aboutsummaryrefslogtreecommitdiff
path: root/third-party/clay/renderers/clay_renderer_SDL3.c
diff options
context:
space:
mode:
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 /third-party/clay/renderers/clay_renderer_SDL3.c
parent99fb0374e9352ebb61e7eea134784bd26f61a892 (diff)
Add ui knobs
Diffstat (limited to 'third-party/clay/renderers/clay_renderer_SDL3.c')
-rw-r--r--third-party/clay/renderers/clay_renderer_SDL3.c264
1 files changed, 0 insertions, 264 deletions
diff --git a/third-party/clay/renderers/clay_renderer_SDL3.c b/third-party/clay/renderers/clay_renderer_SDL3.c
deleted file mode 100644
index 87ca2d4..0000000
--- a/third-party/clay/renderers/clay_renderer_SDL3.c
+++ /dev/null
@@ -1,264 +0,0 @@
-#include "clay/clay.h"
-#include <SDL3/SDL_main.h>
-#include <SDL3/SDL.h>
-#include <SDL3_ttf/SDL_ttf.h>
-#include <SDL3_image/SDL_image.h>
-
-typedef struct {
- SDL_Renderer *renderer;
- TTF_TextEngine *textEngine;
- TTF_Font **fonts;
-} Clay_SDL3RendererData;
-
-/* 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);
- }
-}
-
-SDL_Rect currentClippingRectangle;
-
-static 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;
- }
- default:
- SDL_Log("Unknown render command type: %d", rcmd->commandType);
- }
- }
-}