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[example] Add shaders_rounded_rectangle example (#4719)
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* Add shaders_rounded_rectangle example

* Minor tweaks to example template (add star, more)

* Combine shaders

* Fix changes after review

---------

Co-authored-by: Anstro Pleuton <[email protected]>
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anstropleuton and Anstro Pleuton authored Jan 23, 2025
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1 change: 1 addition & 0 deletions examples/Makefile
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Expand Up @@ -634,6 +634,7 @@ SHADERS = \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
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1 change: 1 addition & 0 deletions examples/Makefile.Web
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Expand Up @@ -514,6 +514,7 @@ SHADERS = \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
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27 changes: 14 additions & 13 deletions examples/README.md
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Expand Up @@ -199,33 +199,34 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 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) |
| 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) |
| 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) |
| 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) |

### category: audio

Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib, check [raudio_standalone](others/raudio_standalone.c) example.

| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |

### category: others

Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.

| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |
| 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) |

As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!

6 changes: 4 additions & 2 deletions examples/examples_template.c
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Expand Up @@ -56,7 +56,9 @@

/*******************************************************************************************
*
* raylib [core] example - Basic window
* raylib [<module>] example - <name>
*
* Example complexity rating: [★☆??] ?/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
Expand All @@ -81,7 +83,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;

InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
InitWindow(screenWidth, screenHeight, "raylib [<module>] example - <name>");

// TODO: Load resources / Initialize variables at this point

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76 changes: 76 additions & 0 deletions examples/shaders/resources/shaders/glsl100/rounded_rectangle.fs
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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);
}
74 changes: 74 additions & 0 deletions examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs
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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);
}
77 changes: 77 additions & 0 deletions examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs
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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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