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authorspl3g <spleefer6@yandex.ru>2025-10-31 19:25:30 +0300
committerspl3g <spleefer6@yandex.ru>2025-10-31 19:28:29 +0300
commit35265935522ac3730e26f8682704315516f7cbe5 (patch)
treea005d707c6347fd2d21827484e44cb7dbf379a76 /src/clay_renderer_SDL3.c
parent99fb0374e9352ebb61e7eea134784bd26f61a892 (diff)
Add ui knobs
Diffstat (limited to 'src/clay_renderer_SDL3.c')
-rw-r--r--src/clay_renderer_SDL3.c319
1 files changed, 319 insertions, 0 deletions
diff --git a/src/clay_renderer_SDL3.c b/src/clay_renderer_SDL3.c
new file mode 100644
index 0000000..147c836
--- /dev/null
+++ b/src/clay_renderer_SDL3.c
@@ -0,0 +1,319 @@
+#include "clay_renderer_SDL3.h"
+
+/* Global for convenience. Even in 4K this is enough for smooth curves (low radius or rect size coupled with
+ * no AA or low resolution might make it appear as jagged curves) */
+static int NUM_CIRCLE_SEGMENTS = 16;
+
+//all rendering is performed by a single SDL call, avoiding multiple RenderRect + plumbing choice for circles.
+static void SDL_Clay_RenderFillRoundedRect(Clay_SDL3RendererData *rendererData, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
+ const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
+
+ int indexCount = 0, vertexCount = 0;
+
+ const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
+ const float clampedRadius = SDL_min(cornerRadius, minRadius);
+
+ const int numCircleSegments = SDL_max(NUM_CIRCLE_SEGMENTS, (int) clampedRadius * 0.5f);
+
+ int totalVertices = 4 + (4 * (numCircleSegments * 2)) + 2*4;
+ int totalIndices = 6 + (4 * (numCircleSegments * 3)) + 6*4;
+
+ SDL_Vertex vertices[totalVertices];
+ int indices[totalIndices];
+
+ //define center rectangle
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + clampedRadius}, color, {0, 0} }; //0 center TL
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + clampedRadius}, color, {1, 0} }; //1 center TR
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //2 center BR
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //3 center BL
+
+ indices[indexCount++] = 0;
+ indices[indexCount++] = 1;
+ indices[indexCount++] = 3;
+ indices[indexCount++] = 1;
+ indices[indexCount++] = 2;
+ indices[indexCount++] = 3;
+
+ //define rounded corners as triangle fans
+ const float step = (SDL_PI_F/2) / numCircleSegments;
+ for (int i = 0; i < numCircleSegments; i++) {
+ const float angle1 = (float)i * step;
+ const float angle2 = ((float)i + 1.0f) * step;
+
+ for (int j = 0; j < 4; j++) { // Iterate over four corners
+ float cx, cy, signX, signY;
+
+ switch (j) {
+ case 0: cx = rect.x + clampedRadius; cy = rect.y + clampedRadius; signX = -1; signY = -1; break; // Top-left
+ case 1: cx = rect.x + rect.w - clampedRadius; cy = rect.y + clampedRadius; signX = 1; signY = -1; break; // Top-right
+ case 2: cx = rect.x + rect.w - clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = 1; signY = 1; break; // Bottom-right
+ case 3: cx = rect.x + clampedRadius; cy = rect.y + rect.h - clampedRadius; signX = -1; signY = 1; break; // Bottom-left
+ default: return;
+ }
+
+ vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle1) * clampedRadius * signX, cy + SDL_sinf(angle1) * clampedRadius * signY}, color, {0, 0} };
+ vertices[vertexCount++] = (SDL_Vertex){ {cx + SDL_cosf(angle2) * clampedRadius * signX, cy + SDL_sinf(angle2) * clampedRadius * signY}, color, {0, 0} };
+
+ indices[indexCount++] = j; // Connect to corresponding central rectangle vertex
+ indices[indexCount++] = vertexCount - 2;
+ indices[indexCount++] = vertexCount - 1;
+ }
+ }
+
+ //Define edge rectangles
+ // Top edge
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y}, color, {0, 0} }; //TL
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y}, color, {1, 0} }; //TR
+
+ indices[indexCount++] = 0;
+ indices[indexCount++] = vertexCount - 2; //TL
+ indices[indexCount++] = vertexCount - 1; //TR
+ indices[indexCount++] = 1;
+ indices[indexCount++] = 0;
+ indices[indexCount++] = vertexCount - 1; //TR
+ // Right edge
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + clampedRadius}, color, {1, 0} }; //RT
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w, rect.y + rect.h - clampedRadius}, color, {1, 1} }; //RB
+
+ indices[indexCount++] = 1;
+ indices[indexCount++] = vertexCount - 2; //RT
+ indices[indexCount++] = vertexCount - 1; //RB
+ indices[indexCount++] = 2;
+ indices[indexCount++] = 1;
+ indices[indexCount++] = vertexCount - 1; //RB
+ // Bottom edge
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + rect.w - clampedRadius, rect.y + rect.h}, color, {1, 1} }; //BR
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x + clampedRadius, rect.y + rect.h}, color, {0, 1} }; //BL
+
+ indices[indexCount++] = 2;
+ indices[indexCount++] = vertexCount - 2; //BR
+ indices[indexCount++] = vertexCount - 1; //BL
+ indices[indexCount++] = 3;
+ indices[indexCount++] = 2;
+ indices[indexCount++] = vertexCount - 1; //BL
+ // Left edge
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + rect.h - clampedRadius}, color, {0, 1} }; //LB
+ vertices[vertexCount++] = (SDL_Vertex){ {rect.x, rect.y + clampedRadius}, color, {0, 0} }; //LT
+
+ indices[indexCount++] = 3;
+ indices[indexCount++] = vertexCount - 2; //LB
+ indices[indexCount++] = vertexCount - 1; //LT
+ indices[indexCount++] = 0;
+ indices[indexCount++] = 3;
+ indices[indexCount++] = vertexCount - 1; //LT
+
+ // Render everything
+ SDL_RenderGeometry(rendererData->renderer, NULL, vertices, vertexCount, indices, indexCount);
+}
+
+static void SDL_Clay_RenderArc(Clay_SDL3RendererData *rendererData, const SDL_FPoint center, const float radius, const float startAngle, const float endAngle, const float thickness, const Clay_Color color) {
+ SDL_SetRenderDrawColor(rendererData->renderer, color.r, color.g, color.b, color.a);
+
+ 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 * 1.5f)); //increase circle segments for larger circles, 1.5 is arbitrary.
+
+ 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){
+ SDL_roundf(center.x + SDL_cosf(angle) * clampedRadius),
+ SDL_roundf(center.y + SDL_sinf(angle) * clampedRadius) };
+ }
+ SDL_RenderLines(rendererData->renderer, points, numCircleSegments + 1);
+ }
+}
+
+int SDL_Clay_RenderCircle(SDL_Renderer *renderer, float x, float y, float width, float height, float start_angle, float end_angle, const Clay_Color _color) {
+ const SDL_FColor color = { _color.r/255, _color.g/255, _color.b/255, _color.a/255 };
+ float center_x = x + width / 2;
+ float center_y = y + width / 2;
+ float min_diameter = width > height ? height : width;
+ float radius = min_diameter / 2;
+
+ float rad_start = start_angle * (SDL_PI_F / 180.0f);
+ float rad_end = end_angle * (SDL_PI_F / 180.0f);
+
+ const int segments = SDL_max(16, (int)(radius * 1.5f));
+ SDL_Vertex vertices[segments + 1];
+
+ int vertexCount = 0, indexCount = 0;
+
+ vertices[vertexCount++] = (SDL_Vertex){
+ .position = { center_x, center_y },
+ .color = color
+ };
+
+ float angle_step = (rad_end - rad_start) / ((float)segments - 1);
+
+ for (int i = 0; i < segments; i++) {
+ float angle = rad_start + (float)i * angle_step;
+ vertices[vertexCount++] = (SDL_Vertex){
+ .position = {
+ center_x + radius * SDL_cosf(angle),
+ center_y + radius * SDL_sinf(angle)
+ },
+ .color = color
+ };
+ }
+
+ int indices[segments * 3];
+ for (int j = 0; j < segments - 1; j++) {
+ indices[indexCount++] = 0;
+ indices[indexCount++] = j + 1;
+ indices[indexCount++] = (j + 1) % segments + 1;
+ }
+
+ SDL_RenderGeometry(renderer, NULL, vertices, vertexCount, indices, indexCount);
+ return 0;
+}
+
+SDL_Rect currentClippingRectangle;
+
+void SDL_Clay_RenderClayCommands(Clay_SDL3RendererData *rendererData, Clay_RenderCommandArray *rcommands)
+{
+ for (int32_t i = 0; i < rcommands->length; i++) {
+ Clay_RenderCommand *rcmd = Clay_RenderCommandArray_Get(rcommands, i);
+ const Clay_BoundingBox bounding_box = rcmd->boundingBox;
+ const SDL_FRect rect = { (int)bounding_box.x, (int)bounding_box.y, (int)bounding_box.width, (int)bounding_box.height };
+
+ switch (rcmd->commandType) {
+ case CLAY_RENDER_COMMAND_TYPE_RECTANGLE: {
+ Clay_RectangleRenderData *config = &rcmd->renderData.rectangle;
+ SDL_SetRenderDrawBlendMode(rendererData->renderer, SDL_BLENDMODE_BLEND);
+ SDL_SetRenderDrawColor(rendererData->renderer, config->backgroundColor.r, config->backgroundColor.g, config->backgroundColor.b, config->backgroundColor.a);
+ if (config->cornerRadius.topLeft > 0) {
+ SDL_Clay_RenderFillRoundedRect(rendererData, rect, config->cornerRadius.topLeft, config->backgroundColor);
+ } else {
+ SDL_RenderFillRect(rendererData->renderer, &rect);
+ }
+ } break;
+ case CLAY_RENDER_COMMAND_TYPE_TEXT: {
+ Clay_TextRenderData *config = &rcmd->renderData.text;
+ TTF_Font *font = rendererData->fonts[config->fontId];
+ TTF_SetFontSize(font, config->fontSize);
+ TTF_Text *text = TTF_CreateText(rendererData->textEngine, font, config->stringContents.chars, config->stringContents.length);
+ TTF_SetTextColor(text, config->textColor.r, config->textColor.g, config->textColor.b, config->textColor.a);
+ TTF_DrawRendererText(text, rect.x, rect.y);
+ TTF_DestroyText(text);
+ } break;
+ case CLAY_RENDER_COMMAND_TYPE_BORDER: {
+ Clay_BorderRenderData *config = &rcmd->renderData.border;
+
+ const float minRadius = SDL_min(rect.w, rect.h) / 2.0f;
+ const Clay_CornerRadius clampedRadii = {
+ .topLeft = SDL_min(config->cornerRadius.topLeft, minRadius),
+ .topRight = SDL_min(config->cornerRadius.topRight, minRadius),
+ .bottomLeft = SDL_min(config->cornerRadius.bottomLeft, minRadius),
+ .bottomRight = SDL_min(config->cornerRadius.bottomRight, minRadius)
+ };
+ //edges
+ SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a);
+ if (config->width.left > 0) {
+ const float starting_y = rect.y + clampedRadii.topLeft;
+ const float length = rect.h - clampedRadii.topLeft - clampedRadii.bottomLeft;
+ SDL_FRect line = { rect.x - 1, starting_y, config->width.left, length };
+ SDL_RenderFillRect(rendererData->renderer, &line);
+ }
+ if (config->width.right > 0) {
+ const float starting_x = rect.x + rect.w - (float)config->width.right + 1;
+ 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->width.right, length };
+ SDL_RenderFillRect(rendererData->renderer, &line);
+ }
+ if (config->width.top > 0) {
+ const float starting_x = rect.x + clampedRadii.topLeft;
+ const float length = rect.w - clampedRadii.topLeft - clampedRadii.topRight;
+ SDL_FRect line = { starting_x, rect.y - 1, length, config->width.top };
+ SDL_RenderFillRect(rendererData->renderer, &line);
+ }
+ if (config->width.bottom > 0) {
+ const float starting_x = rect.x + clampedRadii.bottomLeft;
+ const float starting_y = rect.y + rect.h - (float)config->width.bottom + 1;
+ const float length = rect.w - clampedRadii.bottomLeft - clampedRadii.bottomRight;
+ SDL_FRect line = { starting_x, starting_y, length, config->width.bottom };
+ SDL_SetRenderDrawColor(rendererData->renderer, config->color.r, config->color.g, config->color.b, config->color.a);
+ SDL_RenderFillRect(rendererData->renderer, &line);
+ }
+ //corners
+ if (config->cornerRadius.topLeft > 0) {
+ const float centerX = rect.x + clampedRadii.topLeft -1;
+ const float centerY = rect.y + clampedRadii.topLeft - 1;
+ SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topLeft,
+ 180.0f, 270.0f, config->width.top, config->color);
+ }
+ if (config->cornerRadius.topRight > 0) {
+ const float centerX = rect.x + rect.w - clampedRadii.topRight;
+ const float centerY = rect.y + clampedRadii.topRight - 1;
+ SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.topRight,
+ 270.0f, 360.0f, config->width.top, config->color);
+ }
+ if (config->cornerRadius.bottomLeft > 0) {
+ const float centerX = rect.x + clampedRadii.bottomLeft -1;
+ const float centerY = rect.y + rect.h - clampedRadii.bottomLeft;
+ SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomLeft,
+ 90.0f, 180.0f, config->width.bottom, config->color);
+ }
+ if (config->cornerRadius.bottomRight > 0) {
+ const float centerX = rect.x + rect.w - clampedRadii.bottomRight;
+ const float centerY = rect.y + rect.h - clampedRadii.bottomRight;
+ SDL_Clay_RenderArc(rendererData, (SDL_FPoint){centerX, centerY}, clampedRadii.bottomRight,
+ 0.0f, 90.0f, config->width.bottom, config->color);
+ }
+
+ } break;
+ case CLAY_RENDER_COMMAND_TYPE_SCISSOR_START: {
+ Clay_BoundingBox boundingBox = rcmd->boundingBox;
+ currentClippingRectangle = (SDL_Rect) {
+ .x = boundingBox.x,
+ .y = boundingBox.y,
+ .w = boundingBox.width,
+ .h = boundingBox.height,
+ };
+ SDL_SetRenderClipRect(rendererData->renderer, &currentClippingRectangle);
+ break;
+ }
+ case CLAY_RENDER_COMMAND_TYPE_SCISSOR_END: {
+ SDL_SetRenderClipRect(rendererData->renderer, NULL);
+ break;
+ }
+ case CLAY_RENDER_COMMAND_TYPE_IMAGE: {
+ SDL_Texture *texture = (SDL_Texture *)rcmd->renderData.image.imageData;
+ const SDL_FRect dest = { rect.x, rect.y, rect.w, rect.h };
+ SDL_RenderTexture(rendererData->renderer, texture, NULL, &dest);
+ break;
+ }
+
+ case CLAY_RENDER_COMMAND_TYPE_CUSTOM: {
+ Clay_BoundingBox bounding_box = rcmd->boundingBox;
+
+ CustomElementData *custom_element = rcmd->renderData.custom.customData;
+ if (!custom_element) continue;
+
+ switch (custom_element->type) {
+ case CUSTOM_ELEMENT_TYPE_CIRCLE: {
+ CircleData config = custom_element->circle;
+
+ float start_angle = config.start_angle;
+ float end_angle = config.value * 360 + start_angle;
+ end_angle = end_angle > start_angle ? end_angle : end_angle + 360;
+
+ SDL_Clay_RenderCircle(rendererData->renderer, bounding_box.x, bounding_box.y, bounding_box.width, bounding_box.height, start_angle, end_angle, config.color);
+ break;
+ }
+ }
+ break;
+ }
+ default:
+ SDL_Log("Unknown render command type: %d", rcmd->commandType);
+ }
+ }
+}