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Ray 2025-01-26 19:43:01 +01:00
commit 53ea275b9c
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// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform vec4 color;
// Shadow parameters
uniform float shadowRadius;
uniform vec2 shadowOffset;
uniform float shadowScale;
uniform vec4 shadowColor;
// Border parameters
uniform float borderThickness;
uniform vec4 borderColor;
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Requires fragment coordinate varying pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate signed distance field for rectangle shadow
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
// Caculate alpha factors
float recFactor = smoothstep(1.0, 0.0, recSDF);
float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
// Multiply each color by its respective alpha factor
vec4 recColor = vec4(color.rgb, color.a*recFactor);
vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
// Combine the colors varying the order (shadow, rectangle, border)
gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
}

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// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform vec4 color;
// Shadow parameters
uniform float shadowRadius;
uniform vec2 shadowOffset;
uniform float shadowScale;
uniform vec4 shadowColor;
// Border parameters
uniform float borderThickness;
uniform vec4 borderColor;
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Requires fragment coordinate varying pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate signed distance field for rectangle shadow
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
// Caculate alpha factors
float recFactor = smoothstep(1.0, 0.0, recSDF);
float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
// Multiply each color by its respective alpha factor
vec4 recColor = vec4(color.rgb, color.a*recFactor);
vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
// Combine the colors varying the order (shadow, rectangle, border)
gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
}

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// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform vec4 color;
// Shadow parameters
uniform float shadowRadius;
uniform vec2 shadowOffset;
uniform float shadowScale;
uniform vec4 shadowColor;
// Border parameters
uniform float borderThickness;
uniform vec4 borderColor;
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Requires fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate signed distance field for rectangle shadow
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
// Caculate alpha factors
float recFactor = smoothstep(1.0, 0.0, recSDF);
float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
// Multiply each color by its respective alpha factor
vec4 recColor = vec4(color.rgb, color.a*recFactor);
vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
// Combine the colors in the order (shadow, rectangle, border)
finalColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
}

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/*******************************************************************************************
*
* raylib [shaders] example - Rounded Rectangle
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Anstro Pleuton (@anstropleuton) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Anstro Pleuton (@anstropleuton)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Declare custom Structs
//------------------------------------------------------------------------------------
// Rounded rectangle data
typedef struct {
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
// Shadow variables
float shadowRadius;
Vector2 shadowOffset;
float shadowScale;
// Border variables
float borderThickness; // Inner-border thickness
// Shader locations
int rectangleLoc;
int radiusLoc;
int colorLoc;
int shadowRadiusLoc;
int shadowOffsetLoc;
int shadowScaleLoc;
int shadowColorLoc;
int borderThicknessLoc;
int borderColorLoc;
} RoundedRectangle;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// Create a rounded rectangle and set uniform locations
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
// Update rounded rectangle uniforms
static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE;
const Color borderColor = SKYBLUE;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
// Load the shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
// Create a rounded rectangle
RoundedRectangle roundedRectangle = CreateRoundedRectangle(
(Vector4){ 5.0f, 10.0f, 15.0f, 20.0f }, // Corner radius
20.0f, // Shadow radius
(Vector2){ 0.0f, -5.0f }, // Shadow offset
0.95f, // Shadow scale
5.0f, // Border thickness
shader // Shader
);
// Update shader uniforms
UpdateRoundedRectangle(roundedRectangle, shader);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw rectangle box with rounded corners using shader
Rectangle rec = { 50, 70, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
// Flip Y axis to match shader coordinate system
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
// Only rectangle color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle shadow using shader
rec = (Rectangle){ 50, 200, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
// Only shadow color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle's border using shader
rec = (Rectangle){ 50, 330, 110, 60 };
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
// Only border color
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 };
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
// All three colors
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions
//------------------------------------------------------------------------------------
// Create a rounded rectangle and set uniform locations
RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
{
RoundedRectangle rec;
rec.cornerRadius = cornerRadius;
rec.shadowRadius = shadowRadius;
rec.shadowOffset = shadowOffset;
rec.shadowScale = shadowScale;
rec.borderThickness = borderThickness;
// Get shader uniform locations
rec.rectangleLoc = GetShaderLocation(shader, "rectangle");
rec.radiusLoc = GetShaderLocation(shader, "radius");
rec.colorLoc = GetShaderLocation(shader, "color");
rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale");
rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor");
rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness");
rec.borderColorLoc = GetShaderLocation(shader, "borderColor");
UpdateRoundedRectangle(rec, shader);
return rec;
}
// Update rounded rectangle uniforms
void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader)
{
SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4);
SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT);
}

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