Optimize DrawTexturePro and DrawRectanglePro transformations (#1632)
* Optimize DrawTexturePro and DrawRectanglePro transformations - Add check so rotation is only applied if rotation != 0.0f. - Replace matrix usage by calculating the vertex data directly. * Fix error with windows build and trim whitespace
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2f367a905e
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45670fbf2d
83
src/shapes.c
83
src/shapes.c
@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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if (length > 0 && thick > 0)
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if (length > 0 && thick > 0)
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{
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float scale = thick/(2*length);
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Vector2 radius = {-scale*delta.y, scale*delta.x};
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Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
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Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
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{endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
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DrawTriangleStrip(strip, 4, color);
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@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
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{
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const float step = 1.0f/BEZIER_LINE_DIVISIONS;
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Vector2 previous = startPos;
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Vector2 current = { 0 };
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float t = 0.0f;
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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t = step*i;
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float a = powf(1 - t, 2);
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float b = 2*(1 - t)*t;
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float c = powf(t, 2);
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// NOTE: The easing functions aren't suitable here because they don't take a control point
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
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DrawLineEx(previous,current,thick,color);
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previous = current;
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}
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}
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@ -619,31 +619,60 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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{
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if (rlCheckBufferLimit(4)) rlglDraw();
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Vector2 bl = { 0 };
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Vector2 br = { 0 };
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Vector2 tr = { 0 };
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Vector2 tl = { 0 };
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// Only calculate rotation if needed
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if (rotation == 0.0f)
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{
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float x = rec.x - origin.x;
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float y = rec.y - origin.y;
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bl = (Vector2){ x, y };
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br = (Vector2){ x, y + rec.height };
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tr = (Vector2){ x + rec.width, y + rec.height };
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tl = (Vector2){ x + rec.width, y };
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}
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else
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{
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float sinRotation = sinf(rotation * DEG2RAD);
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float cosRotation = cosf(rotation * DEG2RAD);
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float x = rec.x;
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float y = rec.y;
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float dx = -origin.x;
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float dy = -origin.y;
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bl.x = x + dx * cosRotation - (dy + rec.height) * sinRotation;
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bl.y = y + dx * sinRotation + (dy + rec.height) * cosRotation;
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br.x = x + (dx + rec.width) * cosRotation - (dy + rec.height) * sinRotation;
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br.y = y + (dx + rec.width) * sinRotation + (dy + rec.height) * cosRotation;
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tr.x = x + (dx + rec.width) * cosRotation - dy * sinRotation;
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tr.y = y + (dx + rec.width) * sinRotation + dy * cosRotation;
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tl.x = x + dx * cosRotation - dy * sinRotation;
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tl.y = y + dx * sinRotation + dy * cosRotation;
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}
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rlEnableTexture(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlPushMatrix();
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rlTranslatef(rec.x, rec.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlTranslatef(-origin.x, -origin.y, 0.0f);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(bl.x, bl.y);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(br.x, br.y);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(0.0f, 0.0f);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(0.0f, rec.height);
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(rec.width, rec.height);
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(rec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(tr.x, tr.y);
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(tl.x, tl.y);
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rlEnd();
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rlDisableTexture();
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}
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@ -3200,39 +3200,68 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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if (source.width < 0) { flipX = true; source.width *= -1; }
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if (source.height < 0) source.y -= source.height;
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Vector2 bl = { 0 };
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Vector2 br = { 0 };
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Vector2 tr = { 0 };
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Vector2 tl = { 0 };
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// Only calculate rotation if needed
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if (rotation == 0.0f)
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{
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float x = dest.x - origin.x;
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float y = dest.y - origin.y;
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bl = (Vector2){ x, y };
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br = (Vector2){ x, y + dest.height };
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tr = (Vector2){ x + dest.width, y + dest.height };
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tl = (Vector2){ x + dest.width, y };
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}
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else
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{
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float sinRotation = sinf(rotation * DEG2RAD);
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float cosRotation = cosf(rotation * DEG2RAD);
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float x = dest.x;
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float y = dest.y;
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float dx = -origin.x;
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float dy = -origin.y;
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bl.x = x + dx * cosRotation - (dy + dest.height) * sinRotation;
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bl.y = y + dx * sinRotation + (dy + dest.height) * cosRotation;
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br.x = x + (dx + dest.width) * cosRotation - (dy + dest.height) * sinRotation;
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br.y = y + (dx + dest.width) * sinRotation + (dy + dest.height) * cosRotation;
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tr.x = x + (dx + dest.width) * cosRotation - dy * sinRotation;
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tr.y = y + (dx + dest.width) * sinRotation + dy * cosRotation;
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tl.x = x + dx * cosRotation - dy * sinRotation;
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tl.y = y + dx * sinRotation + dy * cosRotation;
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}
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rlEnableTexture(texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlPushMatrix();
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rlTranslatef(dest.x, dest.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlTranslatef(-origin.x, -origin.y, 0.0f);
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// Bottom-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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rlVertex2f(bl.x, bl.y);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-right corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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rlVertex2f(br.x, br.y);
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// Bottom-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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rlVertex2f(0.0f, dest.height);
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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rlVertex2f(dest.width, dest.height);
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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rlVertex2f(dest.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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rlVertex2f(tr.x, tr.y);
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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rlVertex2f(tl.x, tl.y);
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rlEnd();
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rlDisableTexture();
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}
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}
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