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authorRay <[email protected]>2021-03-24 00:25:53 +0100
committerRay <[email protected]>2021-03-24 00:25:53 +0100
commitc2bc3d22a15d3a05084b9ab9706ba1f43a25be6d (patch)
treefe3a3c6f44555083b49bd332e28384aad4baae17 /src/shapes.c
parent60bfee4a7d94bd28490190d7fa0c3a8a344021a5 (diff)
downloadraylib-c2bc3d22a15d3a05084b9ab9706ba1f43a25be6d.tar.gz
raylib-c2bc3d22a15d3a05084b9ab9706ba1f43a25be6d.zip
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!
Diffstat (limited to 'src/shapes.c')
-rw-r--r--src/shapes.c78
1 files changed, 41 insertions, 37 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 71287f52..b615f78a 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -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
- */
-
- 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
+ /*
+ * 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
+ */
+
+ // 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
{