diff --git a/renderers/SDL3/clay_renderer_SDL3.c b/renderers/SDL3/clay_renderer_SDL3.c index 63346a3..91ef025 100644 --- a/renderers/SDL3/clay_renderer_SDL3.c +++ b/renderers/SDL3/clay_renderer_SDL3.c @@ -118,16 +118,20 @@ static void SDL_RenderArc(SDL_Renderer *renderer, const SDL_FPoint center, const 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 * 0.5f)); + 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) / numCircleSegments; - const float halfThickness = thickness * 0.5f; - for (float t = -halfThickness; t < halfThickness-0.5f; t += 0.5f) { + 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){ center.x + SDL_cosf(angle) * (radius + t), center.y + SDL_sinf(angle) * (radius + t) }; + points[i] = (SDL_FPoint){ + SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius), + SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) }; } SDL_RenderLines(renderer, points, numCircleSegments + 1); } @@ -176,50 +180,58 @@ static void SDL_RenderClayCommands(SDL_Renderer *renderer, Clay_RenderCommandArr .bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius) }; //edges + SDL_SetRenderDrawColor(renderer, config->left.color.r, config->left.color.g, config->left.color.b, config->left.color.a); if (config->left.width > 0) { - const float starting_y = rect.y + (float)clampedRadii.topLeft; - const float length = rect.h - (float)clampedRadii.topLeft - (float)clampedRadii.bottomLeft; + const float starting_y = rect.y + clampedRadii.topLeft; + const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft; SDL_FRect line = { rect.x, starting_y, config->left.width, length }; - SDL_SetRenderDrawColor(renderer, config->left.color.r, config->left.color.g, config->left.color.b, config->left.color.a); SDL_RenderFillRect(renderer, &line); } if (config->right.width > 0) { const float starting_x = rect.x + rect.w - (float)config->right.width; - const float starting_y = rect.y + (float)clampedRadii.topRight; - const float length = rect.h - (float)clampedRadii.topRight - (float)clampedRadii.bottomRight; + 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->right.width, length }; SDL_RenderFillRect(renderer, &line); } if (config->top.width > 0) { - const float starting_x = rect.x + (float)clampedRadii.topLeft; - const float length = rect.w - (float)clampedRadii.topLeft - (float)clampedRadii.topRight; + const float starting_x = rect.x + clampedRadii.topLeft; + const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight; SDL_FRect line = { starting_x, rect.y, length, config->top.width }; SDL_RenderFillRect(renderer, &line); } if (config->bottom.width > 0) { - const float starting_x = rect.x + (float)clampedRadii.bottomLeft; + const float starting_x = rect.x + clampedRadii.bottomLeft; const float starting_y = rect.y + rect.h - (float)config->bottom.width; - const float length = rect.w - (float)clampedRadii.bottomLeft - (float)clampedRadii.bottomRight; + const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight; SDL_FRect line = { starting_x, starting_y, length, config->bottom.width }; SDL_SetRenderDrawColor(renderer, config->bottom.color.r, config->bottom.color.g, config->bottom.color.b, config->bottom.color.a); SDL_RenderFillRect(renderer, &line); } //corners if (config->cornerRadius.topLeft > 0) { - SDL_RenderArc(renderer, (SDL_FPoint){rect.x + clampedRadii.topLeft, rect.y + clampedRadii.topLeft}, - clampedRadii.topLeft, 180.0f, 270.0f, config->top.width, config->top.color); + const float centerX = rect.x + clampedRadii.topLeft -1; + const float centerY = rect.y + clampedRadii.topLeft; + SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft, + 180.0f, 270.0f, config->top.width, config->top.color); } if (config->cornerRadius.topRight > 0) { - SDL_RenderArc(renderer, (SDL_FPoint){rect.x + rect.w - clampedRadii.topRight - config->right.width, rect.y + clampedRadii.topRight}, - clampedRadii.topRight, 270.0f, 360.0f, config->top.width, config->top.color); + const float centerX = rect.x + rect.w - clampedRadii.topRight -1; + const float centerY = rect.y + clampedRadii.topRight; + SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight, + 270.0f, 360.0f, config->top.width, config->top.color); } if (config->cornerRadius.bottomLeft > 0) { - SDL_RenderArc(renderer, (SDL_FPoint){rect.x + clampedRadii.bottomLeft, rect.y + rect.h - clampedRadii.bottomLeft - config->bottom.width}, - clampedRadii.bottomLeft, 90.0f, 180.0f, config->bottom.width, config->bottom.color); + const float centerX = rect.x + clampedRadii.bottomLeft -1; + const float centerY = rect.y + rect.h - clampedRadii.bottomLeft -1; + SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft, + 90.0f, 180.0f, config->bottom.width, config->bottom.color); } if (config->cornerRadius.bottomRight > 0) { - SDL_RenderArc(renderer, (SDL_FPoint){rect.x + rect.w - clampedRadii.bottomRight - config->left.width, rect.y + rect.h - clampedRadii.bottomRight - config->bottom.width}, - clampedRadii.bottomRight, 0.0f, 90.0f, config->bottom.width, config->bottom.color); + const float centerX = rect.x + rect.w - clampedRadii.bottomRight -1; //TODO: why need to -1 in all calculations??? + const float centerY = rect.y + rect.h - clampedRadii.bottomRight -1; + SDL_RenderArc(renderer, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight, + 0.0f, 90.0f, config->bottom.width, config->bottom.color); } } break;