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[rmodels] DrawSphereWires(), code optimization (#6000)
* Fix DrawSphereWires (Less aggressively) Summary: - Eliminated some redundancies - Fixed a bug(?) where the sphere would have 1 more "ring" (latitude division) than expected - Fixed a bug where the top ring was double-covered - Added comments denoting which code draws which lines * DrawSphereWires + DrawSphereEx parity Summary: - Replaced DrawSphereWires algorithm with one based on the much faster algorithm from DrawSphereEx - Fixed +1 ring quirk on DrawSphereEx to match the change made to DrawSphereWires
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@@ -488,7 +488,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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float ringangle = DEG2RAD*(180.0f/(rings + 1)); // Angle between latitudinal parallels
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float ringangle = DEG2RAD*(180.0f/rings); // Angle between latitudinal parallels
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float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians
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float cosring = cosf(ringangle);
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@@ -500,7 +500,7 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
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vertices[2] = (Vector3){ 0, 1, 0 };
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vertices[3] = (Vector3){ sinring, cosring, 0 };
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for (int i = 0; i < rings + 1; i++)
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for (int i = 0; i < rings; i++)
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{
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for (int j = 0; j < slices; j++)
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{
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@@ -542,31 +542,42 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < (rings + 2); i++)
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float ringangle = DEG2RAD*(180.0f/rings); // Angle between latitudinal parallels
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float sliceangle = DEG2RAD*(360.0f/slices); // Angle between longitudinal meridians
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float cosring = cosf(ringangle);
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float sinring = sinf(ringangle);
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float cosslice = cosf(sliceangle);
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float sinslice = sinf(sliceangle);
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Vector3 vertices[4] = { 0 }; // Required to store face vertices
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vertices[2] = (Vector3){ 0, 1, 0 };
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vertices[3] = (Vector3){ sinring, cosring, 0 };
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for (int i = 0; i < rings; i++)
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{
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for (int j = 0; j < slices; j++)
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{
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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vertices[0] = vertices[2]; // Rotate around y axis to set up vertices for next face
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vertices[1] = vertices[3];
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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
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vertices[3] = (Vector3){ cosslice*vertices[3].x - sinslice*vertices[3].z, vertices[3].y, sinslice*vertices[3].x + cosslice*vertices[3].z };
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*(j + 1)/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*(j + 1)/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
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// Longitude Lines
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1))),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*(i + 1)))*cosf(DEG2RAD*(360.0f*j/slices)));
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rlVertex3f(cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*sinf(DEG2RAD*(360.0f*j/slices)),
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sinf(DEG2RAD*(270 + (180.0f/(rings + 1))*i)),
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cosf(DEG2RAD*(270 + (180.0f/(rings + 1))*i))*cosf(DEG2RAD*(360.0f*j/slices)));
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// Latitude Lines
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
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// Diagonal Lines
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rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
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rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
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}
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vertices[2] = vertices[3]; // Rotate around z axis to set up starting vertices for next ring
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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
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}
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rlEnd();
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rlPopMatrix();
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