[Renderers/SFML2] Added initial SFML2 support

This commit is contained in:
MattN 2025-03-28 19:26:47 +00:00
parent 5009146c65
commit 9a144d10dd
2 changed files with 269 additions and 0 deletions

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#include "clay_renderer_SFML2.hpp"
// This implimentation is kind of nasty- we create an sf::Text with the desired properties and call
// SFML Text's own getLocalBounds function to measure it. Clay caches this, so it doesn't need to be
// the fastest thing in the world
Clay_Dimensions SFML_MeasureText(Clay_StringSlice text, Clay_TextElementConfig *config, void *userData)
{
SFML_Renderer *renderer = (SFML_Renderer*)userData;
sf::Font& font = renderer->fonts[config->fontId];
char *chars = (char *)calloc(text.length + 1, 1);
memcpy(chars, text.chars, text.length);
int width = 0;
int height = 0;
sf::Text t;
t.setFont(font);
t.setString(chars);
auto floatDimensions = t.getLocalBounds();
width = floatDimensions.width;
height = floatDimensions.height;
free(chars);
Clay_Dimensions dimensions;
dimensions.width = width;
dimensions.height = height;
return dimensions;
}
static void SFML_RenderFillRoundedRect(SFML_Renderer* renderer, const sf::FloatRect rect, const float cornerRadius, const Clay_Color _color) {
const sf::Color colour(_color.r, _color.g, _color.b, _color.a);
sf::CircleShape circ;
circ.setFillColor(colour);
circ.setRadius(cornerRadius);
circ.setOrigin(cornerRadius, cornerRadius);
circ.setPosition(sf::Vector2f(rect.left, rect.top) + sf::Vector2f{cornerRadius, cornerRadius});
renderer->target->draw(circ);
circ.setPosition(sf::Vector2f(rect.left + rect.width, rect.top) + sf::Vector2f{cornerRadius * -1.0f, cornerRadius});
renderer->target->draw(circ);
circ.setPosition(sf::Vector2f(rect.left, rect.top + rect.height) + sf::Vector2f{cornerRadius, cornerRadius * -1.0f});
renderer->target->draw(circ);
circ.setPosition(sf::Vector2f(rect.left + rect.width, rect.top + rect.height) - sf::Vector2f{cornerRadius, cornerRadius});
renderer->target->draw(circ);
sf::RectangleShape r;
r.setFillColor(colour);
r.setSize(sf::Vector2f(rect.width, rect.height - cornerRadius * 2.0f));
r.setPosition(sf::Vector2f(rect.left, rect.top + cornerRadius));
renderer->target->draw(r);
r.setSize(sf::Vector2f(rect.width - cornerRadius * 2.0f, rect.height));
r.setPosition(rect.left + cornerRadius, rect.top);
renderer->target->draw(r);
}
static void SFML_RenderFillRect(SFML_Renderer* renderer, sf::FloatRect boundingBox, const Clay_Color color) {
sf::RectangleShape shape;
shape.setSize(sf::Vector2f(boundingBox.width, boundingBox.height));
shape.setPosition(sf::Vector2f(boundingBox.left, boundingBox.top));
shape.setFillColor(sf::Color(color.r, color.g, color.b, color.a));
renderer->target->draw(shape);
}
#define M_PI 3.141592
static void SFML_RenderCornerBorder(sf::RenderTarget& target, sf::FloatRect boundingBox, Clay_CornerRadius cornerRadii,
Clay_BorderWidth borderWidths, Clay_Color color, int cornerIndex) {
// Unfinished. I can't quite grok it
}
void Clay_SFML_Render(SFML_Renderer *renderer, Clay_RenderCommandArray renderCommands)
{
// If we deleted them last frame it could corrupt the displayed image
for(auto* tex: renderer->oldRenderTextures)
delete tex;
renderer->oldRenderTextures.clear();
for (uint32_t i = 0; i < renderCommands.length; i++)
{
Clay_RenderCommand *renderCommand = Clay_RenderCommandArray_Get(&renderCommands, i);
Clay_BoundingBox boundingBox = renderCommand->boundingBox;
switch (renderCommand->commandType)
{
case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
Clay_RectangleRenderData *config = &renderCommand->renderData.rectangle;
Clay_Color color = config->backgroundColor;
sf::FloatRect rect(boundingBox.x, boundingBox.y, boundingBox.width, boundingBox.height);
if (config->cornerRadius.topLeft > 0 && false) {
SFML_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
}
else {
SFML_RenderFillRect(renderer, rect, color);
}
break;
}
case CLAY_RENDER_COMMAND_TYPE_TEXT: {
Clay_TextRenderData *textData = &renderCommand->renderData.text;
char *cloned = (char *)malloc(textData->stringContents.length + 1);
memcpy(cloned, textData->stringContents.chars, textData->stringContents.length);
cloned[textData->stringContents.length] = '\0';
sf::Font& font = renderer->fonts[textData->fontId];
sf::Color textColour(textData->textColor.r, textData->textColor.g, textData->textColor.b, textData->textColor.a);
sf::Text text(cloned, font, textData->fontSize);
text.setPosition(boundingBox.x, boundingBox.y);
text.setLetterSpacing(textData->letterSpacing);
text.setFillColor(textColour);
text.setStyle(sf::Text::Bold);
renderer->target->draw(text);
free(cloned);
break;
}
case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: {
// SFML 2 doesn't support scissor mode, so we will make a new render target.
// If a fragment is outside of the bounds of this target, it will be discarded, so
// we are simulating the effect
renderer->clippedRects.emplace(boundingBox);
renderer->pushedTargets.emplace(renderer->target);
sf::RenderTexture* clipTex = new sf::RenderTexture;
clipTex->create(boundingBox.width, boundingBox.height);
clipTex->setView(sf::View(sf::FloatRect(boundingBox.x, boundingBox.y, boundingBox.width, boundingBox.height)));
clipTex->clear(sf::Color(0, 0, 0, 0));
renderer->target = clipTex;
break;
}
case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: {
// See above- we will have created a new render texture to be our little
// scissor layer. We now need to render it, and then draw that texture to the
// correct position on the target beneath it.
sf::RenderTexture* renderTex = (sf::RenderTexture*)renderer->target;
renderTex->display();
Clay_BoundingBox clip = renderer->clippedRects.front();
renderer->clippedRects.pop();
renderer->target = renderer->pushedTargets.front();
renderer->pushedTargets.pop();
sf::RectangleShape shape(sf::Vector2f(clip.width, clip.height));
shape.setPosition(clip.x, clip.y);
shape.setTexture(&renderTex->getTexture());
shape.setTextureRect(sf::IntRect(0, 0, clip.width, clip.height));
renderer->target->draw(shape);
renderer->oldRenderTextures.emplace_back(renderTex);
break;
}
case CLAY_RENDER_COMMAND_TYPE_IMAGE: {
// TODO, images currently don't scale nicely
Clay_ImageRenderData *config = &renderCommand->renderData.image;
sf::Texture* texture = (sf::Texture*)config->imageData;
sf::RectangleShape rect(sf::Vector2f(boundingBox.width, boundingBox.height));
rect.setPosition(boundingBox.x, boundingBox.y);
rect.setTexture(texture);
rect.setTextureRect(sf::IntRect(0, 0, texture->getSize().x, texture->getSize().y));
renderer->target->draw(rect);
break;
}
case CLAY_RENDER_COMMAND_TYPE_BORDER: {
Clay_BorderRenderData *config = &renderCommand->renderData.border;
// SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color));
if(boundingBox.width > 0 & boundingBox.height > 0){
const float maxRadius = std::min(boundingBox.width, boundingBox.height) / 2.0f;
if (config->width.left > 0) {
const float clampedRadiusTop = std::min((float)config->cornerRadius.topLeft, maxRadius);
const float clampedRadiusBottom = std::min((float)config->cornerRadius.bottomLeft, maxRadius);
sf::FloatRect rect = {
boundingBox.x,
boundingBox.y + clampedRadiusTop,
(float)config->width.left,
boundingBox.height - clampedRadiusTop - clampedRadiusBottom
};
SFML_RenderFillRect(renderer, rect, config->color);
}
if (config->width.right > 0) {
const float clampedRadiusTop = std::min((float)config->cornerRadius.topRight, maxRadius);
const float clampedRadiusBottom = std::min((float)config->cornerRadius.bottomRight, maxRadius);
sf::FloatRect rect = {
boundingBox.x + boundingBox.width - config->width.right,
boundingBox.y + clampedRadiusTop,
(float)config->width.right,
boundingBox.height - clampedRadiusTop - clampedRadiusBottom
};
SFML_RenderFillRect(renderer, rect, config->color);
}
if (config->width.top > 0) {
const float clampedRadiusLeft = std::min((float)config->cornerRadius.topLeft, maxRadius);
const float clampedRadiusRight = std::min((float)config->cornerRadius.topRight, maxRadius);
sf::FloatRect rect = {
boundingBox.x + clampedRadiusLeft,
boundingBox.y,
boundingBox.width - clampedRadiusLeft - clampedRadiusRight,
(float)config->width.top };
SFML_RenderFillRect(renderer, rect, config->color);
}
if (config->width.bottom > 0) {
const float clampedRadiusLeft = std::min((float)config->cornerRadius.bottomLeft, maxRadius);
const float clampedRadiusRight = std::min((float)config->cornerRadius.bottomRight, maxRadius);
sf::FloatRect rect = {
boundingBox.x + clampedRadiusLeft,
boundingBox.y + boundingBox.height - config->width.bottom,
boundingBox.width - clampedRadiusLeft - clampedRadiusRight,
(float)config->width.bottom
};
SFML_RenderFillRect(renderer, rect, config->color);
}
//corner index: 0->3 topLeft -> CW -> bottonLeft
sf::FloatRect floatBox;
if (config->width.top > 0 && config->cornerRadius.topLeft > 0) {
SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius ,config->width , config->color, 1);
}
if (config->width.top > 0 && config->cornerRadius.topRight> 0) {
SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 2);
}
if (config->width.bottom > 0 && config->cornerRadius.bottomLeft > 0) {
SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 3);
}
if (config->width.bottom > 0 && config->cornerRadius.bottomLeft > 0) {
SFML_RenderCornerBorder(*renderer->target, floatBox, config->cornerRadius, config->width, config->color, 4);
}
}
break;
}
default: {
fprintf(stderr, "Error: unhandled render command: %d\n", renderCommand->commandType);
exit(1);
}
}
}
}

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#include "../../clay.h"
#include <SFML/Graphics.hpp>
#include <queue>
struct SFML_Renderer;
Clay_Dimensions SFML_MeasureText(Clay_StringSlice text, Clay_TextElementConfig* config, void* userData);
void Clay_SFML_Render(SFML_Renderer* renderer, Clay_RenderCommandArray renderCommands);
struct SFML_Renderer{
std::vector<sf::Font> fonts;
sf::RenderTarget* target;
friend void Clay_SFML_Render(SFML_Renderer* renderer, Clay_RenderCommandArray renderCommands);
private:
std::queue<sf::RenderTarget*> pushedTargets;
std::queue<Clay_BoundingBox> clippedRects;
std::vector<sf::RenderTexture*> oldRenderTextures;
};