Skip to content

Commit

Permalink
[Renderers/SDL2] Add rounded rectangle support to sdl2 renderer; feat…
Browse files Browse the repository at this point in the history
…ure-completes sdl2 renderer (#245)
  • Loading branch information
steviegt6 authored Feb 6, 2025
1 parent ddc20bc commit e7bc386
Show file tree
Hide file tree
Showing 2 changed files with 114 additions and 5 deletions.
4 changes: 0 additions & 4 deletions renderers/SDL2/README
Original file line number Diff line number Diff line change
@@ -1,7 +1,3 @@
Please note, the SDL2 renderer is not 100% feature complete. It is currently missing:

- Rounded rectangle corners

Note: on Mac OSX, SDL2 for some reason decides to automatically disable momentum scrolling on macbook trackpads.
You can re enable it in objective C using:

Expand Down
115 changes: 114 additions & 1 deletion renderers/SDL2/clay_renderer_SDL2.c
Original file line number Diff line number Diff line change
Expand Up @@ -33,6 +33,114 @@ static Clay_Dimensions SDL2_MeasureText(Clay_StringSlice text, Clay_TextElementC
};
}

/* 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_RenderFillRoundedRect(SDL_Renderer* renderer, const SDL_FRect rect, const float cornerRadius, const Clay_Color _color) {
const SDL_Color color = (SDL_Color) {
.r = (Uint8)_color.r,
.g = (Uint8)_color.g,
.b = (Uint8)_color.b,
.a = (Uint8)_color.a,
};

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);

SDL_Vertex vertices[512];
int indices[512];

//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 = (M_PI / 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(renderer, NULL, vertices, vertexCount, indices, indexCount);
}

SDL_Rect currentClippingRectangle;

static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray renderCommands, SDL2_Font *fonts)
Expand All @@ -53,7 +161,12 @@ static void Clay_SDL2_Render(SDL_Renderer *renderer, Clay_RenderCommandArray ren
.w = boundingBox.width,
.h = boundingBox.height,
};
SDL_RenderFillRectF(renderer, &rect);
if (config->cornerRadius.topLeft > 0) {
SDL_RenderFillRoundedRect(renderer, rect, config->cornerRadius.topLeft, color);
}
else {
SDL_RenderFillRectF(renderer, &rect);
}
break;
}
case CLAY_RENDER_COMMAND_TYPE_TEXT: {
Expand Down

0 comments on commit e7bc386

Please sign in to comment.