REVIEWED: DrawRectangleRounded() performance #1523
Function analyzed using RenderDoc. It's a complex function and could require many triangles for the corners but it seems overall it's quite optimized!
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src/shapes.c
76
src/shapes.c
@ -793,27 +793,29 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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float stepLength = 90.0f/(float)segments;
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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* ____________________
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* /| |\
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* /1| 2 |3\
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*P7 /__|____________________|__\ P2
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* | |P8 P9| |
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* | 8 | 9 | 4 |
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* | __|____________________|__ |
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*P6 \ |P11 P10| / P3
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* \7| 6 |5/
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* \|____________________|/
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* P5 P4
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*/
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/*
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* Quick sketch to make sense of all of this
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* (there are 9 parts to draw, also mark the 12 points we'll use below)
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*
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* P0____________________P1
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* /| |\
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* /1| 2 |3\
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* P7 /__|____________________|__\ P2
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* | |P8 P9| |
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* | 8 | 9 | 4 |
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* | __|____________________|__ |
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* P6 \ |P11 P10| / P3
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* \7| 6 |5/
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* \|____________________|/
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* P5 P4
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*/
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const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
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{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
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{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
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// Coordinates of the 12 points that define the rounded rect
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const Vector2 point[12] = {
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{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
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{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
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};
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@ -831,6 +833,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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// NOTE: Every QUAD actually represents two segments
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for (int i = 0; i < segments/2; i++)
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{
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@ -845,6 +848,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
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angle += (stepLength*2);
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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if (segments%2)
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{
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@ -921,6 +925,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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@ -1014,22 +1019,20 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
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float stepLength = 90.0f/(float)segments;
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const float outerRadius = radius + (float)lineThick, innerRadius = radius;
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/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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* ====================
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* // P8 P9 \\
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* // \\
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*P7 // P15 P10 \\ P2
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* || *P16 P17* ||
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* || ||
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* || P14 P11 ||
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*P6 \\ *P19 P18* // P3
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* \\ //
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* \\ P13 P12 //
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* ====================
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* P5 P4
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*/
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/*
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* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
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* P0 ================== P1
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* // P8 P9 \\
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* // \\
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* P7 // P15 P10 \\ P2
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* || *P16 P17* ||
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* || ||
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* || P14 P11 ||
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* P6 \\ *P19 P18* // P3
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* \\ //
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* \\ P13 P12 //
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* P5 ================== P4
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*/
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const Vector2 point[16] = {
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{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
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{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
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@ -1055,6 +1058,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
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rlEnableTexture(rlGetShapesTexture().id);
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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