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| author | smalltimewizard <[email protected]> | 2024-06-30 05:09:21 -0400 |
|---|---|---|
| committer | GitHub <[email protected]> | 2024-06-30 11:09:21 +0200 |
| commit | 953df38ac47e7e05a8f7b5eef12990aa07522af8 (patch) | |
| tree | 7ccb1fbc8b53e4b268fe762c3ffe68ffe5df1392 /src | |
| parent | d8214c916e6b80188cb8f9b18e11f50767b165b8 (diff) | |
| download | raylib-953df38ac47e7e05a8f7b5eef12990aa07522af8.tar.gz raylib-953df38ac47e7e05a8f7b5eef12990aa07522af8.zip | |
[rmodels] `DrawSphereEx()` optimization (#4106)
* Optimize DrawSphereEx()
Precalculates sin/cos to eliminate unnecessary calls.
* Formatting correction to previous commit
* Bugfix to optimized DrawSphereEx()
OBO error -- added 1 additional precalculated cos/sin value to each array to complete the 360-degree wraparound. Technically the value of these last elements will always be the same as the first element due to 360-degree wraparound, but this is the simplest solution.
* Corrected missing free()
* Formatting correction
* New DrawSphereEx() algorithm
Diffstat (limited to 'src')
| -rw-r--r-- | src/rmodels.c | 52 |
1 files changed, 29 insertions, 23 deletions
diff --git a/src/rmodels.c b/src/rmodels.c index 432413cd..6de27021 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -432,30 +432,36 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < (rings + 2); i++) - { - for (int j = 0; j < slices; j++) - { - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices))); - - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices))); - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i))), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); - rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)), - sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))), - cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices))); + float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels + float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians + + float cosring = cosf(ringangle); + float sinring = sinf(ringangle); + float cosslice = cosf(sliceangle); + float sinslice = sinf(sliceangle); + + Vector3 vertices[4]; // Store face vertices + vertices[2] = (Vector3){0,1,0}; + vertices[3] = (Vector3){sinring, cosring, 0}; + + for (int i = 0; i < rings + 1; i++) { + for (int j = 0; j < slices; j++) { + vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face + vertices[1] = vertices[3]; + vertices[2] = (Vector3){cosslice*vertices[2].x - sinslice*vertices[2].z, vertices[2].y, sinslice*vertices[2].x + cosslice*vertices[2].z}; // Rotation matrix around y axis + vertices[3] = (Vector3){cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z}; + + rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); + rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); + rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z); + + rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z); + rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z); + rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z); } + + vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring + vertices[3] = (Vector3){cosring*vertices[3].x + sinring*vertices[3].y, -sinring*vertices[3].x + cosring*vertices[3].y, vertices[3].z}; // Rotation matrix around z axis } rlEnd(); rlPopMatrix(); |
