diff --git a/src/shapes.c b/src/shapes.c index 3e6b9d7d..c6b746e2 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y}; float length = sqrtf(delta.x*delta.x + delta.y*delta.y); - if (length > 0 && thick > 0) + if (length > 0 && thick > 0) { float scale = thick/(2*length); Vector2 radius = {-scale*delta.y, scale*delta.x}; - Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y}, + Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y}, {endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}}; DrawTriangleStrip(strip, 4, color); @@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) { const float step = 1.0f/BEZIER_LINE_DIVISIONS; - + Vector2 previous = startPos; Vector2 current = { 0 }; float t = 0.0f; - + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) { t = step*i; float a = powf(1 - t, 2); float b = 2*(1 - t)*t; float c = powf(t, 2); - + // NOTE: The easing functions aren't suitable here because they don't take a control point current.y = a*startPos.y + b*controlPos.y + c*endPos.y; current.x = a*startPos.x + b*controlPos.x + c*endPos.x; - + DrawLineEx(previous,current,thick,color); - + previous = current; } } @@ -619,31 +619,60 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color { if (rlCheckBufferLimit(4)) rlglDraw(); + Vector2 bl = { 0 }; + Vector2 br = { 0 }; + Vector2 tr = { 0 }; + Vector2 tl = { 0 }; + + // Only calculate rotation if needed + if (rotation == 0.0f) + { + float x = rec.x - origin.x; + float y = rec.y - origin.y; + bl = (Vector2){ x, y }; + br = (Vector2){ x, y + rec.height }; + tr = (Vector2){ x + rec.width, y + rec.height }; + tl = (Vector2){ x + rec.width, y }; + } + else + { + float sinRotation = sinf(rotation * DEG2RAD); + float cosRotation = cosf(rotation * DEG2RAD); + float x = rec.x; + float y = rec.y; + float dx = -origin.x; + float dy = -origin.y; + + bl.x = x + dx * cosRotation - (dy + rec.height) * sinRotation; + bl.y = y + dx * sinRotation + (dy + rec.height) * cosRotation; + + br.x = x + (dx + rec.width) * cosRotation - (dy + rec.height) * sinRotation; + br.y = y + (dx + rec.width) * sinRotation + (dy + rec.height) * cosRotation; + + tr.x = x + (dx + rec.width) * cosRotation - dy * sinRotation; + tr.y = y + (dx + rec.width) * sinRotation + dy * cosRotation; + + tl.x = x + dx * cosRotation - dy * sinRotation; + tl.y = y + dx * sinRotation + dy * cosRotation; + } + rlEnableTexture(GetShapesTexture().id); + rlBegin(RL_QUADS); + rlNormal3f(0.0f, 0.0f, 1.0f); + rlColor4ub(color.r, color.g, color.b, color.a); - rlPushMatrix(); - rlTranslatef(rec.x, rec.y, 0.0f); - rlRotatef(rotation, 0.0f, 0.0f, 1.0f); - rlTranslatef(-origin.x, -origin.y, 0.0f); + rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); + rlVertex2f(bl.x, bl.y); - rlBegin(RL_QUADS); - rlNormal3f(0.0f, 0.0f, 1.0f); - rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); + rlVertex2f(br.x, br.y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(0.0f, 0.0f); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(0.0f, rec.height); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(rec.width, rec.height); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(rec.width, 0.0f); - rlEnd(); - rlPopMatrix(); + rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); + rlVertex2f(tr.x, tr.y); + rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); + rlVertex2f(tl.x, tl.y); + rlEnd(); rlDisableTexture(); } diff --git a/src/textures.c b/src/textures.c index ddcecf73..ccab3bef 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3200,39 +3200,68 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 if (source.width < 0) { flipX = true; source.width *= -1; } if (source.height < 0) source.y -= source.height; + Vector2 bl = { 0 }; + Vector2 br = { 0 }; + Vector2 tr = { 0 }; + Vector2 tl = { 0 }; + + // Only calculate rotation if needed + if (rotation == 0.0f) + { + float x = dest.x - origin.x; + float y = dest.y - origin.y; + bl = (Vector2){ x, y }; + br = (Vector2){ x, y + dest.height }; + tr = (Vector2){ x + dest.width, y + dest.height }; + tl = (Vector2){ x + dest.width, y }; + } + else + { + float sinRotation = sinf(rotation * DEG2RAD); + float cosRotation = cosf(rotation * DEG2RAD); + float x = dest.x; + float y = dest.y; + float dx = -origin.x; + float dy = -origin.y; + + bl.x = x + dx * cosRotation - (dy + dest.height) * sinRotation; + bl.y = y + dx * sinRotation + (dy + dest.height) * cosRotation; + + br.x = x + (dx + dest.width) * cosRotation - (dy + dest.height) * sinRotation; + br.y = y + (dx + dest.width) * sinRotation + (dy + dest.height) * cosRotation; + + tr.x = x + (dx + dest.width) * cosRotation - dy * sinRotation; + tr.y = y + (dx + dest.width) * sinRotation + dy * cosRotation; + + tl.x = x + dx * cosRotation - dy * sinRotation; + tl.y = y + dx * sinRotation + dy * cosRotation; + } + rlEnableTexture(texture.id); + rlBegin(RL_QUADS); + rlColor4ub(tint.r, tint.g, tint.b, tint.a); + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer - rlPushMatrix(); - rlTranslatef(dest.x, dest.y, 0.0f); - rlRotatef(rotation, 0.0f, 0.0f, 1.0f); - rlTranslatef(-origin.x, -origin.y, 0.0f); + // Bottom-left corner for texture and quad + if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height); + else rlTexCoord2f(source.x/width, source.y/height); + rlVertex2f(bl.x, bl.y); - rlBegin(RL_QUADS); - rlColor4ub(tint.r, tint.g, tint.b, tint.a); - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer + // Bottom-right corner for texture and quad + if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height); + else rlTexCoord2f(source.x/width, (source.y + source.height)/height); + rlVertex2f(br.x, br.y); - // Bottom-left corner for texture and quad - if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height); - else rlTexCoord2f(source.x/width, source.y/height); - rlVertex2f(0.0f, 0.0f); - - // Bottom-right corner for texture and quad - if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height); - else rlTexCoord2f(source.x/width, (source.y + source.height)/height); - rlVertex2f(0.0f, dest.height); - - // Top-right corner for texture and quad - if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height); - else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height); - rlVertex2f(dest.width, dest.height); - - // Top-left corner for texture and quad - if (flipX) rlTexCoord2f(source.x/width, source.y/height); - else rlTexCoord2f((source.x + source.width)/width, source.y/height); - rlVertex2f(dest.width, 0.0f); - rlEnd(); - rlPopMatrix(); + // Top-right corner for texture and quad + if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height); + else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height); + rlVertex2f(tr.x, tr.y); + // Top-left corner for texture and quad + if (flipX) rlTexCoord2f(source.x/width, source.y/height); + else rlTexCoord2f((source.x + source.width)/width, source.y/height); + rlVertex2f(tl.x, tl.y); + rlEnd(); rlDisableTexture(); } }