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[Renderers/SDL3] Fix corner thickness draw direction + artifacts on large thickness values.
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@ -118,16 +118,20 @@ static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const
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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 * 0.5f));
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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) / numCircleSegments;
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const float halfThickness = thickness * 0.5f;
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for (float t = -halfThickness; t < halfThickness-0.5f; t += 0.5f) {
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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){ center.x + SDL_cosf(angle) * (radius + t), center.y + SDL_sinf(angle) * (radius + t) };
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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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@ -176,50 +180,58 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr
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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->left.color.r, config->left.color.g, config->left.color.b, config->left.color.a);
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if (config->left.width > 0) {
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const float starting_y = rect.y + (float)clampedRadii.topLeft;
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const float length = rect.h - (float)clampedRadii.topLeft - (float)clampedRadii.bottomLeft;
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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->left.width, length };
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SDL_SetRenderDrawColor(renderer, config->left.color.r, config->left.color.g, config->left.color.b, config->left.color.a);
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->right.width > 0) {
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const float starting_x = rect.x + rect.w - (float)config->right.width;
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const float starting_y = rect.y + (float)clampedRadii.topRight;
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const float length = rect.h - (float)clampedRadii.topRight - (float)clampedRadii.bottomRight;
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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->right.width, length };
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->top.width > 0) {
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const float starting_x = rect.x + (float)clampedRadii.topLeft;
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const float length = rect.w - (float)clampedRadii.topLeft - (float)clampedRadii.topRight;
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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->top.width };
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SDL_RenderFillRect(renderer, &line);
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}
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if (config->bottom.width > 0) {
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const float starting_x = rect.x + (float)clampedRadii.bottomLeft;
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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->bottom.width;
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const float length = rect.w - (float)clampedRadii.bottomLeft - (float)clampedRadii.bottomRight;
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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->bottom.width };
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SDL_SetRenderDrawColor(renderer, config->bottom.color.r, config->bottom.color.g, config->bottom.color.b, config->bottom.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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SDL_RenderArc(renderer, (SDL_FPoint){rect.x + clampedRadii.topLeft, rect.y + clampedRadii.topLeft},
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clampedRadii.topLeft, 180.0f, 270.0f, config->top.width, config->top.color);
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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->top.width, config->top.color);
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}
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if (config->cornerRadius.topRight > 0) {
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SDL_RenderArc(renderer, (SDL_FPoint){rect.x + rect.w - clampedRadii.topRight - config->right.width, rect.y + clampedRadii.topRight},
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clampedRadii.topRight, 270.0f, 360.0f, config->top.width, config->top.color);
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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->top.width, config->top.color);
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}
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if (config->cornerRadius.bottomLeft > 0) {
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SDL_RenderArc(renderer, (SDL_FPoint){rect.x + clampedRadii.bottomLeft, rect.y + rect.h - clampedRadii.bottomLeft - config->bottom.width},
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clampedRadii.bottomLeft, 90.0f, 180.0f, config->bottom.width, config->bottom.color);
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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->bottom.width, config->bottom.color);
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}
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if (config->cornerRadius.bottomRight > 0) {
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SDL_RenderArc(renderer, (SDL_FPoint){rect.x + rect.w - clampedRadii.bottomRight - config->left.width, rect.y + rect.h - clampedRadii.bottomRight - config->bottom.width},
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clampedRadii.bottomRight, 0.0f, 90.0f, config->bottom.width, config->bottom.color);
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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->bottom.width, config->bottom.color);
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}
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} break;
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