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Author SHA1 Message Date
Paul-Marie Masschelier 86d36fae34
Merge 752675fe11 into 0d6969c8c3 2025-09-08 16:18:37 +02:00
PM 752675fe11 SDL_Clay_RenderFillRoundedRect should not draw overlapping triangles 2025-09-07 01:03:25 -03:00
PM 76875fd298 Add separate rounded corners for SDL2 and SDL3 2025-09-06 17:55:48 -03:00
2 changed files with 200 additions and 141 deletions

View file

@ -43,8 +43,17 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
* no AA or low resolution might make it appear as jagged curves) */ * no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16; 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. //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 float cornerRadius, const Clay_Color _color) { 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) { const SDL_Color color = (SDL_Color) {
.r = (Uint8)_color.r, .r = (Uint8)_color.r,
.g = (Uint8)_color.g, .g = (Uint8)_color.g,
@ -54,48 +63,81 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
int indexCount = 0, vertexCount = 0; int indexCount = 0, vertexCount = 0;
const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f; enum corner_e {
const float clampedRadius = SDL_min(cornerRadius, maxRadius); TOP_LEFT,
TOP_RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
};
const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f); const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
const float clampedRadius[4] = {
SDL_min(cornerRadius.topLeft, maxRadius),
SDL_min(cornerRadius.topRight, maxRadius),
SDL_min(cornerRadius.bottomRight, maxRadius),
SDL_min(cornerRadius.bottomLeft, maxRadius),
};
SDL_Vertex vertices[512]; int numCircleSegments[4];
int indices[512]; 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;
totalIndices += n * 3;
}
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 //define center rectangle
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, 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){ {innerRight, innerTop}, 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){ {innerRight, innerBottom}, 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, innerBottom}, color, {0, 1} }; //3 center BL
SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
indices[indexCount++] = 0; const SDL_FPoint cornerCenter[4] = {
indices[indexCount++] = 1; { rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
indices[indexCount++] = 3; { rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
indices[indexCount++] = 1; { rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
indices[indexCount++] = 2; { rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
indices[indexCount++] = 3; };
//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 //define rounded corners as triangle fans
const float step = (M_PI / 2) / numCircleSegments; for (int i = 0; i < 4; i++) { // Iterate over four corners
for (int i = 0; i < numCircleSegments; i++) { const float step = (M_PI/2) / numCircleSegments[i];
const float angle1 = (float)i * step; SDL_FPoint signedRadius;
const float angle2 = ((float)i + 1.0f) * step;
for (int j = 0; j < 4; j++) { // Iterate over four corners switch (i) {
float cx, cy, signX, signY; 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
switch (j) { case BOTTOM_RIGHT: signedRadius = (SDL_FPoint){ clampedRadius[i], clampedRadius[i]}; break; // Bottom-right
case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left case BOTTOM_LEFT: signedRadius = (SDL_FPoint){ -clampedRadius[i], clampedRadius[i]}; break; // Bottom-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; default: return;
} }
cornerStartIndex[i] = vertexCount;
vertices[vertexCount++] = (SDL_Vertex) { { cornerCenter[i].x + signedRadius.x, cornerCenter[i].y }, color, {0, 0} };
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} }; for (int j = 0; j < numCircleSegments[i]; j++) {
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, 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++] = j; // Connect to corresponding central rectangle vertex indices[indexCount++] = 4 + i; // Connect to corresponding corner center
indices[indexCount++] = vertexCount - 2; indices[indexCount++] = vertexCount - 2;
indices[indexCount++] = vertexCount - 1; indices[indexCount++] = vertexCount - 1;
} }
@ -103,48 +145,37 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re
//Define edge rectangles //Define edge rectangles
// Top edge // Top edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR 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 // Bottom edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, 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 // Left edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
indices[indexCount++] = 3; SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
indices[indexCount++] = vertexCount - 2; //LB SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
indices[indexCount++] = vertexCount - 1; //LT
indices[indexCount++] = 0;
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 1; //LT
// Render everything // Render everything
SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount); SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
SDL_free(vertices);
SDL_free(indices);
} }
//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. //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.
@ -282,8 +313,8 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
.w = boundingBox.width, .w = boundingBox.width,
.h = boundingBox.height, .h = boundingBox.height,
}; };
if (config->cornerRadius.topLeft > 0) { if (config->cornerRadius.topLeft > 1.f || config->cornerRadius.topRight > 1.f || config->cornerRadius.bottomLeft > 1.f || config->cornerRadius.bottomRight > 1.f) {
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color); SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius, color);
} }
else { else {
SDL_RenderFillRectF(renderer, &rect); SDL_RenderFillRectF(renderer, &rect);

View file

@ -14,57 +14,96 @@ typedef struct {
* no AA or low resolution might make it appear as jagged curves) */ * no AA or low resolution might make it appear as jagged curves) */
static int NUM_CIRCLE_SEGMENTS = 16; 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. //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 float cornerRadius, const Clay_Color _color) { 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 }; const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
int indexCount = 0, vertexCount = 0; int indexCount = 0, vertexCount = 0;
const float minRadius = SDL_min(rect.w, rect.h) / 2.0f; enum corner_e {
const float clampedRadius = SDL_min(cornerRadius, minRadius); TOP_LEFT,
TOP_RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
};
const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f); const float maxRadius = SDL_min(rect.w, rect.h) / 2.f;
const float clampedRadius[4] = {
SDL_min(cornerRadius.topLeft, maxRadius),
SDL_min(cornerRadius.topRight, maxRadius),
SDL_min(cornerRadius.bottomRight, maxRadius),
SDL_min(cornerRadius.bottomLeft, maxRadius),
};
int totalVertices = 4 + (4 * (numCircleSegments * 2)) + 2*4; int numCircleSegments[4];
int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 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 + 1;
totalIndices += n * 3;
}
SDL_Vertex vertices[totalVertices]; SDL_Vertex* vertices = SDL_malloc(totalVertices * sizeof(SDL_Vertex));
int indices[totalIndices]; 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 //define center rectangle
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL vertices[vertexCount++] = (SDL_Vertex){ {innerLeft, innerTop}, 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){ {innerRight, innerTop}, 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){ {innerRight, innerBottom}, 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, innerBottom}, color, {0, 1} }; //3 center BL
SDL_Clay_AddQuadIndices(indices, &indexCount, 0, 1, 2, 3);
indices[indexCount++] = 0; const SDL_FPoint cornerCenter[4] = {
indices[indexCount++] = 1; { rect.x + clampedRadius[TOP_LEFT], rect.y + clampedRadius[TOP_LEFT] },
indices[indexCount++] = 3; { rect.x + rect.w - clampedRadius[TOP_RIGHT], rect.y + clampedRadius[TOP_RIGHT]},
indices[indexCount++] = 1; { rect.x + rect.w - clampedRadius[BOTTOM_RIGHT], rect.y + rect.h - clampedRadius[BOTTOM_RIGHT] },
indices[indexCount++] = 2; { rect.x + clampedRadius[BOTTOM_LEFT], rect.y + rect.h - clampedRadius[BOTTOM_LEFT]},
indices[indexCount++] = 3; };
//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 //define rounded corners as triangle fans
const float step = (SDL_PI_F/2) / numCircleSegments; for (int i = 0; i < 4; i++) { // Iterate over four corners
for (int i = 0; i < numCircleSegments; i++) { const float step = (SDL_PI_F/2) / numCircleSegments[i];
const float angle1 = (float)i * step; SDL_FPoint signedRadius;
const float angle2 = ((float)i + 1.0f) * step;
for (int j = 0; j < 4; j++) { // Iterate over four corners switch (i) {
float cx, cy, signX, signY; 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) { for (int j = 0; j < numCircleSegments[i]; j++) {
case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left const float angle = ((float)j + 1.0f) * step;
case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[i].x + SDL_cosf(angle) * signedRadius.x, cornerCenter[i].y + SDL_sinf(angle) * signedRadius.y}, color, {0, 0} };
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;
}
vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} }; indices[indexCount++] = 4 + i; // Connect to corresponding corner center
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++] = vertexCount - 2; indices[indexCount++] = vertexCount - 2;
indices[indexCount++] = vertexCount - 1; indices[indexCount++] = vertexCount - 1;
} }
@ -72,48 +111,37 @@ static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData,
//Define edge rectangles //Define edge rectangles
// Top edge // Top edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[TOP_RIGHT].x, innerTop}, color, {1, 0} }; //BR
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR 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 // Bottom edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR vertices[vertexCount++] = (SDL_Vertex){ {cornerCenter[BOTTOM_LEFT].x, innerBottom}, color, {0, 1} }; //BL
vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, 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 // Left edge
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerTop}, color, {0, 1} }; //LB
vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT vertices[vertexCount++] = (SDL_Vertex){ {rect.x, innerBottom}, color, {0, 0} }; //LT
SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 2, 0, 3, vertexCount - 1);
indices[indexCount++] = 3; SDL_Clay_AddQuadIndices(indices, &indexCount, cornerStartIndex[TOP_LEFT], 4 + TOP_LEFT, vertexCount - 7, vertexCount - 2);
indices[indexCount++] = vertexCount - 2; //LB SDL_Clay_AddQuadIndices(indices, &indexCount, vertexCount - 1, vertexCount - 6, 4 + BOTTOM_LEFT, cornerStartIndex[BOTTOM_LEFT]);
indices[indexCount++] = vertexCount - 1; //LT
indices[indexCount++] = 0;
indices[indexCount++] = 3;
indices[indexCount++] = vertexCount - 1; //LT
// Render everything // Render everything
SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount); 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) { 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; Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND); SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a); SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
if (config->cornerRadius.topLeft > 0) { 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.topLeft, config->backgroundColor); SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius, config->backgroundColor);
} else { } else {
SDL_RenderFillRect(rendererData->renderer, &rect); SDL_RenderFillRect(rendererData->renderer, &rect);
} }