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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.
pull/1674/head
Chris hace 3 años
cometido por GitHub
padre
commit
2532c396ed
No se encontró ninguna clave conocida en la base de datos para esta firma ID de clave GPG: 4AEE18F83AFDEB23
Se han modificado 2 ficheros con 37 adiciones y 37 borrados
  1. +16
    -16
      src/shapes.c
  2. +21
    -21
      src/textures.c

+ 16
- 16
src/shapes.c Ver fichero

@ -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();

+ 21
- 21
src/textures.c Ver fichero

@ -3206,20 +3206,20 @@ 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;
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 = dest.x - origin.x;
float y = dest.y - origin.y;
bottomLeft = (Vector2){ x, y };
bottomRight = (Vector2){ x, y + dest.height };
topRight = (Vector2){ x + dest.width, y + dest.height };
topLeft = (Vector2){ x + dest.width, y };
topLeft = (Vector2){ x, y };
topRight = (Vector2){ x + dest.width, y };
bottomLeft = (Vector2){ x, y + dest.height };
bottomRight = (Vector2){ x + dest.width, y + dest.height };
}
else
{
@ -3230,17 +3230,17 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
float dx = -origin.x;
float dy = -origin.y;
bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + dest.height)*cosRotation;
bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height) *sinRotation;
bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
topRight.x = x + (dx + dest.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + dest.width)*sinRotation + dy*cosRotation;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + dest.height)*cosRotation;
bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height)*sinRotation;
bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
}
rlEnableTexture(texture.id);
@ -3249,25 +3249,25 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
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
// Top-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(bottomLeft.x, bottomLeft.y);
rlVertex2f(topLeft.x, topLeft.y);
// Bottom-right corner for texture and quad
// Bottom-left 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(bottomRight.x, bottomRight.y);
rlVertex2f(bottomLeft.x, bottomLeft.y);
// Top-right corner for texture and quad
// Bottom-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(topRight.x, topRight.y);
rlVertex2f(bottomRight.x, bottomRight.y);
// Top-left corner for texture and quad
// Top-right 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(topLeft.x, topLeft.y);
rlVertex2f(topRight.x, topRight.y);
rlEnd();
rlDisableTexture();

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