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author | Matthew Kosarek <mattkae@protonmail.com> | 2021-10-05 06:35:09 -0400 |
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committer | Matthew Kosarek <mattkae@protonmail.com> | 2021-10-05 06:35:09 -0400 |
commit | d781d5a3c1ec6872361db2a15786dfc0db9780f3 (patch) | |
tree | 7e355a89bb0062cdd7692f3dae820a5e467aba9e /themes/TreeShape.cpp | |
parent | 9d33d175b5cd564e77bda07fcbce252477f7c40f (diff) |
Working tree render, now just have to do the leaves
Diffstat (limited to 'themes/TreeShape.cpp')
-rw-r--r-- | themes/TreeShape.cpp | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/themes/TreeShape.cpp b/themes/TreeShape.cpp new file mode 100644 index 0000000..b3d5c84 --- /dev/null +++ b/themes/TreeShape.cpp @@ -0,0 +1,159 @@ +#include "TreeShape.h" +#include "mathlib.h" +#include <cstdio> +#include <cstdlib> + + +void TreeBranchLoadData::fillVertices(Renderer2dVertex* vertices, int branchTier) { + bottomLeft = Vector2 { position.x - width / 2.f, position.y }.rotateAbout(rotation, position); + bottomRight = Vector2 { position.x + width / 2.f, position.y }.rotateAbout(rotation, position); + topLeft = (Vector2 { position.x - width / 2.f, position.y + height }).rotateAbout(rotation, position); + topRight = (Vector2 { position.x + width / 2.f, position.y + height }).rotateAbout(rotation, position); + + topMidpoint = topLeft + (topRight - topLeft) / 2.f; + + vertices[0] = { bottomLeft, color, Vector2(1, 1) }; + vertices[1] = { bottomRight, color, Vector2(1, 1) }; + vertices[2] = { topLeft, color, Vector2(1, 1) }; + vertices[3] = { topLeft, color, Vector2(1, 1) }; + vertices[4] = { topRight, color, Vector2(1, 1) }; + vertices[5] = { bottomRight, color, Vector2(1, 1) }; +}; + +inline float32 randomFloatBetween(float32 min, float32 max) { + float32 random = static_cast<float32>(rand()) / static_cast<float32>(RAND_MAX); + return (max - min) * random + min; +} + +void TreeShape::load(Renderer2d* renderer) { + TreeLoadData ld; + + numBranches = pow(ld.divisionsPerBranch, ld.numBranchLevels + 1); + numVertices = 6 * numBranches; + + TreeBranchLoadData* generationData = new TreeBranchLoadData[numBranches]; + updateData = new TreeBranchUpdateData[numBranches]; + vertices = new Renderer2dVertex[numVertices]; + + int32 branchIndex = 0; + createBranch(&ld, generationData, numBranches, &branchIndex, 0, ld.trunkWidth, ld.trunkHeight, Vector2 { 400.f, 50.f }, 0, vertices); + + useShader(renderer->shader); + + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Renderer2dVertex), &vertices[0], GL_DYNAMIC_DRAW); + + glEnableVertexAttribArray(renderer->attributes.position); + glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)0); + + glEnableVertexAttribArray(renderer->attributes.color); + glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color)); + + glEnableVertexAttribArray(renderer->attributes.scale); + glVertexAttribPointer(renderer->attributes.scale, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, scale)); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + delete [] generationData; +} + +const float32 ninetyDegreeRotation = PI / 2.f; + +void TreeShape::createBranch(TreeLoadData* ld, TreeBranchLoadData* generationData, int32 numBranches, int32* branchIndex, int32 branchLevel, float32 width, float32 height, Vector2 position, float32 rotation, Renderer2dVertex* vertices) { + TreeBranchLoadData* branchLoadData = &generationData[*branchIndex]; + branchLoadData->width = width; + branchLoadData->height = height; + branchLoadData->position = position; + branchLoadData->rotation = rotation; + branchLoadData->fillVertices(&vertices[(*branchIndex) * 6], branchLevel); + + TreeBranchUpdateData* branchUpdateData = &updateData[*branchIndex]; + branchUpdateData->tier = branchLevel; + branchUpdateData->randomOffset = randomFloatBetween(-1.f, 1.f); + + if (branchLevel == ld->numBranchLevels) { + return; + } + + for (int division = 0; division < ld->divisionsPerBranch; division++) { + // Weight between [0, 1] + float weight = static_cast<float32>(division) / static_cast<float32>(ld->divisionsPerBranch - 1); + + // Normalize the weight between [-1, 1] + float32 normalizedWeight = (0.5f - (weight)) * 2.f; + + // We want a rotation that takes the current rotation of the branch, and averages it between the two branches. + float32 branchRotationAmount = randomFloatBetween(PI / 8.f, PI / 3.f); + float32 branchRotation = branchLoadData->rotation + (normalizedWeight * branchRotationAmount); + + // Since trees are taller vertically, we will find a normalized value that describes how far the direction is from + // being horizontal. If it is closer to 1, we will make the branch taller on average. + float32 verticalHeightScaler = (fabs(fabs(branchRotation) - ninetyDegreeRotation) / ninetyDegreeRotation) * 0.1; + float32 branchWidth = width * randomFloatBetween(ld->trunkWidthScalerMin, ld->trunkWidthScalerMax); + float32 branchHeight = height * randomFloatBetween(ld->trunkHeightScalerMin + verticalHeightScaler, ld->trunkHeightScalerMax + verticalHeightScaler); + + + // We want the branch to start within the previous branch, so we drop it down into it based off of the rotation. + Vector2 branchOffsetVertical = Vector2{ 0, branchWidth }.rotate(branchRotation); + + Vector2 branchPosition = branchLoadData->topLeft + ((branchLoadData->topRight - branchLoadData->topLeft) * weight) - branchOffsetVertical; // Position of branch along the top of the parent branch + + (*branchIndex)++; + createBranch(ld, generationData, numBranches, branchIndex, branchLevel + 1, branchWidth, branchHeight, branchPosition, branchRotation, vertices); + } +} + +void TreeShape::update(float32 dtSeconds) { + timeElapsedSeconds += dtSeconds; + + for (int32 bIdx = 0; bIdx < numBranches; bIdx++) { + TreeBranchUpdateData* branchUpdataData = &updateData[bIdx]; + + // Fade in simulation. We fade in based on the tier. + float32 animationStart = (branchUpdataData->tier * animateStaggerPerTier); + float32 animationEnd = animationStart + animateTimePerTier; + + float32 alpha = 0.f; + if (timeElapsedSeconds < animationStart) { + alpha = 0.f; + } + else if (timeElapsedSeconds > animationEnd) { + alpha = 1.f; + } + else { + alpha = (1.f - (animationEnd - timeElapsedSeconds)) / animateTimePerTier; + } + + int startParentIndex = bIdx * 6; + for (int32 sIdx = 0; sIdx < 6; sIdx++) { + int32 vidx = startParentIndex + sIdx; + vertices[vidx].color.w = alpha; + + // Wind simualtion + vertices[vidx].position.x += ((branchUpdataData->randomOffset + branchUpdataData->tier) * 0.01f) * sinf(timeElapsedSeconds); + } + } +} + +void TreeShape::render(Renderer2d* renderer) { + setShaderMat4(renderer->uniforms.model, model); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Renderer2dVertex), &vertices[0]); + + glBindVertexArray(vao); + glDrawArrays(GL_TRIANGLES, 0, numVertices); + glBindVertexArray(0); +} + +void TreeShape::unload() { + glDeleteVertexArrays(1, &vao); + glDeleteBuffers(1, &vbo); + delete[] vertices; + delete [] updateData; +} |