dice-gui/src/renderer/clay_renderer_SDL3.c

260 lines
14 KiB
C

#include "clay_renderer_SDL3.h"
#define CLAY_IMPLEMENTATION
#include <clay/clay.h>
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_render.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <assert.h>
#include <stddef.h>
/* 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], 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, &currentClippingRectangle);
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);
}
}
}