Support for rounded rectangles & borders (not the best implementation...)

This commit is contained in:
2024-06-30 13:37:24 -04:00
parent 8ecfd7407e
commit 0655ade456
8 changed files with 195 additions and 49 deletions

View File

@ -300,7 +300,7 @@ startup :: proc( prof : ^SpallProfiler, persistent_mem, frame_mem, transient_mem
// menu_bar.pos = Vec2(app_window.extent) * { -1, 1 }
menu_bar.size = {140, 40}
settings_menu.min_size = {250, 200}
settings_menu.min_size = {260, 200}
}
// Demo project setup

View File

@ -169,36 +169,38 @@ render_mode_screenspace :: proc( screen_extent : Extents2, screen_ui : ^UI_State
screen_corners := screen_get_corners()
position := screen_corners.top_left
position.x += 2
position.y -= debug.draw_debug_text_y
content := str_fmt( format, ..args )
text_size := measure_text_size( content, default_font, 14.0, 0.0 )
debug_draw_text( content, position, 14.0 )
debug.draw_debug_text_y += text_size.y + 3
debug_draw_text( content, position, 10.0 )
debug.draw_debug_text_y += text_size.y
}
profile("debug_text_vis")
fps_size : f32 = 14.0
fps_msg := str_fmt( "FPS: %0.2f", fps_avg)
fps_msg_size := measure_text_size( fps_msg, default_font, fps_size, 0.0 )
fps_msg_pos := screen_get_corners().top_right - { fps_msg_size.x, fps_msg_size.y }
debug_draw_text( fps_msg, fps_msg_pos, fps_size, color = Color_Red )
if true {
fps_size : f32 = 14.0
fps_msg := str_fmt( "FPS: %0.2f", fps_avg)
fps_msg_size := measure_text_size( fps_msg, default_font, fps_size, 0.0 )
fps_msg_pos := screen_get_corners().top_right - { fps_msg_size.x, fps_msg_size.y }
debug_draw_text( fps_msg, fps_msg_pos, fps_size, color = Color_Red )
}
debug_text( "Screen Width : %v", screen_size.x )
debug_text( "Screen Height: %v", screen_size.y )
debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
debug_text( "frametime (work) : %0.3f ms", frametime_delta_ms )
debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
if false {
debug_text( "Screen Width : %v", screen_size.x )
debug_text( "Screen Height: %v", screen_size.y )
debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
debug_text( "frametime (work) : %0.3f ms", frametime_delta_ms )
debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
}
if replay.mode == ReplayMode.Record {
debug_text( "Recording Input")
}
if replay.mode == ReplayMode.Playback {
debug_text( "Replaying Input")
}
debug_text("Zoom Target: %v", project.workspace.zoom_target)
if true
if false
{
using input_events
@ -221,11 +223,12 @@ render_mode_screenspace :: proc( screen_extent : Extents2, screen_ui : ^UI_State
debug_text("Mouse Position (Workspace View): %0.2f", screen_to_ws_view_pos(input.mouse.pos) )
}
if true
if false
{
ui := & project.workspace.ui
debug_text("Workspace Cam : %v", project.workspace.cam)
debug_text("Zoom Target : %v", project.workspace.zoom_target)
debug_text("Box Count (Workspace): %v", ui.built_box_count )
@ -240,7 +243,7 @@ render_mode_screenspace :: proc( screen_extent : Extents2, screen_ui : ^UI_State
}
}
if true
if false
{
ui := & screen_ui
@ -257,7 +260,7 @@ render_mode_screenspace :: proc( screen_extent : Extents2, screen_ui : ^UI_State
}
}
if true {
if false {
state.config.font_size_canvas_scalar = 1.5
zoom_adjust_size := 16 * state.project.workspace.cam.zoom
over_sample := f32(state.config.font_size_canvas_scalar)
@ -498,16 +501,23 @@ render_ui_via_box_tree :: proc( ui : ^UI_State, screen_extent : Vec2, ve_ctx : ^
GP_Render:
{
corner_radii_total : f32 = 0
for radius in style.corner_radii do corner_radii_total += radius
profile("draw_shapes")
if style.bg_color.a != 0
{
draw_rect( bounds, style.bg_color )
render_set_color( style.bg_color )
if corner_radii_total > 0 do draw_rect_rounded( bounds, style.corner_radii, 16 )
else do draw_rect( bounds)
shape_enqueued = true
}
if style.border_color.a != 0 && border_width > 0 {
render_set_color( style.border_color )
draw_rect_border( bounds, border_width )
if corner_radii_total > 0 do draw_rect_rounded_border( bounds, style.corner_radii, border_width, 16 )
else do draw_rect_border( bounds, border_width )
shape_enqueued = true
}
@ -517,10 +527,12 @@ render_ui_via_box_tree :: proc( ui : ^UI_State, screen_extent : Vec2, ve_ctx : ^
{
render_set_color( RGBA8_Debug_UI_Padding_Bounds )
draw_rect_border( computed.padding, line_thickness )
shape_enqueued = true
}
else if debug.draw_ui_content_bounds {
render_set_color( RGBA8_Debug_UI_Content_Bounds )
draw_rect_border( computed.content, line_thickness )
shape_enqueued = true
}
if debug.draw_ui_box_bounds_points
@ -578,7 +590,8 @@ render_ui_via_box_list :: proc( render_list : []UI_RenderBoxInfo, screen_extent
// profile("draw_shapes")
if style.bg_color.a != 0
{
draw_rect( bounds, style.bg_color )
render_set_color( style.bg_color )
draw_rect( bounds )
shape_enqueued = true
}
@ -643,15 +656,72 @@ draw_filled_circle :: proc(x, y, radius: f32, edges: int)
gp.draw_filled_triangles(raw_data(triangles), u32(len(triangles)))
}
draw_rect :: proc( rect : Range2, color : RGBA8 ) {
draw_rect :: proc( rect : Range2 ) {
using rect
render_set_color( color )
size := max - min
position := min
gp.draw_filled_rect( position.x, position.y, size.x, size.y )
}
// Note(Ed): This is an inefficint solution to rendering rounded rectangles
// Eventually when sokoL_gp is ported to Odin it would be best to implement these using a custom shader
// Uses triangulation from the center. (UVs are problably weird but wont matter for my use case)
draw_rect_rounded :: proc(rect: Range2, radii: [4]f32, segments: u32)
{
segments := i32(segments)
width := rect.max.x - rect.min.x
height := rect.max.y - rect.min.y
using Corner
max_radius := min(width, height) * 0.5
corner_radii := [4]f32{
min(radii[ Top_Left ], max_radius),
min(radii[ Top_Right ], max_radius),
min(radii[ Bottom_Right], max_radius),
min(radii[ Bottom_Left ], max_radius),
}
top_left := corner_radii[ Top_Left ]
top_right := corner_radii[ Top_Right ]
bottom_left := corner_radii[ Bottom_Left ]
bottom_right := corner_radii[ Bottom_Right ]
total_vertices := (segments + 1) * 4
total_triangles := total_vertices
vertices := make( []gp.Point, total_vertices )
triangles := make( []gp.Triangle, total_triangles)
add_corner_vertices :: proc(vertices : []gp.Point, offset : i32, cx, cy, radius : f32, start_angle : f32, segments : i32)
{
half_pi :: math.PI / 2
for segment in i32(0) ..= segments {
angle := start_angle + half_pi * (f32(segment) / f32(segments))
x := cx + radius * math.cos(angle)
y := cy + radius * math.sin(angle)
vertices[ offset + segment ] = gp.Point{x, y}
}
}
half_pi :: math.PI / 2
// Add vertices for each corner
add_corner_vertices( vertices, 0 * (segments + 1), rect.min.x + top_left, rect.min.y + top_left, top_left, math.PI, segments )
add_corner_vertices( vertices, 1 * (segments + 1), rect.max.x - top_right, rect.min.y + top_right, top_right, 3 * half_pi, segments )
add_corner_vertices( vertices, 2 * (segments + 1), rect.max.x - bottom_left, rect.max.y - bottom_left, bottom_left, 0, segments )
add_corner_vertices( vertices, 3 * (segments + 1), rect.min.x + bottom_right, rect.max.y - bottom_right, bottom_right, half_pi, segments )
// Create triangles using fan triangulation
center := gp.Point{ (rect.min.x + rect.max.x) * 0.5, (rect.min.y + rect.max.y) * 0.5 }
for vertex in 0 ..< total_vertices {
next := (vertex + 1) % total_vertices
triangles[vertex] = gp.Triangle { center, vertices[vertex], vertices[next] }
}
// Draw the filled triangles
gp.draw_filled_triangles(raw_data(triangles), cast(u32)len(triangles))
}
draw_rect_border :: proc( rect : Range2, border_width: f32)
{
rect_size := rect.max - rect.min
@ -666,6 +736,74 @@ draw_rect_border :: proc( rect : Range2, border_width: f32)
gp.draw_filled_rects( raw_data(borders), u32(len(borders)) )
}
draw_rect_rounded_border :: proc(rect: Range2, radii: [4]f32, border_width: f32, segments: u32)
{
width := rect.max.x - rect.min.x
height := rect.max.y - rect.min.y
using Corner
// Ensure radii are not too large
max_radius := min(width, height) * 0.5
corner_radii := [4]f32{
min(radii[0], max_radius),
min(radii[1], max_radius),
min(radii[2], max_radius),
min(radii[3], max_radius),
}
top_left := corner_radii[ Top_Left ]
top_right := corner_radii[ Top_Right ]
bottom_left := corner_radii[ Bottom_Left ]
bottom_right := corner_radii[ Bottom_Right ]
// Ensure border width is not too large
border_width := min(border_width, max_radius)
// Calculate the extents of the border rectangles
left := rect.min.x + max(top_left, bottom_left)
right := rect.max.x - max(top_right, bottom_right)
top := rect.min.y + max(top_left, top_right)
bottom := rect.max.y - max(bottom_left, bottom_right)
// Draw border rectangles
gp.draw_filled_rect(left, rect.min.y, right - left, border_width) // Top
gp.draw_filled_rect(left, rect.max.y - border_width, right - left, border_width) // Bottom
gp.draw_filled_rect(rect.min.x, top, border_width, bottom - top) // Left
gp.draw_filled_rect(rect.max.x - border_width, top, border_width, bottom - top) // Right
draw_corner_border :: proc( x, y : f32, outer_radius, inner_radius : f32, start_angle : f32, segments : u32 )
{
if outer_radius <= inner_radius do return
triangles := make( []gp.Triangle, int(segments) * 2 )
half_pi :: math.PI / 2
segment_quo := 1.0 / f32(segments)
for segment in 0 ..< segments
{
angle1 := start_angle + half_pi * f32(segment) * segment_quo
angle2 := start_angle + half_pi * f32(segment + 1) * segment_quo
outer1 := gp.Vec2{x + outer_radius * math.cos(angle1), y + outer_radius * math.sin(angle1)}
outer2 := gp.Vec2{x + outer_radius * math.cos(angle2), y + outer_radius * math.sin(angle2)}
inner1 := gp.Vec2{x + inner_radius * math.cos(angle1), y + inner_radius * math.sin(angle1)}
inner2 := gp.Vec2{x + inner_radius * math.cos(angle2), y + inner_radius * math.sin(angle2)}
triangles[segment * 2 ] = gp.Triangle { outer1, outer2, inner1 }
triangles[segment * 2 + 1] = gp.Triangle { inner1, outer2, inner2 }
}
gp.draw_filled_triangles(raw_data(triangles), u32(len(triangles)))
}
half_pi :: math.PI / 2
// Draw corner borders
draw_corner_border(rect.min.x + top_left, rect.min.y + top_left, top_left, max(top_left - border_width, 0), math.PI, segments)
draw_corner_border(rect.max.x - top_right, rect.min.y + top_right, top_right, max(top_right - border_width, 0), 3 * half_pi, segments)
draw_corner_border(rect.min.x + bottom_left, rect.max.y - bottom_left, bottom_left, max(bottom_left - border_width, 0), half_pi, segments)
draw_corner_border(rect.max.x - bottom_right, rect.max.y - bottom_right, bottom_right, max(bottom_right - border_width, 0), 0, segments)
}
// Draw text using a string and normalized render coordinates
draw_text_string_pos_norm :: proc( content : string, id : FontID, size : f32, pos : Vec2, color := Color_White, scale : f32 = 1.0 )
{