SDL_Clay_RenderFillRoundedRect should not draw overlapping triangles

This commit is contained in:
PM 2025-09-07 01:03:25 -03:00
parent 76875fd298
commit 752675fe11
2 changed files with 73 additions and 67 deletions

View file

@ -43,6 +43,15 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
* no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16;
static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topLeft;
indices[(*indexCount)++] = topRight;
indices[(*indexCount)++] = bottomRight;
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topRight;
}
//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
const SDL_Color color = (SDL_Color) {
@ -70,8 +79,8 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
};
int numCircleSegments[4];
int totalVertices = 4 + 4 + 4*4;
int totalIndices = 6 + 6*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;
@ -88,14 +97,11 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
//define center rectangle
const int rectIndices[6] = {3, 0, 1, 2, 3, 1};
for (int i = 0; i < 6; i++)
indices[indexCount++] = rectIndices[i];
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] },
@ -110,6 +116,8 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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 = (M_PI/2) / numCircleSegments[i];
@ -122,13 +130,12 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
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 angle1 = (float)j * step;
const float angle2 = ((float)j + 1.0f) * step;
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle1) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle1) * signedRadius.y}, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle2) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle2) * signedRadius.y}, color, {0, 0} };
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;
@ -138,36 +145,32 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
//Define edge rectangles
// Top edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, rect.y}, color, {0, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, 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
// Right edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, cornerCenter[TOP_RIGHT].y}, color, {1, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, cornerCenter[TOP_RIGHT].y}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, cornerCenter[BOTTOM_RIGHT].y}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, cornerCenter[BOTTOM_RIGHT].y}, color, {1, 1} }; //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);
// Bottom edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
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
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, rect.y + rect.h}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, rect.y + rect.h}, color, {0, 1} }; //BL
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);
// Left edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, cornerCenter[TOP_LEFT].y}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, cornerCenter[TOP_LEFT].y}, color, {0, 0} }; //LT
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, cornerCenter[BOTTOM_LEFT].y}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, cornerCenter[BOTTOM_LEFT].y}, color, {0, 0} }; //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(renderer, NULL, vertices, vertexCount, indices, indexCount);

View file

@ -14,6 +14,15 @@ typedef struct {
* no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16;
static inline void SDL_Clay_AddQuadIndices(int* indices, int* indexCount, int topLeft, int topRight, int bottomRight, int bottomLeft) {
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topLeft;
indices[(*indexCount)++] = topRight;
indices[(*indexCount)++] = bottomRight;
indices[(*indexCount)++] = bottomLeft;
indices[(*indexCount)++] = topRight;
}
//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const Clay_CornerRadius cornerRadius, const Clay_Color _color) {
const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
@ -36,12 +45,12 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
};
int numCircleSegments[4];
int totalVertices = 4 + 4 + 4*4;
int totalIndices = 6 + 6*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;
totalVertices += n * 2;
totalVertices += n + 1;
totalIndices += n * 3;
}
@ -54,14 +63,11 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
const float innerBottom = rect.y + rect.h - SDL_max(clampedRadius[BOTTOM_RIGHT], clampedRadius[BOTTOM_LEFT]);
//define center rectangle
const int rectIndices[6] = {3, 0, 1, 2, 3, 1};
for (int i = 0; i < 6; i++)
indices[indexCount++] = rectIndices[i];
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] },
@ -76,6 +82,8 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
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];
@ -88,13 +96,12 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
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 angle1 = (float)j * step;
const float angle2 = ((float)j + 1.0f) * step;
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle1) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle1) * signedRadius.y}, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle2) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle2) * signedRadius.y}, color, {0, 0} };
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;
@ -104,36 +111,32 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
//Define edge rectangles
// Top edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_LEFT].x, rect.y}, color, {0, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, 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
// Right edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, cornerCenter[TOP_RIGHT].y}, color, {1, 0} }; //TL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, cornerCenter[TOP_RIGHT].y}, color, {1, 0} }; //TR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, cornerCenter[BOTTOM_RIGHT].y}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {innerRight, cornerCenter[BOTTOM_RIGHT].y}, color, {1, 1} }; //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);
// Bottom edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
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
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_RIGHT].x, rect.y + rect.h}, color, {1, 1} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, rect.y + rect.h}, color, {0, 1} }; //BL
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);
// Left edge
for (int i = 0; i < 6; i++)
indices[indexCount++] = vertexCount + rectIndices[i];
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, cornerCenter[TOP_LEFT].y}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, cornerCenter[TOP_LEFT].y}, color, {0, 0} }; //LT
vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, cornerCenter[BOTTOM_LEFT].y}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, cornerCenter[BOTTOM_LEFT].y}, color, {0, 0} }; //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);