Optimize DrawTexturePro and DrawRectanglePro transformations (#1632)
* Optimize DrawTexturePro and DrawRectanglePro transformations - Add check so rotation is only applied if rotation != 0.0f. - Replace matrix usage by calculating the vertex data directly. * Fix error with windows build and trim whitespace
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2 changed files with 113 additions and 55 deletions
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@ -3200,39 +3200,68 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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if (source.width < 0) { flipX = true; source.width *= -1; }
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if (source.height < 0) source.y -= source.height;
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Vector2 bl = { 0 };
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Vector2 br = { 0 };
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Vector2 tr = { 0 };
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Vector2 tl = { 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 = dest.x - origin.x;
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float y = dest.y - origin.y;
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bl = (Vector2){ x, y };
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br = (Vector2){ x, y + dest.height };
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tr = (Vector2){ x + dest.width, y + dest.height };
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tl = (Vector2){ x + dest.width, y };
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}
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else
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{
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float sinRotation = sinf(rotation * DEG2RAD);
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float cosRotation = cosf(rotation * DEG2RAD);
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float x = dest.x;
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float y = dest.y;
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float dx = -origin.x;
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float dy = -origin.y;
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bl.x = x + dx * cosRotation - (dy + dest.height) * sinRotation;
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bl.y = y + dx * sinRotation + (dy + dest.height) * cosRotation;
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br.x = x + (dx + dest.width) * cosRotation - (dy + dest.height) * sinRotation;
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br.y = y + (dx + dest.width) * sinRotation + (dy + dest.height) * cosRotation;
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tr.x = x + (dx + dest.width) * cosRotation - dy * sinRotation;
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tr.y = y + (dx + dest.width) * sinRotation + dy * cosRotation;
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tl.x = x + dx * cosRotation - dy * sinRotation;
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tl.y = y + dx * sinRotation + dy * cosRotation;
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}
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rlEnableTexture(texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlPushMatrix();
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rlTranslatef(dest.x, dest.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlTranslatef(-origin.x, -origin.y, 0.0f);
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// Bottom-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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rlVertex2f(bl.x, bl.y);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-right corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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rlVertex2f(br.x, br.y);
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// Bottom-left corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
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else rlTexCoord2f(source.x/width, source.y/height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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rlVertex2f(0.0f, dest.height);
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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rlVertex2f(dest.width, dest.height);
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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rlVertex2f(dest.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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// Top-right corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
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else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
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rlVertex2f(tr.x, tr.y);
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// Top-left corner for texture and quad
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if (flipX) rlTexCoord2f(source.x/width, source.y/height);
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else rlTexCoord2f((source.x + source.width)/width, source.y/height);
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rlVertex2f(tl.x, tl.y);
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rlEnd();
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rlDisableTexture();
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}
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}
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