Fix 90 degree bug with DrawTexturePro and DrawRectanglePro (#1673)

- The vertices did not map to where I expected causing rotation to be
off by 90 degrees. I reorganized the vertices making it easier to
reason about which fixes this.
- The order for drawing is now topLeft, bottomLeft, bottomRight,
topRight.
This commit is contained in:
Chris 2021-03-23 13:40:26 +00:00 committed by GitHub
parent 71fe0bff95
commit 2532c396ed
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 38 additions and 38 deletions

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@ -619,20 +619,20 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
{
rlCheckRenderBatchLimit(4);
Vector2 topLeft = { 0 };
Vector2 topRight = { 0 };
Vector2 bottomLeft = { 0 };
Vector2 bottomRight = { 0 };
Vector2 topRight = { 0 };
Vector2 topLeft = { 0 };
// Only calculate rotation if needed
if (rotation == 0.0f)
{
float x = rec.x - origin.x;
float y = rec.y - origin.y;
bottomLeft = (Vector2){ x, y };
bottomRight = (Vector2){ x, y + rec.height };
topRight = (Vector2){ x + rec.width, y + rec.height };
topLeft = (Vector2){ x + rec.width, y };
topLeft = (Vector2){ x, y };
topRight = (Vector2){ x + rec.width, y };
bottomLeft = (Vector2){ x, y + rec.height };
bottomRight = (Vector2){ x + rec.width, y + rec.height };
}
else
{
@ -643,17 +643,17 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
float dx = -origin.x;
float dy = -origin.y;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation;
bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation;
bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
}
rlEnableTexture(rlGetShapesTexture().id);
@ -663,16 +663,16 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(bottomLeft.x, bottomLeft.y);
rlVertex2f(topLeft.x, topLeft.y);
rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(bottomRight.x, bottomRight.y);
rlVertex2f(bottomLeft.x, bottomLeft.y);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
rlVertex2f(topRight.x, topRight.y);
rlVertex2f(bottomRight.x, bottomRight.y);
rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
rlVertex2f(topLeft.x, topLeft.y);
rlVertex2f(topRight.x, topRight.y);
rlEnd();
rlDisableTexture();