[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>
This commit is contained in:
parent
87f17538d0
commit
7bfc8e8ca7
11 changed files with 891 additions and 15 deletions
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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue