[example] Add shaders_rounded_rectangle example (#4719)
* Add shaders_rounded_rectangle example * Minor tweaks to example template (add star, more) * Combine shaders * Fix changes after review --------- Co-authored-by: Anstro Pleuton <anstropleuton@github.com>
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11 changed files with 891 additions and 15 deletions
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@ -634,6 +634,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_rounded_rectangle \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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@ -514,6 +514,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_rounded_rectangle \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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@ -199,6 +199,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| 138 | [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
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| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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### category: audio
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@ -206,13 +207,13 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 141 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 142 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
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| 143 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
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| 144 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 145 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
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| 146 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
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| 147 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
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| 142 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 143 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
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| 144 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
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| 145 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
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| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
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| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
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### category: others
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@ -220,12 +221,12 @@ Examples showing raylib misc functionality that does not fit in other categories
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 148 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 149 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 150 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 151 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 152 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 153 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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| 149 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 151 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 153 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
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@ -56,7 +56,9 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Basic window
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* raylib [<module>] example - <name>
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*
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* Example complexity rating: [★☆??] ?/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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@ -81,7 +83,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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InitWindow(screenWidth, screenHeight, "raylib [<module>] example - <name>");
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// TODO: Load resources / Initialize variables at this point
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@ -0,0 +1,76 @@
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Requires fragment coordinate varying pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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// Combine the colors varying the order (shadow, rectangle, border)
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gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Requires fragment coordinate varying pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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// Combine the colors varying the order (shadow, rectangle, border)
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gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Requires fragment coordinate in pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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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);
|
||||
}
|
238
examples/shaders/shaders_rounded_rectangle.c
Normal file
238
examples/shaders/shaders_rounded_rectangle.c
Normal file
|
@ -0,0 +1,238 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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);
|
||||
}
|
BIN
examples/shaders/shaders_rounded_rectangle.png
Normal file
BIN
examples/shaders/shaders_rounded_rectangle.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
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