Add Clay
Signed-off-by: jmug <u.g.a.mariano@gmail.com>
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239
clay-0.13/renderers/SDL3/clay_renderer_SDL3.c
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239
clay-0.13/renderers/SDL3/clay_renderer_SDL3.c
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#include "../../clay.h"
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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/* This needs to be global because the "MeasureText" callback doesn't have a
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* user data parameter */
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static TTF_Font *gFonts[1];
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/* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with
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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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//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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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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const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f);
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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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//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 = (SDL_PI_F/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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}
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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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indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
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indices[indexCount++] = vertexCount - 2;
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indices[indexCount++] = vertexCount - 1;
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}
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}
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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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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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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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// Render everything
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SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
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}
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static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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const float radStart = startAngle * (SDL_PI_F / 180.0f);
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const float radEnd = endAngle * (SDL_PI_F / 180.0f);
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const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)(radius * 1.5f)); //increase circle segments for larger circles, 1.5 is arbitrary.
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const float angleStep = (radEnd - radStart) / (float)numCircleSegments;
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const float thicknessStep = 0.4f; //arbitrary value to avoid overlapping lines. Changing THICKNESS_STEP or numCircleSegments might cause artifacts.
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for (float t = thicknessStep; t < thickness - thicknessStep; t += thicknessStep) {
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SDL_FPoint points[numCircleSegments + 1];
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const float clampedRadius = SDL_max(radius - t, 1.0f);
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for (int i = 0; i <= numCircleSegments; i++) {
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const float angle = radStart + i * angleStep;
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points[i] = (SDL_FPoint){
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SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius),
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SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) };
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}
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SDL_RenderLines(renderer, points, numCircleSegments + 1);
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}
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}
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static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArray *rcommands)
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{
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for (size_t i = 0; i < rcommands->length; i++) {
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Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i);
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const Clay_BoundingBox bounding_box = rcmd->boundingBox;
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const SDL_FRect rect = { bounding_box.x, bounding_box.y, bounding_box.width, bounding_box.height };
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switch (rcmd->commandType) {
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case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
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Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
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SDL_SetRenderDrawColor(renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
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if (config->cornerRadius.topLeft > 0) {
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SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, config->backgroundColor);
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} else {
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SDL_RenderFillRect(renderer, &rect);
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}
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} break;
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case CLAY_RENDER_COMMAND_TYPE_TEXT: {
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Clay_TextRenderData *config = &rcmd->renderData.text;
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const SDL_Color color = { config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a };
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TTF_Font *font = gFonts[config->fontId];
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SDL_Surface *surface = TTF_RenderText_Blended(font, config->stringContents.chars, config->stringContents.length, color);
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);
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SDL_RenderTexture(renderer, texture, NULL, &rect);
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SDL_DestroySurface(surface);
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SDL_DestroyTexture(texture);
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} break;
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case CLAY_RENDER_COMMAND_TYPE_BORDER: {
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Clay_BorderRenderData *config = &rcmd->renderData.border;
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const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
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const Clay_CornerRadius clampedRadii = {
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.topLeft = SDL_min(config->cornerRadius.topLeft, minRadius),
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.topRight = SDL_min(config->cornerRadius.topRight, minRadius),
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.bottomLeft = SDL_min(config->cornerRadius.bottomLeft, minRadius),
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.bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius)
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};
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//edges
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SDL_SetRenderDrawColor(renderer, config->color.r, config->color.g, config->color.b, config->color.a);
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if (config->width.left > 0) {
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const float starting_y = rect.y + clampedRadii.topLeft;
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const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft;
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SDL_FRect line = { rect.x, starting_y, config->width.left, length };
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->width.right > 0) {
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const float starting_x = rect.x + rect.w - (float)config->width.right;
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const float starting_y = rect.y + clampedRadii.topRight;
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const float length = rect.h - clampedRadii.topRight - clampedRadii.bottomRight;
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SDL_FRect line = { starting_x, starting_y, config->width.right, length };
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->width.top > 0) {
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const float starting_x = rect.x + clampedRadii.topLeft;
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const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight;
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SDL_FRect line = { starting_x, rect.y, length, config->width.top };
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->width.bottom > 0) {
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const float starting_x = rect.x + clampedRadii.bottomLeft;
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const float starting_y = rect.y + rect.h - (float)config->width.bottom;
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const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight;
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SDL_FRect line = { starting_x, starting_y, length, config->width.bottom };
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SDL_SetRenderDrawColor(renderer, config->color.r, config->color.g, config->color.b, config->color.a);
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SDL_RenderFillRect(renderer, &line);
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}
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//corners
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if (config->cornerRadius.topLeft > 0) {
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const float centerX = rect.x + clampedRadii.topLeft -1;
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const float centerY = rect.y + clampedRadii.topLeft;
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SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft,
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180.0f, 270.0f, config->width.top, config->color);
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}
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if (config->cornerRadius.topRight > 0) {
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const float centerX = rect.x + rect.w - clampedRadii.topRight -1;
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const float centerY = rect.y + clampedRadii.topRight;
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SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight,
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270.0f, 360.0f, config->width.top, config->color);
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}
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if (config->cornerRadius.bottomLeft > 0) {
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const float centerX = rect.x + clampedRadii.bottomLeft -1;
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const float centerY = rect.y + rect.h - clampedRadii.bottomLeft -1;
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SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft,
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90.0f, 180.0f, config->width.bottom, config->color);
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}
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if (config->cornerRadius.bottomRight > 0) {
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const float centerX = rect.x + rect.w - clampedRadii.bottomRight -1; //TODO: why need to -1 in all calculations???
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const float centerY = rect.y + rect.h - clampedRadii.bottomRight -1;
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SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight,
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0.0f, 90.0f, config->width.bottom, config->color);
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}
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} break;
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default:
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SDL_Log("Unknown render command type: %d", rcmd->commandType);
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}
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}
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}
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