diff options
Diffstat (limited to 'src/clay_renderer_SDL3.c')
| -rw-r--r-- | src/clay_renderer_SDL3.c | 319 |
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, ¤tClippingRectangle); + 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); + } + } +} |
