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.
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71fe0bff95
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2 changed files with 38 additions and 38 deletions
32
src/shapes.c
32
src/shapes.c
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@ -619,20 +619,20 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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{
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rlCheckRenderBatchLimit(4);
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Vector2 topLeft = { 0 };
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Vector2 topRight = { 0 };
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Vector2 bottomLeft = { 0 };
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Vector2 bottomRight = { 0 };
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Vector2 topRight = { 0 };
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Vector2 topLeft = { 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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bottomLeft = (Vector2){ x, y };
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bottomRight = (Vector2){ x, y + rec.height };
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topRight = (Vector2){ x + rec.width, y + rec.height };
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topLeft = (Vector2){ x + rec.width, y };
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topLeft = (Vector2){ x, y };
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topRight = (Vector2){ x + rec.width, y };
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bottomLeft = (Vector2){ x, y + rec.height };
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bottomRight = (Vector2){ x + rec.width, y + rec.height };
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}
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else
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{
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@ -643,17 +643,17 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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float dx = -origin.x;
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float dy = -origin.y;
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topLeft.x = x + dx*cosRotation - dy*sinRotation;
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topLeft.y = y + dx*sinRotation + dy*cosRotation;
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topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
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topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
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bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation;
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bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation;
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bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation;
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bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
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topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
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topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
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topLeft.x = x + dx*cosRotation - dy*sinRotation;
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topLeft.y = y + dx*sinRotation + dy*cosRotation;
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}
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rlEnableTexture(rlGetShapesTexture().id);
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@ -663,16 +663,16 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlVertex2f(topLeft.x, topLeft.y);
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rlTexCoord2f(rlGetShapesTextureRec().x/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, (rlGetShapesTextureRec().y + rlGetShapesTextureRec().height)/rlGetShapesTexture().height);
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rlVertex2f(topRight.x, topRight.y);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlTexCoord2f((rlGetShapesTextureRec().x + rlGetShapesTextureRec().width)/rlGetShapesTexture().width, rlGetShapesTextureRec().y/rlGetShapesTexture().height);
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rlVertex2f(topLeft.x, topLeft.y);
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rlVertex2f(topRight.x, topRight.y);
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rlEnd();
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rlDisableTexture();
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