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-rw-r--r--themes/LeafParticleRender.cpp48
1 files changed, 40 insertions, 8 deletions
diff --git a/themes/LeafParticleRender.cpp b/themes/LeafParticleRender.cpp
index 1abdd49..df2a453 100644
--- a/themes/LeafParticleRender.cpp
+++ b/themes/LeafParticleRender.cpp
@@ -1,12 +1,43 @@
#include "LeafParticleRender.h"
#include "Renderer2d.h"
+#include "mathlib.h"
+#include "TreeShape.h"
+#include "types.h"
-void LeafParticleRender::load(Renderer2d *renderer, TreeShape *tree) {
- numVertices = 0;
- numLeaves = 0;
+const int32 verticesPerLeaf = 6;
+const float32 leafRadius = 3.f;
+inline void createLeaf(Renderer2dVertex* vertices, Vector2 position, Vector4 color) {
+ Vector2 bottomLeft = Vector2(-leafRadius, -leafRadius) + position;
+ Vector2 bottomRight = Vector2(leafRadius, -leafRadius) + position;
+ Vector2 topLeft = Vector2(-leafRadius, leafRadius) + position;
+ Vector2 topRight = Vector2(leafRadius, leafRadius) + position;
+
+ vertices[0] = { bottomLeft, color };
+ vertices[1] = { bottomRight, color };
+ vertices[2] = { topLeft, color };
+ vertices[3] = { topLeft, color };
+ vertices[4] = { topRight, color };
+ vertices[5] = { bottomRight, color };
+}
+
+void LeafParticleRender::load(Renderer2d *renderer, TreeShapeLoadResult* lr) {
+ LeafParticleLoadData ld;
+ ld.numLeaves = 640;
+ numLeaves = ld.numLeaves;
+ numVertices = ld.numLeaves * verticesPerLeaf;
+
+ updateData = new LeafParticleUpdateData[numLeaves];
vertices = new Renderer2dVertex[numVertices];
+ for (int32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) {
+ int32 randomBranch = randomIntBetween(0, lr->numBranches);
+ int32 randomVertex = randomIntBetween(0, 6); // TODO: Manually entering num vertices per branch.
+ updateData[leafIdx].vertexToFollow = &lr->updateData[randomBranch].vertices[randomVertex];
+ updateData[leafIdx].color = Vector4(randomFloatBetween(0.3, 0.9), randomFloatBetween(0.1, 0.6), 0, 1);
+ updateData[leafIdx].vertexPtr = &vertices[leafIdx * verticesPerLeaf];
+ }
+
useShader(renderer->shader);
glGenVertexArrays(1, &vao);
@@ -22,15 +53,16 @@ void LeafParticleRender::load(Renderer2d *renderer, TreeShape *tree) {
glEnableVertexAttribArray(renderer->attributes.color);
glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color));
- glEnableVertexAttribArray(renderer->attributes.transform);
- glVertexAttribPointer(renderer->attributes.transform, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, transform));
-
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void LeafParticleRender::update(float32 dtSeconds) {
-
+ for (int32 leafIdx = 0; leafIdx < numLeaves; leafIdx++) {
+ auto updateDataItem = &updateData[leafIdx];
+
+ createLeaf(updateDataItem->vertexPtr, updateDataItem->vertexToFollow->position, updateDataItem->color);
+ }
}
void LeafParticleRender::render(Renderer2d *renderer) {
@@ -40,7 +72,7 @@ void LeafParticleRender::render(Renderer2d *renderer) {
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Renderer2dVertex), &vertices[0]);
glBindVertexArray(vao);
- glDrawArraysInstanced(GL_TRIANGLES, 0, 6 * numVertices, numLeaves);
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
glBindVertexArray(0);
}