diff --git a/renderers/SDL2/clay_renderer_SDL2.c b/renderers/SDL2/clay_renderer_SDL2.c index 088bf5b..1fed40c 100644 --- a/renderers/SDL2/clay_renderer_SDL2.c +++ b/renderers/SDL2/clay_renderer_SDL2.c @@ -4,6 +4,10 @@ #include #include +#ifndef M_PI + #define M_PI 3.14159 +#endif + #define CLAY_COLOR_TO_SDL_COLOR_ARGS(color) color.r, color.g, color.b, color.a typedef struct @@ -48,8 +52,8 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re int indexCount = 0, vertexCount = 0; - const float minRadius = SDL_min(rect.w, rect.h) / 2.0f; - const float clampedRadius = SDL_min(cornerRadius, minRadius); + const float maxRadius = SDL_min(rect.w, rect.h) / 2.0f; + const float clampedRadius = SDL_min(cornerRadius, maxRadius); const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int)clampedRadius * 0.5f); @@ -141,6 +145,121 @@ static void SDL_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect re SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount); } +//all rendering is performed by a single SDL call, using twi sets of arcing triangles, inner and outer, that fit together; along with two tringles to fill the end gaps. +void SDL_RenderCornerBorder(SDL_Renderer *renderer, Clay_BoundingBox* boundingBox, Clay_BorderRenderData* config, int cornerIndex, Clay_Color _color){ + ///////////////////////////////// + //The arc is constructed of outer triangles and inner triangles (if needed). + //First three vertices are first outer triangle's vertices + //Each two vertices after that are the inner-middle and second-outer vertex of + //each outer triangle after the first, because there first-outer vertex is equal to the + //second-outer vertex of the previous triangle. Indices set accordingly. + //The final two vertices are the missing vertices for the first and last inner triangles (if needed) + //Everything is in clockwise order (CW). + ///////////////////////////////// + const SDL_Color color = (SDL_Color) { + .r = (Uint8)_color.r, + .g = (Uint8)_color.g, + .b = (Uint8)_color.b, + .a = (Uint8)_color.a, + }; + + float centerX, centerY, outerRadius, clampedRadius, startAngle, borderWidth; + const float maxRadius = SDL_min(boundingBox->width, boundingBox->height) / 2.0f; + + SDL_Vertex vertices[512]; + int indices[512]; + int indexCount = 0, vertexCount = 0; + + switch (cornerIndex) { + case(0): + startAngle = M_PI; + outerRadius = SDL_min(config->cornerRadius.topLeft, maxRadius); + centerX = boundingBox->x + outerRadius; + centerY = boundingBox->y + outerRadius; + borderWidth = config->width.top; + break; + case(1): + startAngle = 3*M_PI/2; + outerRadius = SDL_min(config->cornerRadius.topRight, maxRadius); + centerX = boundingBox->x + boundingBox->width - outerRadius; + centerY = boundingBox->y + outerRadius; + borderWidth = config->width.top; + break; + case(2): + startAngle = 0; + outerRadius = SDL_min(config->cornerRadius.bottomRight, maxRadius); + centerX = boundingBox->x + boundingBox->width - outerRadius; + centerY = boundingBox->y + boundingBox->height - outerRadius; + borderWidth = config->width.bottom; + break; + case(3): + startAngle = M_PI/2; + outerRadius = SDL_min(config->cornerRadius.bottomLeft, maxRadius); + centerX = boundingBox->x + outerRadius; + centerY = boundingBox->y + boundingBox->height - outerRadius; + borderWidth = config->width.bottom; + break; + default: break; + } + + const float innerRadius = outerRadius - borderWidth; + const int minNumOuterTriangles = NUM_CIRCLE_SEGMENTS; + const int numOuterTriangles = SDL_max(minNumOuterTriangles, ceilf(outerRadius * 0.5f)); + const float angleStep = M_PI / (2.0*(float)numOuterTriangles); + + //outer triangles, in CW order + for (int i = 0; i < numOuterTriangles; i++) { + float angle1 = startAngle + i*angleStep; //first-outer vertex angle + float angle2 = startAngle + ((float)i + 0.5) * angleStep; //inner-middle vertex angle + float angle3 = startAngle + (i+1)*angleStep; // second-outer vertex angle + + if( i == 0){ //first outer triangle + vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(angle1) * outerRadius, centerY + SDL_sinf(angle1) * outerRadius}, color, {0, 0} }; //vertex index = 0 + } + indices[indexCount++] = vertexCount - 1; //will be second-outer vertex of last outer triangle if not first outer triangle. + + vertices[vertexCount++] = (innerRadius > 0)? + (SDL_Vertex){ {centerX + SDL_cosf(angle2) * (innerRadius), centerY + SDL_sinf(angle2) * (innerRadius)}, color, {0, 0}}: + (SDL_Vertex){ {centerX, centerY }, color, {0, 0}}; + indices[indexCount++] = vertexCount - 1; + + vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(angle3) * outerRadius, centerY + SDL_sinf(angle3) * outerRadius}, color, {0, 0} }; + indices[indexCount++] = vertexCount - 1; + } + + if(innerRadius > 0){ + // inner triangles in CW order (except the first and last) + for (int i = 0; i < numOuterTriangles - 1; i++){ //skip the last outer triangle + if(i==0){ //first outer triangle -> second inner triangle + indices[indexCount++] = 1; //inner-middle vertex of first outer triangle + indices[indexCount++] = 2; //second-outer vertex of first outer triangle + indices[indexCount++] = 3; //innder-middle vertex of second-outer triangle + }else{ + int baseIndex = 3; //skip first outer triangle + indices[indexCount++] = baseIndex + (i-1)*2; // inner-middle vertex of current outer triangle + indices[indexCount++] = baseIndex + (i-1)*2 + 1; // second-outer vertex of current outer triangle + indices[indexCount++] = baseIndex + (i-1)*2 + 2; // inner-middle vertex of next outer triangle + } + } + + float endAngle = startAngle + M_PI/2.0; + + //last inner triangle + indices[indexCount++] = vertexCount - 2; //inner-middle vertex of last outer triangle + indices[indexCount++] = vertexCount - 1; //second-outer vertex of last outer triangle + vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(endAngle) * innerRadius, centerY + SDL_sinf(endAngle) * innerRadius}, color, {0, 0} }; //missing vertex + indices[indexCount++] = vertexCount - 1; + + // //first inner triangle + indices[indexCount++] = 0; //first-outer vertex of first outer triangle + indices[indexCount++] = 1; //inner-middle vertex of first outer triangle + vertices[vertexCount++] = (SDL_Vertex){ {centerX + SDL_cosf(startAngle) * innerRadius, centerY + SDL_sinf(startAngle) * innerRadius}, color, {0, 0} }; //missing vertex + indices[indexCount++] = vertexCount - 1; + } + + SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount); +} + SDL_Rect currentClippingRectangle; static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray renderCommands, SDL2_Font *fonts) @@ -228,35 +347,74 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren } case CLAY_RENDER_COMMAND_TYPE_BORDER: { Clay_BorderRenderData *config = &renderCommand->renderData.border; + SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - if (config->width.left > 0) { - SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - SDL_FRect rect = { boundingBox.x, boundingBox.y + config->cornerRadius.topLeft, config->width.left, boundingBox.height - config->cornerRadius.topLeft - config->cornerRadius.bottomLeft }; - SDL_RenderFillRectF(renderer, &rect); - } + if(boundingBox.width > 0 & boundingBox.height > 0){ + const float maxRadius = SDL_min(boundingBox.width, boundingBox.height) / 2.0f; - if (config->width.right > 0) { - SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight }; - SDL_RenderFillRectF(renderer, &rect); - } + if (config->width.left > 0) { + const float clampedRadiusTop = SDL_min((float)config->cornerRadius.topLeft, maxRadius); + const float clampedRadiusBottom = SDL_min((float)config->cornerRadius.bottomLeft, maxRadius); + SDL_FRect rect = { + boundingBox.x, + boundingBox.y + clampedRadiusTop, + (float)config->width.left, + (float)boundingBox.height - clampedRadiusTop - clampedRadiusBottom + }; + SDL_RenderFillRectF(renderer, &rect); + } + + if (config->width.right > 0) { + const float clampedRadiusTop = SDL_min((float)config->cornerRadius.topRight, maxRadius); + const float clampedRadiusBottom = SDL_min((float)config->cornerRadius.bottomRight, maxRadius); + SDL_FRect rect = { + boundingBox.x + boundingBox.width - config->width.right, + boundingBox.y + clampedRadiusTop, + (float)config->width.right, + (float)boundingBox.height - clampedRadiusTop - clampedRadiusBottom + }; + SDL_RenderFillRectF(renderer, &rect); + } + + if (config->width.top > 0) { + const float clampedRadiusLeft = SDL_min((float)config->cornerRadius.topLeft, maxRadius); + const float clampedRadiusRight = SDL_min((float)config->cornerRadius.topRight, maxRadius); + SDL_FRect rect = { + boundingBox.x + clampedRadiusLeft, + boundingBox.y, + boundingBox.width - clampedRadiusLeft - clampedRadiusRight, + (float)config->width.top }; + SDL_RenderFillRectF(renderer, &rect); + } + + if (config->width.bottom > 0) { + const float clampedRadiusLeft = SDL_min((float)config->cornerRadius.bottomLeft, maxRadius); + const float clampedRadiusRight = SDL_min((float)config->cornerRadius.bottomRight, maxRadius); + SDL_FRect rect = { + boundingBox.x + clampedRadiusLeft, + boundingBox.y + boundingBox.height - config->width.bottom, + boundingBox.width - clampedRadiusLeft - clampedRadiusRight, + (float)config->width.bottom + }; + SDL_RenderFillRectF(renderer, &rect); + } + + //corner index: 0->3 topLeft -> CW -> bottonLeft + if (config->width.top > 0 & config->cornerRadius.topLeft > 0) { + SDL_RenderCornerBorder(renderer, &boundingBox, config, 0, config->color); + } - if (config->width.right > 0) { - SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - SDL_FRect rect = { boundingBox.x + boundingBox.width - config->width.right, boundingBox.y + config->cornerRadius.topRight, config->width.right, boundingBox.height - config->cornerRadius.topRight - config->cornerRadius.bottomRight }; - SDL_RenderFillRectF(renderer, &rect); - } + if (config->width.top > 0 & config->cornerRadius.topRight> 0) { + SDL_RenderCornerBorder(renderer, &boundingBox, config, 1, config->color); + } - if (config->width.top > 0) { - SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - SDL_FRect rect = { boundingBox.x + config->cornerRadius.topLeft, boundingBox.y, boundingBox.width - config->cornerRadius.topLeft - config->cornerRadius.topRight, config->width.top }; - SDL_RenderFillRectF(renderer, &rect); - } + if (config->width.bottom > 0 & config->cornerRadius.bottomLeft > 0) { + SDL_RenderCornerBorder(renderer, &boundingBox, config, 2, config->color); + } - if (config->width.bottom > 0) { - SDL_SetRenderDrawColor(renderer, CLAY_COLOR_TO_SDL_COLOR_ARGS(config->color)); - SDL_FRect rect = { boundingBox.x + config->cornerRadius.bottomLeft, boundingBox.y + boundingBox.height - config->width.bottom, boundingBox.width - config->cornerRadius.bottomLeft - config->cornerRadius.bottomRight, config->width.bottom }; - SDL_RenderFillRectF(renderer, &rect); + if (config->width.bottom > 0 & config->cornerRadius.bottomLeft > 0) { + SDL_RenderCornerBorder(renderer, &boundingBox, config, 3, config->color); + } } break;