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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Ray 2021-03-24 00:25:53 +01:00
parent 60bfee4a7d
commit c2bc3d22a1

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