Reviewed latest PR: formatting and some comments
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2 changed files with 90 additions and 46 deletions
42
src/shapes.c
42
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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if (rlCheckBufferLimit(4)) rlglDraw();
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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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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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bl = (Vector2){ x, y };
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br = (Vector2){ x, y + rec.height };
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tr = (Vector2){ x + rec.width, y + rec.height };
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tl = (Vector2){ x + rec.width, 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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}
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else
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{
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@ -643,35 +643,37 @@ 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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bl.x = x + dx * cosRotation - (dy + rec.height) * sinRotation;
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bl.y = y + dx * sinRotation + (dy + rec.height) * 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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br.x = x + (dx + rec.width) * cosRotation - (dy + rec.height) * sinRotation;
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br.y = y + (dx + rec.width) * 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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tr.x = x + (dx + rec.width) * cosRotation - dy * sinRotation;
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tr.y = y + (dx + rec.width) * 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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tl.x = x + dx * cosRotation - dy * sinRotation;
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tl.y = y + dx * 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(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(bl.x, bl.y);
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rlVertex2f(bottomLeft.x, bottomLeft.y);
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rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(br.x, br.y);
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rlVertex2f(bottomRight.x, bottomRight.y);
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
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rlVertex2f(tr.x, tr.y);
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rlVertex2f(topRight.x, topRight.y);
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rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
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rlVertex2f(tl.x, tl.y);
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rlVertex2f(topLeft.x, topLeft.y);
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rlEnd();
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rlDisableTexture();
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}
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@ -3200,20 +3200,20 @@ 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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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 = 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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bottomLeft = (Vector2){ x, y };
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bottomRight = (Vector2){ x, y + dest.height };
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topRight = (Vector2){ x + dest.width, y + dest.height };
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topLeft = (Vector2){ x + dest.width, y };
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}
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else
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{
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@ -3224,20 +3224,60 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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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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bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
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bottomLeft.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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bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height) *sinRotation;
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bottomRight.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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topRight.x = x + (dx + dest.width)*cosRotation - dy*sinRotation;
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topRight.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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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(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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// 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(bottomLeft.x, bottomLeft.y);
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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(bottomRight.x, bottomRight.y);
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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(topRight.x, topRight.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(topLeft.x, topLeft.y);
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rlEnd();
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rlDisableTexture();
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// NOTE: Vertex position can be transformed using matrices
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// but the process is way more costly than just calculating
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// the vertex positions manually, like done above.
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// I leave here the old implementation for educational pourposes,
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// just in case someone wants to do some performance test
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/*
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(dest.x, dest.y, 0.0f);
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if (rotation != 0.0f) rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlTranslatef(-origin.x, -origin.y, 0.0f);
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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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@ -3245,24 +3285,26 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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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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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(br.x, br.y);
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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(tr.x, tr.y);
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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(tl.x, tl.y);
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rlVertex2f(dest.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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*/
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}
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}
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