#include "clay_renderer_SDL3.h" #define CLAY_IMPLEMENTATION #include #include #include #include #include #include #include #include /* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with * no AA or low resolution might make it appear as jagged curves) */ static int NUM_CIRCLE_SEGMENTS = 16; static void SDL_Clay_GenerateRoundedRectCorner(SDL_Vertex *vertices, size_t begin, size_t count, SDL_FPoint origin, SDL_FPoint offset, SDL_FColor color, SDL_FPoint texel, float radius) { assert(count > 0); if (count == 1) { vertices[begin] = (SDL_Vertex){ { origin.x, origin.y }, color, texel }; } else { constexpr double quarterCircleRadians = SDL_PI_D / 2.0; for (size_t i = 0; i < count; ++i) { double const angle = (quarterCircleRadians / ((double)count-1)) * i; vertices[begin + i] = (SDL_Vertex) { .position = { origin.x + (radius * (offset.x * SDL_cos(angle) - offset.y * SDL_sin(angle))), origin.y + (radius * (offset.x * SDL_sin(angle) + offset.y * SDL_cos(angle))) }, .color = color, .tex_coord = texel }; } } } //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 clayColor) { static constexpr SDL_FPoint topLeftTexel = { 0, 0 }; static constexpr SDL_FPoint topRightTexel = { 1, 0 }; static constexpr SDL_FPoint bottomRightTexel = { 1, 1 }; static constexpr SDL_FPoint bottomLeftTexel = { 0, 1 }; SDL_FColor const color = { clayColor.r/255, clayColor.g/255, clayColor.b/255, clayColor.a/255 }; const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f; float radii[4] = { SDL_min(cornerRadius.topLeft, maxRadius), SDL_min(cornerRadius.topRight, maxRadius), SDL_min(cornerRadius.bottomLeft, maxRadius), SDL_min(cornerRadius.bottomRight, maxRadius), }; int numCircleSegments[4] = { 1, 1, 1, 1 }; int totalVertices = 0; for (int i = 0; i < 4; ++i) { numCircleSegments[i] = SDL_clamp((int)radii[i] / 2, 1, NUM_CIRCLE_SEGMENTS); totalVertices += numCircleSegments[i]; } size_t vindex = 0; // generate topleft corner SDL_FPoint origin = { rect.x + radii[0], rect.y + radii[0] }; SDL_FPoint offset = { -1, 0 }; SDL_Vertex vertices[totalVertices]; SDL_Clay_GenerateRoundedRectCorner(vertices, vindex, numCircleSegments[0], origin, offset, color, topLeftTexel, radii[0]); vindex += numCircleSegments[0]; origin = (SDL_FPoint) { rect.x + rect.w - radii[1], rect.y + radii[1] }; offset = (SDL_FPoint) { 0, -1 }; SDL_Clay_GenerateRoundedRectCorner(vertices, vindex, numCircleSegments[1], origin, offset, color, topRightTexel, radii[1]); vindex += numCircleSegments[1]; origin = (SDL_FPoint) { rect.x + rect.w - radii[2], rect.y + rect.h - radii[2] }; offset = (SDL_FPoint) { 1, 0 }; SDL_Clay_GenerateRoundedRectCorner(vertices, vindex, numCircleSegments[2], origin, offset, color, bottomRightTexel, radii[2]); vindex += numCircleSegments[2]; origin = (SDL_FPoint) { rect.x + radii[3], rect.y + rect.h - radii[3] }; offset = (SDL_FPoint) { 0, 1 }; SDL_Clay_GenerateRoundedRectCorner(vertices, vindex, numCircleSegments[3], origin, offset, color, bottomLeftTexel, radii[3]); vindex += numCircleSegments[3]; assert(vindex == totalVertices); size_t totalTris = totalVertices - 2; int totalIndeces = totalTris * 3; int indeces[totalTris * 3]; for (size_t i = 0; i < totalTris; ++i) { int *tri = indeces + (i * 3); tri[0] = i + 1; tri[1] = i + 2; tri[2] = 0; } // Render everything SDL_RenderGeometry(rendererData->renderer, NULL, vertices, totalVertices, indeces, totalIndeces); #if 0 // Render debug wireframe for (size_t i = 0; i < totalTris; ++i) { SDL_SetRenderDrawColor(rendererData->renderer, 255, 255, 255, 255); SDL_RenderLine(rendererData->renderer, vertices[0].position.x, vertices[0].position.y, vertices[i+2].position.x, vertices[i+2].position.y); SDL_RenderLine(rendererData->renderer, vertices[0].position.x, vertices[0].position.y, vertices[i+1].position.x, vertices[i+1].position.y); SDL_RenderLine(rendererData->renderer, vertices[i+1].position.x, vertices[i+1].position.y, vertices[i+2].position.x, vertices[i+2].position.y); } #endif } 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) { SDL_SetRenderDrawColor(rendererData->renderer, color.r, color.g, color.b, color.a); const float radStart = startAngle * (SDL_PI_F / 180.0f); const float radEnd = endAngle * (SDL_PI_F / 180.0f); const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)(radius * 1.5f)); //increase circle segments for larger circles, 1.5 is arbitrary. const float angleStep = (radEnd - radStart) / (float)numCircleSegments; const float thicknessStep = 0.4f; //arbitrary value to avoid overlapping lines. Changing THICKNESS_STEP or numCircleSegments might cause artifacts. for (float t = thicknessStep; t < thickness - thicknessStep; t += thicknessStep) { SDL_FPoint points[numCircleSegments + 1]; const float clampedRadius = SDL_max(radius - t, 1.0f); for (int i = 0; i <= numCircleSegments; i++) { const float angle = radStart + i * angleStep; points[i] = (SDL_FPoint){ SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius), SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) }; } SDL_RenderLines(rendererData->renderer, points, numCircleSegments + 1); } } SDL_Rect currentClippingRectangle; void SDL_Clay_RenderClayCommands(Clay_SDL3RendererData *rendererData, Clay_RenderCommandArray *rcommands) { for (size_t i = 0; i < rcommands->length; i++) { Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i); const Clay_BoundingBox bounding_box = rcmd->boundingBox; const SDL_FRect rect = { (int)bounding_box.x, (int)bounding_box.y, (int)bounding_box.width, (int)bounding_box.height }; switch (rcmd->commandType) { case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: { 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 || config->cornerRadius.topRight > 0 || config->cornerRadius.bottomLeft > 0 || config->cornerRadius.bottomRight > 0) { SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius, config->backgroundColor); } else { SDL_RenderFillRect(rendererData->renderer, &rect); } } break; case CLAY_RENDER_COMMAND_TYPE_TEXT: { Clay_TextRenderData *config = &rcmd->renderData.text; TTF_Font *font = rendererData->fonts[config->fontId]; TTF_SetFontSize(font, config->fontSize); TTF_Text *text = TTF_CreateText(rendererData->textEngine, font, config->stringContents.chars, config->stringContents.length); TTF_SetTextColor(text, config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a); TTF_DrawRendererText(text, rect.x, rect.y); TTF_DestroyText(text); } break; case CLAY_RENDER_COMMAND_TYPE_BORDER: { Clay_BorderRenderData *config = &rcmd->renderData.border; const float minRadius = SDL_min(rect.w, rect.h) / 2.0f; const Clay_CornerRadius clampedRadii = { .topLeft = SDL_min(config->cornerRadius.topLeft, minRadius), .topRight = SDL_min(config->cornerRadius.topRight, minRadius), .bottomLeft = SDL_min(config->cornerRadius.bottomLeft, minRadius), .bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius) }; //edges SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a); if (config->width.left > 0) { const float starting_y = rect.y + clampedRadii.topLeft; const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft; SDL_FRect line = { rect.x - 1, starting_y, config->width.left, length }; SDL_RenderFillRect(rendererData->renderer, &line); } if (config->width.right > 0) { const float starting_x = rect.x + rect.w - (float)config->width.right + 1; const float starting_y = rect.y + clampedRadii.topRight; const float length = rect.h - clampedRadii.topRight - clampedRadii.bottomRight; SDL_FRect line = { starting_x, starting_y, config->width.right, length }; SDL_RenderFillRect(rendererData->renderer, &line); } if (config->width.top > 0) { const float starting_x = rect.x + clampedRadii.topLeft; const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight; SDL_FRect line = { starting_x, rect.y - 1, length, config->width.top }; SDL_RenderFillRect(rendererData->renderer, &line); } if (config->width.bottom > 0) { const float starting_x = rect.x + clampedRadii.bottomLeft; const float starting_y = rect.y + rect.h - (float)config->width.bottom + 1; const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight; SDL_FRect line = { starting_x, starting_y, length, config->width.bottom }; SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a); SDL_RenderFillRect(rendererData->renderer, &line); } //corners if (config->cornerRadius.topLeft > 0) { const float centerX = rect.x + clampedRadii.topLeft -1; const float centerY = rect.y + clampedRadii.topLeft - 1; SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft, 180.0f, 270.0f, config->width.top, config->color); } if (config->cornerRadius.topRight > 0) { const float centerX = rect.x + rect.w - clampedRadii.topRight; const float centerY = rect.y + clampedRadii.topRight - 1; SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight, 270.0f, 360.0f, config->width.top, config->color); } if (config->cornerRadius.bottomLeft > 0) { const float centerX = rect.x + clampedRadii.bottomLeft -1; const float centerY = rect.y + rect.h - clampedRadii.bottomLeft; SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft, 90.0f, 180.0f, config->width.bottom, config->color); } if (config->cornerRadius.bottomRight > 0) { const float centerX = rect.x + rect.w - clampedRadii.bottomRight; const float centerY = rect.y + rect.h - clampedRadii.bottomRight; SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight, 0.0f, 90.0f, config->width.bottom, config->color); } } break; case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: { Clay_BoundingBox boundingBox = rcmd->boundingBox; currentClippingRectangle = (SDL_Rect) { .x = boundingBox.x, .y = boundingBox.y, .w = boundingBox.width, .h = boundingBox.height, }; SDL_SetRenderClipRect(rendererData->renderer, ¤tClippingRectangle); break; } case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: { SDL_SetRenderClipRect(rendererData->renderer, NULL); break; } case CLAY_RENDER_COMMAND_TYPE_IMAGE: { SDL_Texture *texture = (SDL_Texture *)rcmd->renderData.image.imageData; const SDL_FRect dest = { rect.x, rect.y, rect.w, rect.h }; SDL_RenderTexture(rendererData->renderer, texture, NULL, &dest); break; } default: SDL_Log("Unknown render command type: %d", rcmd->commandType); } } }