How to make rounded rectangle in OpenGL, or any polygon with rounded corners?
The following code is coping from my own project, I have added some comments to explain in the code. If will draw a gradient rounded rectangle without border.
#define GLW_SMALL_ROUNDED_CORNER_SLICES 5 // How many vertexes you want of each corner
#define glwR(rgb) ((float)(((rgb) >> 16) & 0xff) / 255)
#define glwG(rgb) ((float)(((rgb) >> 8) & 0xff) / 255)
#define glwB(rgb) ((float)(((rgb)) & 0xff) / 255)
typedef struct glwVec2 {
float x;
float y;
} glwVec2;
static glwVec2 glwRoundedCorners[GLW_SMALL_ROUNDED_CORNER_SLICES] = {{0}}; // This array keep the generated vertexes of one corner
static void createRoundedCorners(glwVec2 *arr, int num) {
// Generate the corner vertexes
float slice = M_PI / 2 / num;
int i;
float a = 0;
for (i = 0; i < num; a += slice, ++i) {
arr[i].x = cosf(a);
arr[i].y = sinf(a);
}
}
createRoundedCorners(glwRoundedCorners, GLW_SMALL_ROUNDED_CORNER_SLICES);
void glwDrawRoundedRectGradientFill(float x, float y, float width, float height,
float radius, unsigned int topColor, unsigned int bottomColor) {
float left = x;
float top = y;
float bottom = y + height - 1;
float right = x + width - 1;
int i;
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUAD_STRIP);
// Draw left rounded side.
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
bottom - radius + radius * glwRoundedCorners[i].y);
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
top + radius - radius * glwRoundedCorners[i].y);
}
// Draw right rounded side.
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
glColor3f(glwR(bottomColor), glwG(bottomColor), glwB(bottomColor));
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
bottom - radius + radius * glwRoundedCorners[i].y);
glColor3f(glwR(topColor), glwG(topColor), glwB(topColor));
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
top + radius - radius * glwRoundedCorners[i].y);
}
glEnd();
}
If you want draw the border, here is the code.
static void glwDrawRightTopVertexs(float left, float top, float right,
float bottom, float radius) {
int i;
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
top + radius - radius * glwRoundedCorners[i].y);
}
}
static void glwDrawRightBottomVertexs(float left, float top, float right,
float bottom, float radius) {
int i;
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
glVertex2f(right - radius + radius * glwRoundedCorners[i].x,
bottom - radius + radius * glwRoundedCorners[i].y);
}
}
static void glwDrawLeftBottomVertexs(float left, float top, float right,
float bottom, float radius) {
int i;
for (i = GLW_SMALL_ROUNDED_CORNER_SLICES - 1; i >= 0; --i) {
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
bottom - radius + radius * glwRoundedCorners[i].y);
}
}
static void glwDrawLeftTopVertexs(float left, float top, float right,
float bottom, float radius) {
int i;
for (i = 0; i < GLW_SMALL_ROUNDED_CORNER_SLICES; ++i) {
glVertex2f(left + radius - radius * glwRoundedCorners[i].x,
top + radius - radius * glwRoundedCorners[i].y);
}
}
void glwDrawRoundedRectBorder(float x, float y, float width, float height,
float radius, unsigned int color) {
float left = x;
float top = y;
float bottom = y + height - 1;
float right = x + width - 1;
glDisable(GL_TEXTURE_2D);
glColor3f(glwR(color), glwG(color), glwB(color));
glBegin(GL_LINE_LOOP);
glVertex2f(left, top + radius);
glwDrawLeftTopVertexs(left, top, right, bottom, radius);
glVertex2f(left + radius, top);
glVertex2f(right - radius, top);
glwDrawRightTopVertexs(left, top, right, bottom, radius);
glVertex2f(right, top + radius);
glVertex2f(right, bottom - radius);
glwDrawRightBottomVertexs(left, top, right, bottom, radius);
glVertex2f(right - radius, bottom);
glVertex2f(left + radius, bottom);
glwDrawLeftBottomVertexs(left, top, right, bottom, radius);
glVertex2f(left, bottom - radius);
glEnd();
}