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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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