Parcourir la source

Reviewed latest PR: formatting and some comments

pull/1657/head
Ray il y a 4 ans
Parent
révision
e28f754fbe
2 fichiers modifiés avec 90 ajouts et 46 suppressions
  1. +24
    -22
      src/shapes.c
  2. +66
    -24
      src/textures.c

+ 24
- 22
src/shapes.c Voir le fichier

@ -619,59 +619,61 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
{
if (rlCheckBufferLimit(4)) rlglDraw();
Vector2 bl = { 0 };
Vector2 br = { 0 };
Vector2 tr = { 0 };
Vector2 tl = { 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;
bl = (Vector2){ x, y };
br = (Vector2){ x, y + rec.height };
tr = (Vector2){ x + rec.width, y + rec.height };
tl = (Vector2){ x + rec.width, 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 };
}
else
{
float sinRotation = sinf(rotation * DEG2RAD);
float cosRotation = cosf(rotation * DEG2RAD);
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;
bl.x = x + dx * cosRotation - (dy + rec.height) * sinRotation;
bl.y = y + dx * sinRotation + (dy + rec.height) * cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation;
br.x = x + (dx + rec.width) * cosRotation - (dy + rec.height) * sinRotation;
br.y = y + (dx + rec.width) * 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;
tr.x = x + (dx + rec.width) * cosRotation - dy * sinRotation;
tr.y = y + (dx + rec.width) * sinRotation + dy * cosRotation;
topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
tl.x = x + dx * cosRotation - dy * sinRotation;
tl.y = y + dx * sinRotation + dy * cosRotation;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
}
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);
rlVertex2f(bottomLeft.x, bottomLeft.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(br.x, br.y);
rlVertex2f(bottomRight.x, bottomRight.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(tr.x, tr.y);
rlVertex2f(topRight.x, topRight.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(tl.x, tl.y);
rlVertex2f(topLeft.x, topLeft.y);
rlEnd();
rlDisableTexture();
}

+ 66
- 24
src/textures.c Voir le fichier

@ -703,7 +703,7 @@ Image GenImageCellular(int width, int height, int tileSize)
int seedsPerRow = width/tileSize;
int seedsPerCol = height/tileSize;
int seedsCount = seedsPerRow * seedsPerCol;
int seedsCount = seedsPerRow*seedsPerCol;
Vector2 *seeds = (Vector2 *)RL_MALLOC(seedsCount*sizeof(Vector2));
@ -1811,7 +1811,7 @@ void ImageColorTint(Image *image, Color color)
{
for (int x = 0; x < image->width; x++)
{
int index = y * image->width + x;
int index = y*image->width + x;
unsigned char r = (unsigned char)(((float)pixels[index].r/255*cR)*255.0f);
unsigned char g = (unsigned char)(((float)pixels[index].g/255*cG)*255.0f);
unsigned char b = (unsigned char)(((float)pixels[index].b/255*cB)*255.0f);
@ -3200,69 +3200,111 @@ 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 bl = { 0 };
Vector2 br = { 0 };
Vector2 tr = { 0 };
Vector2 tl = { 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;
bl = (Vector2){ x, y };
br = (Vector2){ x, y + dest.height };
tr = (Vector2){ x + dest.width, y + dest.height };
tl = (Vector2){ x + dest.width, 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 };
}
else
{
float sinRotation = sinf(rotation * DEG2RAD);
float cosRotation = cosf(rotation * DEG2RAD);
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;
bl.x = x + dx * cosRotation - (dy + dest.height) * sinRotation;
bl.y = y + dx * sinRotation + (dy + dest.height) * cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
bottomLeft.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;
bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height) *sinRotation;
bottomRight.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;
topRight.x = x + (dx + dest.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + dest.width)*sinRotation + dy*cosRotation;
tl.x = x + dx * cosRotation - dy * sinRotation;
tl.y = y + dx * sinRotation + dy * cosRotation;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.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);
rlVertex2f(bottomLeft.x, bottomLeft.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);
rlVertex2f(bottomRight.x, bottomRight.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);
rlVertex2f(topRight.x, topRight.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);
rlVertex2f(topLeft.x, topLeft.y);
rlEnd();
rlDisableTexture();
// NOTE: Vertex position can be transformed using matrices
// but the process is way more costly than just calculating
// the vertex positions manually, like done above.
// I leave here the old implementation for educational pourposes,
// just in case someone wants to do some performance test
/*
rlEnableTexture(texture.id);
rlPushMatrix();
rlTranslatef(dest.x, dest.y, 0.0f);
if (rotation != 0.0f) rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);
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();
rlDisableTexture();
*/
}
}

||||||
x
 
000:0
Chargement…
Annuler
Enregistrer