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authorChris <[email protected]>2021-03-23 13:40:26 +0000
committerGitHub <[email protected]>2021-03-23 14:40:26 +0100
commit2532c396edf08c997588c4fe2d8ddebaf224508b (patch)
treec427178a0e2a49d6d808f2e49fb0f50c6ad9f8de /src/shapes.c
parent71fe0bff95108fc905c3bcf5da3d95a09ce824ae (diff)
downloadraylib-2532c396edf08c997588c4fe2d8ddebaf224508b.tar.gz
raylib-2532c396edf08c997588c4fe2d8ddebaf224508b.zip
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.
Diffstat (limited to 'src/shapes.c')
-rw-r--r--src/shapes.c32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 0c580172..71287f52 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -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();