIndices(indices, &indexCount, 1, vertexCount - 2, vertexCount - 1, 2);
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    SDL_Clay_AddQuadIndices(indices, &indexCount, 4 + TOP_RIGHT, cornerStartIndex[TOP_RIGHT], vertexCount - 2, vertexCount - 6);
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    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 3, vertexCount - 1, cornerStartIndex[BOTTOM_RIGHT], 4 + BOTTOM_RIGHT);
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    indices[indexCount++] = 2;
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    indices[indexCount++] = vertexCount - 2; //BR
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    indices[indexCount++] = vertexCount - 1; //BL
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    indices[indexCount++] = 3;
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    indices[indexCount++] = 2;
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    indices[indexCount++] = vertexCount - 1; //BL
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    // Left edge
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
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    indices[indexCount++] = 3;
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    indices[indexCount++] = vertexCount - 2; //LB
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    indices[indexCount++] = vertexCount - 1; //LT
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    indices[indexCount++] = 0;
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    indices[indexCount++] = 3;
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    indices[indexCount++] = vertexCount - 1; //LT
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
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    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
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    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
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    SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
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    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
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    // Render everything
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    SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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    SDL_free(vertices);
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    SDL_free(indices);
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}
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//all rendering is performed by a single SDL call, using twi sets of arcing triangles, inner and outer, that fit together; along with two tringles to fill the end gaps.
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| 
						 | 
				
			
			@ -282,8 +313,8 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
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                        .w = boundingBox.width,
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                        .h = boundingBox.height,
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                };
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                if (config->cornerRadius.topLeft > 0) {
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                    SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
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                if (config->cornerRadius.topLeft > 1.f || config->cornerRadius.topRight > 1.f || config->cornerRadius.bottomLeft > 1.f || config->cornerRadius.bottomRight > 1.f) {
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                    SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius, color);
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                }
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                else {
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                    SDL_RenderFillRectF(renderer, &rect);
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| 
						 | 
				
			
			
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| 
						 | 
				
			
			@ -14,57 +14,96 @@ typedef struct {
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 * no AA or low resolution might make it appear as jagged curves) */
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static int NUM_CIRCLE_SEGMENTS = 16;
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static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
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    indices[(*indexCount)++] = bottomLeft;
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    indices[(*indexCount)++] = topLeft;
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    indices[(*indexCount)++] = topRight;
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    indices[(*indexCount)++] = bottomRight;
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    indices[(*indexCount)++] = bottomLeft;
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    indices[(*indexCount)++] = topRight;
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}
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//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
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static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
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static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
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    const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
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    int indexCount = 0, vertexCount = 0;
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    const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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    const float clampedRadius = SDL_min(cornerRadius, minRadius);
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    enum corner_e {
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        TOP_LEFT,
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        TOP_RIGHT,
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        BOTTOM_RIGHT,
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        BOTTOM_LEFT,
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		||||
    };
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    const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f);
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    const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
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    const float clampedRadius[4] = {
 | 
			
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        SDL_min(cornerRadius.topLeft, maxRadius),
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        SDL_min(cornerRadius.topRight, maxRadius),
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        SDL_min(cornerRadius.bottomRight, maxRadius),
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        SDL_min(cornerRadius.bottomLeft, maxRadius),
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    };
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    int totalVertices = 4 + (4 * (numCircleSegments * 2)) + 2*4;
 | 
			
		||||
    int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*4;
 | 
			
		||||
    int numCircleSegments[4];
 | 
			
		||||
    int totalVertices = 4 + 4 + 2 * 4;
 | 
			
		||||
    int totalIndices = 6 + 6*8;
 | 
			
		||||
    for(unsigned i = 0; i < 4; i++) {
 | 
			
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        const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
 | 
			
		||||
        numCircleSegments[i] = n;
 | 
			
		||||
        totalVertices += n + 1;
 | 
			
		||||
        totalIndices += n * 3;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    SDL_Vertex vertices[totalVertices];
 | 
			
		||||
    int indices[totalIndices];
 | 
			
		||||
    SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
 | 
			
		||||
    int* indices = SDL_malloc(totalIndices * sizeof(int));
 | 
			
		||||
 | 
			
		||||
    const float innerLeft = rect.x + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[BOTTOM_LEFT]);
 | 
			
		||||
    const float innerTop = rect.y + SDL_max(clampedRadius[TOP_LEFT], clampedRadius[TOP_RIGHT]);
 | 
			
		||||
    const float innerRight = rect.x + rect.w - SDL_max(clampedRadius[TOP_RIGHT], clampedRadius[BOTTOM_RIGHT]);
 | 
			
		||||
    const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
 | 
			
		||||
 | 
			
		||||
    //define center rectangle
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, color, {0, 0} }; //0 center TL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerTop}, color, {1, 0} }; //1 center TR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {innerRight, innerBottom}, color, {1, 1} }; //2 center BR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerBottom}, color, {0, 1} }; //3 center BL
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
 | 
			
		||||
 | 
			
		||||
    indices[indexCount++] = 0;
 | 
			
		||||
    indices[indexCount++] = 1;
 | 
			
		||||
    indices[indexCount++] = 3;
 | 
			
		||||
    indices[indexCount++] = 1;
 | 
			
		||||
    indices[indexCount++] = 2;
 | 
			
		||||
    indices[indexCount++] = 3;
 | 
			
		||||
    const SDL_FPoint cornerCenter[4] = {
 | 
			
		||||
        { rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
 | 
			
		||||
        { rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]}, 
 | 
			
		||||
        { rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
 | 
			
		||||
        { rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    //define corner centers
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_LEFT], color, {0, 0} };
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[TOP_RIGHT], color, {0, 0} };
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_RIGHT], color, {0, 0} };
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ cornerCenter[BOTTOM_LEFT], color, {0, 0} };
 | 
			
		||||
 | 
			
		||||
    int cornerStartIndex[4];
 | 
			
		||||
 | 
			
		||||
    //define rounded corners as triangle fans
 | 
			
		||||
    const float step = (SDL_PI_F/2) / numCircleSegments;
 | 
			
		||||
    for (int i = 0; i < numCircleSegments; i++) {
 | 
			
		||||
        const float angle1 = (float)i * step;
 | 
			
		||||
        const float angle2 = ((float)i + 1.0f) * step;
 | 
			
		||||
    for (int i = 0; i < 4; i++) {  // Iterate over four corners
 | 
			
		||||
        const float step = (SDL_PI_F/2) / numCircleSegments[i];
 | 
			
		||||
        SDL_FPoint signedRadius;
 | 
			
		||||
 | 
			
		||||
        for (int j = 0; j < 4; j++) {  // Iterate over four corners
 | 
			
		||||
            float cx, cy, signX, signY;
 | 
			
		||||
        switch (i) {
 | 
			
		||||
            case TOP_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], -clampedRadius[i]}; break; // Top-left
 | 
			
		||||
            case TOP_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], -clampedRadius[i]}; break; // Top-right
 | 
			
		||||
            case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
 | 
			
		||||
            case BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-left
 | 
			
		||||
            default: return;
 | 
			
		||||
        }
 | 
			
		||||
        cornerStartIndex[i] = vertexCount;
 | 
			
		||||
        vertices[vertexCount++] = (SDL_Vertex) { { cornerCenter[i].x + signedRadius.x, cornerCenter[i].y }, color, {0, 0} };
 | 
			
		||||
 | 
			
		||||
            switch (j) {
 | 
			
		||||
                case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
 | 
			
		||||
                case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
 | 
			
		||||
                case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
 | 
			
		||||
                case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
 | 
			
		||||
                default: return;
 | 
			
		||||
            }
 | 
			
		||||
        for (int j = 0; j < numCircleSegments[i]; j++) {
 | 
			
		||||
            const float angle = ((float)j + 1.0f) * step;
 | 
			
		||||
            vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
 | 
			
		||||
 | 
			
		||||
            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
 | 
			
		||||
            vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
 | 
			
		||||
 | 
			
		||||
            indices[indexCount++] = j;  // Connect to corresponding central rectangle vertex
 | 
			
		||||
            indices[indexCount++] = 4 + i;  // Connect to corresponding corner center
 | 
			
		||||
            indices[indexCount++] = vertexCount - 2;
 | 
			
		||||
            indices[indexCount++] = vertexCount - 1;
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -72,48 +111,37 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
 | 
			
		|||
 | 
			
		||||
    //Define edge rectangles
 | 
			
		||||
    // Top edge
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, innerTop}, color, {0, 0} }; //BL
 | 
			
		||||
    int cornerTLLastIndex = cornerStartIndex[TOP_LEFT] + numCircleSegments[TOP_LEFT];
 | 
			
		||||
    int cornerTRLastIndex = cornerStartIndex[TOP_RIGHT] + numCircleSegments[TOP_RIGHT];
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, cornerTLLastIndex, cornerTRLastIndex, vertexCount - 2, vertexCount - 1);
 | 
			
		||||
 | 
			
		||||
    indices[indexCount++] = 0;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 2; //TL
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //TR
 | 
			
		||||
    indices[indexCount++] = 1;
 | 
			
		||||
    indices[indexCount++] = 0;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //TR
 | 
			
		||||
    // Right edge
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
 | 
			
		||||
 | 
			
		||||
    indices[indexCount++] = 1;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 2; //RT
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //RB
 | 
			
		||||
    indices[indexCount++] = 2;
 | 
			
		||||
    indices[indexCount++] = 1;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //RB
 | 
			
		||||
    // Bottom edge
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, innerBottom}, color, {1, 1} }; //BR
 | 
			
		||||
    int cornerBRLastIndex = cornerStartIndex[BOTTOM_RIGHT] + numCircleSegments[BOTTOM_RIGHT];
 | 
			
		||||
    int cornerBLLastIndex = cornerStartIndex[BOTTOM_LEFT] + numCircleSegments[BOTTOM_LEFT];
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, vertexCount - 1, cornerBRLastIndex, cornerBLLastIndex);
 | 
			
		||||
 | 
			
		||||
    // Right edge
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerTop}, color, {1, 0} }; //TR
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, innerBottom}, color, {1, 1} }; //BR
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, 1, vertexCount - 2, vertexCount - 1, 2);
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, 4 + TOP_RIGHT, cornerStartIndex[TOP_RIGHT], vertexCount - 2, vertexCount - 6);
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 3, vertexCount - 1, cornerStartIndex[BOTTOM_RIGHT], 4 + BOTTOM_RIGHT);
 | 
			
		||||
 | 
			
		||||
    indices[indexCount++] = 2;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 2; //BR
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //BL
 | 
			
		||||
    indices[indexCount++] = 3;
 | 
			
		||||
    indices[indexCount++] = 2;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //BL
 | 
			
		||||
    // Left edge
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
 | 
			
		||||
 | 
			
		||||
    indices[indexCount++] = 3;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 2; //LB
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //LT
 | 
			
		||||
    indices[indexCount++] = 0;
 | 
			
		||||
    indices[indexCount++] = 3;
 | 
			
		||||
    indices[indexCount++] = vertexCount - 1; //LT
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
 | 
			
		||||
    vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
 | 
			
		||||
    SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
 | 
			
		||||
 | 
			
		||||
    // Render everything
 | 
			
		||||
    SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount);
 | 
			
		||||
    SDL_free(vertices);
 | 
			
		||||
    SDL_free(indices);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
static void SDL_Clay_RenderArc(Clay_SDL3RendererData *rendererData, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
 | 
			
		||||
| 
						 | 
				
			
			@ -155,8 +183,8 @@ static void SDL_Clay_RenderClayCommands(Clay_SDL3RendererData *rendererData, Cla
 | 
			
		|||
                Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
 | 
			
		||||
                SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
 | 
			
		||||
                SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
 | 
			
		||||
                if (config->cornerRadius.topLeft > 0) {
 | 
			
		||||
                    SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius.topLeft, config->backgroundColor);
 | 
			
		||||
                if (config->cornerRadius.topLeft > 1.f || config->cornerRadius.topRight > 1.f || config->cornerRadius.bottomLeft > 1.f || config->cornerRadius.bottomRight > 1.f) {
 | 
			
		||||
                    SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius, config->backgroundColor);
 | 
			
		||||
                } else {
 | 
			
		||||
                    SDL_RenderFillRect(rendererData->renderer, &rect);
 | 
			
		||||
                }
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in a new issue