From 953df38ac47e7e05a8f7b5eef12990aa07522af8 Mon Sep 17 00:00:00 2001 From: smalltimewizard <83366732+smalltimewizard@users.noreply.github.com> Date: Sun, 30 Jun 2024 05:09:21 -0400 Subject: [PATCH] [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 --- src/rmodels.c | 52 ++++++++++++++++++++++++++++----------------------- 1 file changed, 29 insertions(+), 23 deletions(-) diff --git a/src/rmodels.c b/src/rmodels.c index 432413cd0fd9..6de27021e007 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();