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-rw-r--r--src/shapes.c79
-rw-r--r--src/textures.c89
2 files changed, 113 insertions, 55 deletions
diff --git a/src/shapes.c b/src/shapes.c
index 3e6b9d7d..c6b746e2 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -119,11 +119,11 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
- if (length > 0 && thick > 0)
+ if (length > 0 && thick > 0)
{
float scale = thick/(2*length);
Vector2 radius = {-scale*delta.y, scale*delta.x};
- Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
+ Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
{endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
DrawTriangleStrip(strip, 4, color);
@@ -157,24 +157,24 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
{
const float step = 1.0f/BEZIER_LINE_DIVISIONS;
-
+
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
-
+
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1 - t, 2);
float b = 2*(1 - t)*t;
float c = powf(t, 2);
-
+
// NOTE: The easing functions aren't suitable here because they don't take a control point
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
-
+
DrawLineEx(previous,current,thick,color);
-
+
previous = current;
}
}
@@ -619,31 +619,60 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
{
if (rlCheckBufferLimit(4)) rlglDraw();
- rlEnableTexture(GetShapesTexture().id);
+ Vector2 bl = { 0 };
+ Vector2 br = { 0 };
+ Vector2 tr = { 0 };
+ Vector2 tl = { 0 };
- rlPushMatrix();
- rlTranslatef(rec.x, rec.y, 0.0f);
- rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
- rlTranslatef(-origin.x, -origin.y, 0.0f);
+ // Only calculate rotation if needed
+ if (rotation == 0.0f)
+ {
+ float x = rec.x - origin.x;
+ float y = rec.y - origin.y;
+ bl = (Vector2){ x, y };
+ br = (Vector2){ x, y + rec.height };
+ tr = (Vector2){ x + rec.width, y + rec.height };
+ tl = (Vector2){ x + rec.width, y };
+ }
+ else
+ {
+ float sinRotation = sinf(rotation * DEG2RAD);
+ float cosRotation = cosf(rotation * DEG2RAD);
+ float x = rec.x;
+ float y = rec.y;
+ float dx = -origin.x;
+ float dy = -origin.y;
- rlBegin(RL_QUADS);
- rlNormal3f(0.0f, 0.0f, 1.0f);
- rlColor4ub(color.r, color.g, color.b, color.a);
+ bl.x = x + dx * cosRotation - (dy + rec.height) * sinRotation;
+ bl.y = y + dx * sinRotation + (dy + rec.height) * cosRotation;
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0.0f, 0.0f);
+ br.x = x + (dx + rec.width) * cosRotation - (dy + rec.height) * sinRotation;
+ br.y = y + (dx + rec.width) * sinRotation + (dy + rec.height) * cosRotation;
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(0.0f, rec.height);
+ tr.x = x + (dx + rec.width) * cosRotation - dy * sinRotation;
+ tr.y = y + (dx + rec.width) * sinRotation + dy * cosRotation;
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(rec.width, rec.height);
+ tl.x = x + dx * cosRotation - dy * sinRotation;
+ tl.y = y + dx * sinRotation + dy * cosRotation;
+ }
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(rec.width, 0.0f);
- rlEnd();
- rlPopMatrix();
+ rlEnableTexture(GetShapesTexture().id);
+ rlBegin(RL_QUADS);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlVertex2f(bl.x, bl.y);
+
+ rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlVertex2f(br.x, br.y);
+
+ rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlVertex2f(tr.x, tr.y);
+
+ rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlVertex2f(tl.x, tl.y);
+ rlEnd();
rlDisableTexture();
}
diff --git a/src/textures.c b/src/textures.c
index ddcecf73..ccab3bef 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3200,39 +3200,68 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
if (source.width < 0) { flipX = true; source.width *= -1; }
if (source.height < 0) source.y -= source.height;
- rlEnableTexture(texture.id);
+ Vector2 bl = { 0 };
+ Vector2 br = { 0 };
+ Vector2 tr = { 0 };
+ Vector2 tl = { 0 };
- rlPushMatrix();
- rlTranslatef(dest.x, dest.y, 0.0f);
- rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
- rlTranslatef(-origin.x, -origin.y, 0.0f);
+ // Only calculate rotation if needed
+ if (rotation == 0.0f)
+ {
+ float x = dest.x - origin.x;
+ float y = dest.y - origin.y;
+ bl = (Vector2){ x, y };
+ br = (Vector2){ x, y + dest.height };
+ tr = (Vector2){ x + dest.width, y + dest.height };
+ tl = (Vector2){ x + dest.width, y };
+ }
+ else
+ {
+ float sinRotation = sinf(rotation * DEG2RAD);
+ float cosRotation = cosf(rotation * DEG2RAD);
+ float x = dest.x;
+ float y = dest.y;
+ float dx = -origin.x;
+ float dy = -origin.y;
- rlBegin(RL_QUADS);
- rlColor4ub(tint.r, tint.g, tint.b, tint.a);
- rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
-
- // Bottom-left corner for texture and quad
- if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
- else rlTexCoord2f(source.x/width, source.y/height);
- rlVertex2f(0.0f, 0.0f);
-
- // Bottom-right corner for texture and quad
- if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
- else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
- rlVertex2f(0.0f, dest.height);
-
- // Top-right corner for texture and quad
- if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
- else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
- rlVertex2f(dest.width, dest.height);
-
- // Top-left corner for texture and quad
- if (flipX) rlTexCoord2f(source.x/width, source.y/height);
- else rlTexCoord2f((source.x + source.width)/width, source.y/height);
- rlVertex2f(dest.width, 0.0f);
- rlEnd();
- rlPopMatrix();
+ bl.x = x + dx * cosRotation - (dy + dest.height) * sinRotation;
+ bl.y = y + dx * sinRotation + (dy + dest.height) * cosRotation;
+
+ br.x = x + (dx + dest.width) * cosRotation - (dy + dest.height) * sinRotation;
+ br.y = y + (dx + dest.width) * sinRotation + (dy + dest.height) * cosRotation;
+ tr.x = x + (dx + dest.width) * cosRotation - dy * sinRotation;
+ tr.y = y + (dx + dest.width) * sinRotation + dy * cosRotation;
+
+ tl.x = x + dx * cosRotation - dy * sinRotation;
+ tl.y = y + dx * sinRotation + dy * cosRotation;
+ }
+
+ rlEnableTexture(texture.id);
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+ rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
+
+ // Bottom-left corner for texture and quad
+ if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
+ else rlTexCoord2f(source.x/width, source.y/height);
+ rlVertex2f(bl.x, bl.y);
+
+ // Bottom-right corner for texture and quad
+ if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
+ else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
+ rlVertex2f(br.x, br.y);
+
+ // Top-right corner for texture and quad
+ if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
+ else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
+ rlVertex2f(tr.x, tr.y);
+
+ // Top-left corner for texture and quad
+ if (flipX) rlTexCoord2f(source.x/width, source.y/height);
+ else rlTexCoord2f((source.x + source.width)/width, source.y/height);
+ rlVertex2f(tl.x, tl.y);
+ rlEnd();
rlDisableTexture();
}
}