mirror of
https://github.com/nicbarker/clay.git
synced 2025-09-18 04:26:18 +00:00
Merge 752675fe11
into 37675089e3
This commit is contained in:
commit
458b69e64b
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@ -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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//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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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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//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 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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default: return;
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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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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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SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
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int* indices = SDL_malloc(totalIndices * sizeof(int));
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indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
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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){ {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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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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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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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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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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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++] = 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;
|
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int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*4;
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SDL_Vertex vertices[totalVertices];
|
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int indices[totalIndices];
|
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|
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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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||||
indices[indexCount++] = 0;
|
||||
indices[indexCount++] = 1;
|
||||
indices[indexCount++] = 3;
|
||||
indices[indexCount++] = 1;
|
||||
indices[indexCount++] = 2;
|
||||
indices[indexCount++] = 3;
|
||||
|
||||
//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;
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||||
|
||||
for (int j = 0; j < 4; j++) { // Iterate over four corners
|
||||
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
|
||||
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;
|
||||
int numCircleSegments[4];
|
||||
int totalVertices = 4 + 4 + 2 * 4;
|
||||
int totalIndices = 6 + 6*8;
|
||||
for(unsigned i = 0; i < 4; i++) {
|
||||
const int n = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius[i] * 0.5f);
|
||||
numCircleSegments[i] = n;
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||||
totalVertices += n + 1;
|
||||
totalIndices += n * 3;
|
||||
}
|
||||
|
||||
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} };
|
||||
SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
|
||||
int* indices = SDL_malloc(totalIndices * sizeof(int));
|
||||
|
||||
indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
|
||||
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){ {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);
|
||||
|
||||
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
|
||||
for (int i = 0; i < 4; i++) { // Iterate over four corners
|
||||
const float step = (SDL_PI_F/2) / numCircleSegments[i];
|
||||
SDL_FPoint signedRadius;
|
||||
|
||||
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} };
|
||||
|
||||
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} };
|
||||
|
||||
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);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue