Files
libakgl/src/draw.c
Tachikoma 3a60bcb6ca Add rounded-rect fill, arc stroke and clip-rect drawing primitives
The UI subsystem's render executor needs all three -- clay emits rectangles
with corner radii, per-side borders, and scissor commands -- but they earn
their place in draw.h on the same terms as everything else there: a rounded
panel, a ring gauge and a clipped viewport are things a game wants with or
without a layout engine.

akgl_draw_filled_rounded_rect decomposes into three band fills plus four
quarter-circle triangle fans through SDL_RenderGeometry, with the radius
clamped to half the shorter side. akgl_draw_arc strokes between an outer and
inner radius as one triangle strip, stepping in proportion to the swept angle
under a fixed vertex cap -- no VLAs, unlike clay's own SDL3 reference
renderer. akgl_draw_set_clip wraps SDL_SetRenderClipRect and is the one draw
entry point where a NULL rectangle is legal, because that is how a clip is
cleared.

Pixel-readback tests cover the corner geometry (inside the arc filled,
outside it untouched), the radius clamp, the zero-radius fall-through, ring
and quarter-arc coverage at mid-stroke, sweep bounds, and clip set/clear
round trips.

Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:57:23 -04:00

848 lines
28 KiB
C

/**
* @file draw.c
* @brief Implements the draw subsystem.
*/
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <akerror.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
/** @brief One horizontal run of pixels the flood fill has still to examine. */
typedef struct {
int x1; /**< Leftmost column of the run, inclusive. */
int x2; /**< Rightmost column of the run, inclusive. */
int y; /**< The row the run is on. */
} FloodSpan;
/*
* The flood fill's working stack. File scope and fixed size rather than a local
* array because AKGL_DRAW_MAX_FLOOD_SPANS spans is 48 KB, which does not belong
* on the stack of a function a game may call every frame. The consequence is
* that akgl_draw_flood_fill is not reentrant -- it is a single-threaded
* immediate-mode operation on a single render target, and so is everything else
* that touches an SDL_Renderer.
*/
static FloodSpan floodspans[AKGL_DRAW_MAX_FLOOD_SPANS];
/**
* @brief Remember the renderer's draw color and replace it with @p color.
*
* @p previous is written before anything that can fail, so a caller may restore
* it unconditionally from a CLEANUP block.
*
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`;
* every caller has already checked both.
* @param color The colour to install.
* @param previous Receives the colour that was in place. Assumed non-`NULL`.
* Pre-filled with opaque black, so it is safe to restore from
* even if the query below fails.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL If the current draw colour cannot be read or the new one
* cannot be set. The message carries `SDL_GetError()`.
*/
static akerr_ErrorContext *push_draw_color(akgl_RenderBackend *self, SDL_Color color, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
previous->r = 0x00;
previous->g = 0x00;
previous->b = 0x00;
previous->a = SDL_ALPHA_OPAQUE;
FAIL_ZERO_RETURN(
errctx,
SDL_GetRenderDrawColor(self->sdl_renderer, &previous->r, &previous->g, &previous->b, &previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, color.r, color.g, color.b, color.a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/**
* @brief Put back the draw color push_draw_color() recorded.
*
* Called from `CLEANUP` blocks under `IGNORE()`, so its error is logged rather
* than propagated -- failing to restore a colour must not mask the failure the
* cleanup is unwinding from.
*
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`.
* @param previous The colour push_draw_color() recorded. Assumed non-`NULL`.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL If the draw colour cannot be set.
*/
static akerr_ErrorContext *pop_draw_color(akgl_RenderBackend *self, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, previous->r, previous->g, previous->b, previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/* Draw a Gimpish background pattern to show transparency in the image */
akerr_ErrorContext *akgl_draw_background(akgl_RenderBackend *self, int w, int h)
{
PREPARE_ERROR(errctx);
SDL_Color col[2] = {
{ 0x66, 0x66, 0x66, 0xff },
{ 0x99, 0x99, 0x99, 0xff },
};
SDL_Color previous;
SDL_FRect rect;
const int dx = 8, dy = 8;
bool pushed = false;
bool drawfailed = false;
int i = 0;
int x = 0;
int y = 0;
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
rect.w = (float)dx;
rect.h = (float)dy;
ATTEMPT {
CATCH(errctx, push_draw_color(self, col[0], &previous));
pushed = true;
// The two SDL calls are checked through a flag rather than with
// FAIL_ZERO_BREAK. Inside these loops a `break` would leave the loop,
// not the ATTEMPT block, and the fill would carry on with the failure
// unnoticed -- the hazard AGENTS.md describes for CATCH inside a loop.
for ( y = 0; (y < h) && (drawfailed == false); y += dy ) {
for ( x = 0; x < w; x += dx ) {
/* use an 8x8 checkerboard pattern */
i = (((x ^ y) >> 3) & 1);
if ( SDL_SetRenderDrawColor(self->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a) == false ) {
drawfailed = true;
break;
}
rect.x = (float)x;
rect.y = (float)y;
if ( SDL_RenderFillRect(self->sdl_renderer, &rect) == false ) {
drawfailed = true;
break;
}
}
}
FAIL_NONZERO_BREAK(errctx, drawfailed, AKGL_ERR_SDL, "%s", SDL_GetError());
} CLEANUP {
if ( pushed == true ) {
IGNORE(pop_draw_color(self, &previous));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
* @brief Fill the four-connected region of @p oldpixel around a seed pixel.
*
* A scanline fill: each entry on the stack is a run of pixels on one row that
* still has to be examined. Finding a matching pixel expands it to the whole
* run it belongs to, fills that run, and pushes the rows above and below.
* Filled pixels no longer match @p oldpixel, which is what terminates it.
*
* @p surface must be SDL_PIXELFORMAT_RGBA32; the fill compares and writes whole
* 32-bit words rather than going through SDL_ReadSurfacePixel per pixel.
*
* @p dirty is set to the bounding box of everything written, so the caller can
* put back only the pixels that changed.
*
* Running out of stack leaves the region partially filled and reports
* AKERR_OUTOFBOUNDS. There is no way to unwind a partial fill short of keeping
* a copy of the whole surface, and the caller asked for a bounded operation.
*
* @param surface The pixels to fill, in SDL_PIXELFORMAT_RGBA32. Assumed
* non-`NULL` and locked-or-lockless; the caller converts.
* @param x Seed column. Assumed inside the surface -- akgl_draw_flood_fill
* has already range-checked it.
* @param y Seed row, likewise.
* @param oldpixel The packed pixel value the region is made of. Everything else
* is a boundary.
* @param newpixel The packed pixel value to write. Must differ from @p oldpixel:
* if they are equal the fill never terminates making progress,
* which is why the caller checks that case first.
* @param dirty Receives the bounding box of everything written, so the caller
* can put back only the pixels that changed. Assumed non-`NULL`.
* Left describing an empty box if nothing matched.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS If the region needs more than
* #AKGL_DRAW_MAX_FLOOD_SPANS pending spans. @p dirty is then not written
* and the surface is partially filled.
*/
static akerr_ErrorContext *flood_region(SDL_Surface *surface, int x, int y, uint32_t oldpixel, uint32_t newpixel, SDL_Rect *dirty)
{
uint32_t *pixels = (uint32_t *)surface->pixels;
int pitch = surface->pitch / (int)sizeof(uint32_t);
int count = 0;
int col = 0;
int left = 0;
int right = 0;
int i = 0;
int minx = surface->w;
int miny = surface->h;
int maxx = -1;
int maxy = -1;
FloodSpan span;
PREPARE_ERROR(errctx);
floodspans[0].x1 = x;
floodspans[0].x2 = x;
floodspans[0].y = y;
count = 1;
while ( count > 0 ) {
count -= 1;
span = floodspans[count];
col = span.x1;
while ( col <= span.x2 ) {
if ( pixels[(span.y * pitch) + col] != oldpixel ) {
col += 1;
continue;
}
left = col;
while ( left > 0 && pixels[(span.y * pitch) + (left - 1)] == oldpixel ) {
left -= 1;
}
right = col;
while ( right < (surface->w - 1) && pixels[(span.y * pitch) + (right + 1)] == oldpixel ) {
right += 1;
}
for ( i = left; i <= right; i++ ) {
pixels[(span.y * pitch) + i] = newpixel;
}
if ( left < minx ) {
minx = left;
}
if ( right > maxx ) {
maxx = right;
}
if ( span.y < miny ) {
miny = span.y;
}
if ( span.y > maxy ) {
maxy = span.y;
}
// Two pushes per run, so the check is for room for both.
FAIL_NONZERO_RETURN(
errctx,
((count + 2) > AKGL_DRAW_MAX_FLOOD_SPANS),
AKERR_OUTOFBOUNDS,
"Region needs more than %d pending spans; it is partially filled",
AKGL_DRAW_MAX_FLOOD_SPANS);
if ( span.y > 0 ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y - 1;
count += 1;
}
if ( span.y < (surface->h - 1) ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y + 1;
count += 1;
}
col = right + 1;
}
}
dirty->x = minx;
dirty->y = miny;
dirty->w = (maxx - minx) + 1;
dirty->h = (maxy - miny) + 1;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderPoint(self->sdl_renderer, x, y),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderLine(self->sdl_renderer, x1, y1, x2, y2),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderFillRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color)
{
SDL_Color previous;
SDL_FPoint octants[8];
int centerx = 0;
int centery = 0;
int r = 0;
int offsetx = 0;
int offsety = 0;
int decision = 0;
bool plotted = true;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_NONZERO_RETURN(errctx, (radius < 0), AKERR_OUTOFBOUNDS, "Negative radius %f", radius);
centerx = (int)SDL_lroundf(x);
centery = (int)SDL_lroundf(y);
r = (int)SDL_lroundf(radius);
offsety = r;
// The midpoint decision variable, started so the first step chooses between
// (0, r) and (1, r-1) correctly.
decision = 1 - r;
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
while ( offsety >= offsetx ) {
// Eight-way symmetry: one computed point in the second octant gives
// the seven others by reflection.
octants[0].x = (float)(centerx + offsetx);
octants[0].y = (float)(centery + offsety);
octants[1].x = (float)(centerx - offsetx);
octants[1].y = (float)(centery + offsety);
octants[2].x = (float)(centerx + offsetx);
octants[2].y = (float)(centery - offsety);
octants[3].x = (float)(centerx - offsetx);
octants[3].y = (float)(centery - offsety);
octants[4].x = (float)(centerx + offsety);
octants[4].y = (float)(centery + offsetx);
octants[5].x = (float)(centerx - offsety);
octants[5].y = (float)(centery + offsetx);
octants[6].x = (float)(centerx + offsety);
octants[6].y = (float)(centery - offsetx);
octants[7].x = (float)(centerx - offsety);
octants[7].y = (float)(centery - offsetx);
// A CATCH here would break this loop rather than leave the function,
// so failure is recorded and reported once the loop is done.
if ( !SDL_RenderPoints(self->sdl_renderer, octants, 8) ) {
plotted = false;
}
offsetx += 1;
if ( decision < 0 ) {
decision += (2 * offsetx) + 1;
} else {
offsety -= 1;
decision += 2 * (offsetx - offsety) + 1;
}
}
FAIL_ZERO_BREAK(errctx, plotted, AKGL_ERR_SDL, "%s", SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color)
{
SDL_Surface *target = NULL;
SDL_Surface *rgba = NULL;
SDL_Texture *patch = NULL;
// Only written by a successful flood_region(), and only read after one, but
// the paths in between are far enough apart that the compiler cannot see it.
SDL_Rect dirty = { 0, 0, 0, 0 };
SDL_FRect src;
SDL_FRect dest;
uint32_t *pixels = NULL;
uint32_t oldpixel = 0;
uint32_t newpixel = 0;
int width = 0;
int height = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
FAIL_ZERO_BREAK(
errctx,
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_NONZERO_BREAK(
errctx,
((x < 0) || (y < 0) || (x >= width) || (y >= height)),
AKERR_OUTOFBOUNDS,
"Seed pixel %d,%d is outside the %dx%d render target",
x, y, width, height);
target = SDL_RenderReadPixels(self->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, target, AKGL_ERR_SDL, "%s", SDL_GetError());
// The fill works on 32-bit words, so the layout has to be known rather
// than whatever the render target happens to use.
rgba = SDL_ConvertSurface(target, SDL_PIXELFORMAT_RGBA32);
FAIL_ZERO_BREAK(errctx, rgba, AKGL_ERR_SDL, "%s", SDL_GetError());
pixels = (uint32_t *)rgba->pixels;
oldpixel = pixels[(y * (rgba->pitch / (int)sizeof(uint32_t))) + x];
newpixel = SDL_MapSurfaceRGBA(rgba, color.r, color.g, color.b, color.a);
if ( oldpixel == newpixel ) {
// Already the requested color. Walking it would compare filled
// pixels against themselves and find nothing, so say so up front.
SUCCEED_BREAK(errctx);
}
CATCH(errctx, flood_region(rgba, x, y, oldpixel, newpixel, &dirty));
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, rgba);
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
// Replace rather than blend: this is a framebuffer operation, and the
// pixels being put back are the ones that were just read out of it.
FAIL_ZERO_BREAK(
errctx,
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
// Only the bounding box of what changed goes back to the target.
src.x = (float)dirty.x;
src.y = (float)dirty.y;
src.w = (float)dirty.w;
src.h = (float)dirty.h;
dest = src;
FAIL_ZERO_BREAK(
errctx,
SDL_RenderTexture(self->sdl_renderer, patch, &src, &dest),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
if ( patch != NULL ) {
SDL_DestroyTexture(patch);
}
if ( rgba != NULL ) {
SDL_DestroySurface(rgba);
}
if ( target != NULL ) {
SDL_DestroySurface(target);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest)
{
SDL_Surface *saved = NULL;
int width = 0;
int height = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
ATTEMPT {
FAIL_NONZERO_BREAK(
errctx,
((src->w <= 0) || (src->h <= 0)),
AKERR_OUTOFBOUNDS,
"Region %dx%d has no area",
src->w, src->h);
FAIL_ZERO_BREAK(
errctx,
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
// SDL clips a read to the target and hands back a smaller surface than
// was asked for, which a caller pasting it back would not notice.
FAIL_NONZERO_BREAK(
errctx,
((src->x < 0) || (src->y < 0) ||
((src->x + src->w) > width) || ((src->y + src->h) > height)),
AKERR_OUTOFBOUNDS,
"Region %d,%d %dx%d does not fit inside the %dx%d render target",
src->x, src->y, src->w, src->h, width, height);
saved = SDL_RenderReadPixels(self->sdl_renderer, src);
FAIL_ZERO_BREAK(errctx, saved, AKGL_ERR_SDL, "%s", SDL_GetError());
if ( *dest == NULL ) {
*dest = saved;
// Ownership has moved to the caller; CLEANUP must not free it.
saved = NULL;
} else {
FAIL_NONZERO_BREAK(
errctx,
(((*dest)->w != src->w) || ((*dest)->h != src->h)),
AKERR_OUTOFBOUNDS,
"Destination surface is %dx%d, region is %dx%d",
(*dest)->w, (*dest)->h, src->w, src->h);
FAIL_ZERO_BREAK(
errctx,
SDL_SetSurfaceBlendMode(saved, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_BREAK(
errctx,
SDL_BlitSurface(saved, NULL, *dest, NULL),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
} CLEANUP {
if ( saved != NULL ) {
SDL_DestroySurface(saved);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y)
{
SDL_Texture *patch = NULL;
SDL_FRect dest;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
ATTEMPT {
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, src);
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
// Replace what is on the target, the way GSHAPE does by default.
FAIL_ZERO_BREAK(
errctx,
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
dest.x = x;
dest.y = y;
dest.w = (float)src->w;
dest.h = (float)src->h;
FAIL_ZERO_BREAK(
errctx,
SDL_RenderTexture(self->sdl_renderer, patch, NULL, &dest),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
if ( patch != NULL ) {
SDL_DestroyTexture(patch);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
* @brief Fill one quarter-circle corner as a triangle fan.
*
* `SDL_RenderGeometry` colours from its vertices rather than the renderer's
* draw colour, so this neither pushes nor pops it.
*
* @param self The backend. Assumed non-`NULL` with a live `sdl_renderer`;
* the caller has already checked both.
* @param cx Horizontal position of the corner's centre -- the point the
* fan radiates from, one radius inside the rectangle.
* @param cy Vertical position of the centre.
* @param radius Radius of the quarter circle. Assumed positive.
* @param start_deg Angle the quarter starts at; it sweeps 90 degrees clockwise
* from there.
* @param color Colour to fill with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL If the fan cannot be drawn.
*/
static akerr_ErrorContext *fill_corner_fan(akgl_RenderBackend *self, float32_t cx, float32_t cy, float32_t radius, float32_t start_deg, SDL_Color color)
{
SDL_Vertex vertices[AKGL_DRAW_ROUNDED_RECT_SEGMENTS + 2];
int indices[AKGL_DRAW_ROUNDED_RECT_SEGMENTS * 3];
SDL_FColor fcolor;
float32_t angle = 0.0f;
int i = 0;
PREPARE_ERROR(errctx);
fcolor.r = (float)color.r / 255.0f;
fcolor.g = (float)color.g / 255.0f;
fcolor.b = (float)color.b / 255.0f;
fcolor.a = (float)color.a / 255.0f;
vertices[0].position.x = cx;
vertices[0].position.y = cy;
vertices[0].color = fcolor;
vertices[0].tex_coord.x = 0.0f;
vertices[0].tex_coord.y = 0.0f;
for ( i = 0; i <= AKGL_DRAW_ROUNDED_RECT_SEGMENTS; i++ ) {
angle = (start_deg + ((90.0f / AKGL_DRAW_ROUNDED_RECT_SEGMENTS) * (float)i)) * (SDL_PI_F / 180.0f);
vertices[i + 1].position.x = cx + (radius * SDL_cosf(angle));
vertices[i + 1].position.y = cy + (radius * SDL_sinf(angle));
vertices[i + 1].color = fcolor;
vertices[i + 1].tex_coord.x = 0.0f;
vertices[i + 1].tex_coord.y = 0.0f;
}
for ( i = 0; i < AKGL_DRAW_ROUNDED_RECT_SEGMENTS; i++ ) {
indices[(i * 3) + 0] = 0;
indices[(i * 3) + 1] = i + 1;
indices[(i * 3) + 2] = i + 2;
}
FAIL_ZERO_RETURN(
errctx,
SDL_RenderGeometry(
self->sdl_renderer,
NULL,
vertices,
AKGL_DRAW_ROUNDED_RECT_SEGMENTS + 2,
indices,
AKGL_DRAW_ROUNDED_RECT_SEGMENTS * 3),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_filled_rounded_rect(akgl_RenderBackend *self, SDL_FRect *rect, float32_t radius, SDL_Color color)
{
SDL_Color previous;
SDL_FRect band;
float32_t half = 0.0f;
bool pushed = false;
bool drawfailed = false;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "NULL rectangle");
if ( (rect->w <= 0.0f) || (rect->h <= 0.0f) ) {
SUCCEED_RETURN(errctx);
}
if ( radius <= 0.0f ) {
PASS(errctx, akgl_draw_filled_rect(self, rect, color));
SUCCEED_RETURN(errctx);
}
half = (((rect->w < rect->h) ? rect->w : rect->h) / 2.0f);
if ( radius > half ) {
radius = half;
}
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
pushed = true;
// The body is three bands: one the full width between the corner rows,
// and one between the corners along each of the top and bottom edges.
// A radius of exactly half the shorter side leaves one or more of them
// with no area, which SDL fills as nothing -- at the limit the whole
// shape is the four fans.
band.x = rect->x;
band.y = rect->y + radius;
band.w = rect->w;
band.h = rect->h - (radius * 2.0f);
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
drawfailed = true;
}
band.x = rect->x + radius;
band.y = rect->y;
band.w = rect->w - (radius * 2.0f);
band.h = radius;
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
drawfailed = true;
}
band.y = rect->y + rect->h - radius;
if ( SDL_RenderFillRect(self->sdl_renderer, &band) == false ) {
drawfailed = true;
}
FAIL_NONZERO_BREAK(errctx, drawfailed, AKGL_ERR_SDL, "%s", SDL_GetError());
CATCH(errctx, fill_corner_fan(self, rect->x + radius, rect->y + radius, radius, 180.0f, color));
CATCH(errctx, fill_corner_fan(self, rect->x + rect->w - radius, rect->y + radius, radius, 270.0f, color));
CATCH(errctx, fill_corner_fan(self, rect->x + rect->w - radius, rect->y + rect->h - radius, radius, 0.0f, color));
CATCH(errctx, fill_corner_fan(self, rect->x + radius, rect->y + rect->h - radius, radius, 90.0f, color));
} CLEANUP {
if ( pushed == true ) {
IGNORE(pop_draw_color(self, &previous));
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_arc(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, float32_t start_deg, float32_t end_deg, float32_t thickness, SDL_Color color)
{
SDL_Vertex vertices[AKGL_DRAW_ARC_MAX_POINTS];
int indices[(AKGL_DRAW_ARC_MAX_POINTS - 2) * 3];
SDL_FColor fcolor;
float32_t span = 0.0f;
float32_t inner = 0.0f;
float32_t angle = 0.0f;
int segments = 0;
int base = 0;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_NONZERO_RETURN(errctx, (radius <= 0.0f), AKERR_OUTOFBOUNDS, "Arc radius %f is not positive", (double)radius);
FAIL_NONZERO_RETURN(errctx, (thickness <= 0.0f), AKERR_OUTOFBOUNDS, "Arc thickness %f is not positive", (double)thickness);
span = end_deg - start_deg;
if ( span <= 0.0f ) {
SUCCEED_RETURN(errctx);
}
if ( span > 360.0f ) {
span = 360.0f;
}
inner = radius - thickness;
if ( inner < 0.0f ) {
inner = 0.0f;
}
// Steps in proportion to the angle swept, so a sliver of arc does not
// spend the whole vertex budget and a full circle uses all of it: the
// quarter-circle density of AKGL_DRAW_ROUNDED_RECT_SEGMENTS, capped by
// what AKGL_DRAW_ARC_MAX_POINTS vertices can carry at two per step.
segments = (int)((span / 90.0f) * (float)AKGL_DRAW_ROUNDED_RECT_SEGMENTS) + 1;
if ( segments > ((AKGL_DRAW_ARC_MAX_POINTS / 2) - 1) ) {
segments = (AKGL_DRAW_ARC_MAX_POINTS / 2) - 1;
}
fcolor.r = (float)color.r / 255.0f;
fcolor.g = (float)color.g / 255.0f;
fcolor.b = (float)color.b / 255.0f;
fcolor.a = (float)color.a / 255.0f;
for ( i = 0; i <= segments; i++ ) {
angle = (start_deg + ((span / (float)segments) * (float)i)) * (SDL_PI_F / 180.0f);
vertices[i * 2].position.x = x + (radius * SDL_cosf(angle));
vertices[i * 2].position.y = y + (radius * SDL_sinf(angle));
vertices[i * 2].color = fcolor;
vertices[i * 2].tex_coord.x = 0.0f;
vertices[i * 2].tex_coord.y = 0.0f;
vertices[(i * 2) + 1].position.x = x + (inner * SDL_cosf(angle));
vertices[(i * 2) + 1].position.y = y + (inner * SDL_sinf(angle));
vertices[(i * 2) + 1].color = fcolor;
vertices[(i * 2) + 1].tex_coord.x = 0.0f;
vertices[(i * 2) + 1].tex_coord.y = 0.0f;
}
for ( i = 0; i < segments; i++ ) {
base = i * 2;
indices[(i * 6) + 0] = base;
indices[(i * 6) + 1] = base + 2;
indices[(i * 6) + 2] = base + 1;
indices[(i * 6) + 3] = base + 1;
indices[(i * 6) + 4] = base + 2;
indices[(i * 6) + 5] = base + 3;
}
FAIL_ZERO_RETURN(
errctx,
SDL_RenderGeometry(
self->sdl_renderer,
NULL,
vertices,
(segments + 1) * 2,
indices,
segments * 6),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_draw_set_clip(akgl_RenderBackend *self, SDL_Rect *rect)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
// NULL rect deliberately passes straight through: it is how the clip is
// cleared, and the header says so.
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderClipRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}