From 5d3ff36045bfb11af0f373d5ecee7c9b54e4c4f9 Mon Sep 17 00:00:00 2001 From: mattkae Date: Mon, 3 Apr 2023 06:35:27 -0400 Subject: Folderized all of the seasons and loading the shaders from a remote source --- themes/src/Snowflake.cpp | 189 ----------------------------------------------- 1 file changed, 189 deletions(-) delete mode 100644 themes/src/Snowflake.cpp (limited to 'themes/src/Snowflake.cpp') diff --git a/themes/src/Snowflake.cpp b/themes/src/Snowflake.cpp deleted file mode 100644 index 452a716..0000000 --- a/themes/src/Snowflake.cpp +++ /dev/null @@ -1,189 +0,0 @@ -#include "Snowflake.h" -#include "Renderer2d.h" -#include "mathlib.h" -#include "list.h" -#include - -/* - - What else to do? - - - Windstream that blows a certain selection of snowflakes in a loop-dee-loop pattern - - Snowflakes that land on the ground and melt - - Snowflakes that spin along the Y-axis for a three dimensional effect - - */ - -const Vector4 snowColor = Vector4(1.0, 0.98, 0.98, 1); -const Vector2 NUM_ARMS_RANGE = Vector2(6.f, 8.f); -const Vector2 RADIUS_RANGE = Vector2(8.f, 32.f); -const Vector2 VELOCITY_RANGE_X = Vector2(-10.f, 10.f); -const Vector2 VELOCITY_RANGE_Y = Vector2(-100.f, -85.f); -const Vector2 ROTATION_VELOCITY_RANGE = Vector2(-PI / 8.f, PI / 8.f); -const Vector2 WIND_VELOCITY_RANGE_X = Vector2(-3.f, 3.f); -const Vector2 WIND_VELOCITY_RANGE_Y = Vector2(3.f, 10.f); -const f32 GRAVITY = 5.f; - -inline void generateSnowflakeArm(f32 width, f32 height, f32 angle, matte::List* vertices, Mat4x4 transform = Mat4x4()) { - f32 halfWidth = width / 2.f; - Vector2 leftStart = transform * Vector2(-halfWidth, 0).rotate(angle); - Vector2 leftEnd = transform * Vector2(-halfWidth, height).rotate(angle); - Vector2 rightStart = transform * Vector2(halfWidth, 0).rotate(angle); - Vector2 rightEnd = transform * Vector2(halfWidth, height).rotate(angle); - - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ leftEnd, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ leftStart, snowColor, Mat4x4() }); - vertices->add({ rightEnd, snowColor, Mat4x4() }); - vertices->add({ rightStart, snowColor, Mat4x4() }); -} - -/** - Fills in the vertices array vertices that represent a snowflake shape. The snowflake shape consists - of numArms jutting out of the center radially. The center of the flake is connected. The radius is - used to determine the length of the arms. The first third of each arm is barren, after which branches - extends on either side of the arm at an angle of about 60 degrees. Each branch can itself have tiny - sub branches jutting out of it, but these should be not nearly as large as the regular branches. - - With all of this in mind, we should be able to build a convincing snowflake. - - :param vertices List of vertices to be filled in - :param numArms Number of arms radially sticking out of the snowflake - :param radius Length of the snowflake arms - */ -inline void generateSnowflakeShape(matte::List* vertices, i32 numArms, f32 radius, f32 armWidthRatio = 0.08f) { - f32 innerRadius = 0; - f32 outerRadius = 2 * radius; - f32 dx = ((2 * PI) / numArms); - for (i32 armIndex = 0; armIndex < numArms; armIndex++) { - f32 armAngle = dx * armIndex; - generateSnowflakeArm(armWidthRatio * radius, radius, armAngle, vertices); - f32 armLeftAngle = DEG_TO_RAD(60.f); - f32 armRightAngle = DEG_TO_RAD(-60.f); - - const i32 NUM_SUB_ARMS = 4; - for (i32 subArmIndex = 0; subArmIndex < NUM_SUB_ARMS; subArmIndex++) { - f32 height = (radius / static_cast(subArmIndex)); - f32 width = (armWidthRatio / (subArmIndex + 1)) * height; - f32 transY = (radius / (NUM_SUB_ARMS + 1)) * (subArmIndex + 1); - Vector2 translation = Vector2(0, transY).rotate(armAngle); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armLeftAngle)); - generateSnowflakeArm(width, height, armAngle, vertices, Mat4x4().translateByVec2(translation).rotate2D(armRightAngle)); - } - } -} - -inline void initFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { - ud->radius = randomFloatBetween(RADIUS_RANGE.x, RADIUS_RANGE.y); - ud->vtxIdx = renderer->vertices.numElements; - generateSnowflakeShape(&renderer->vertices, - randomFloatBetween(NUM_ARMS_RANGE.x, NUM_ARMS_RANGE.y), - ud->radius); - - ud->numVertices = renderer->vertices.numElements - ud->vtxIdx; - ud->velocity = Vector2(randomFloatBetween(VELOCITY_RANGE_X.x, VELOCITY_RANGE_X.y), randomFloatBetween(VELOCITY_RANGE_Y.x, VELOCITY_RANGE_Y.y)); - ud->position = Vector2(randomFloatBetween(0, renderer->xMax), randomFloatBetween(renderer->yMax, 4 * renderer->yMax)); - ud->rotateVelocity = randomFloatBetween(ROTATION_VELOCITY_RANGE.x, ROTATION_VELOCITY_RANGE.y); -} - -void SnowflakeParticleRenderer::load(SnowflakeLoadParameters params, Renderer2d* renderer) { - numSnowflakes = params.numSnowflakes; - - updateData = new SnowflakeUpdateData[params.numSnowflakes]; - - xMax = static_cast(renderer->context->width); - yMax = static_cast(renderer->context->height); - - vertices.deallocate(); - vertices.growDynamically = true; - - // Initialize each snow flake with its shape - for (i32 s = 0; s < numSnowflakes; s++) { - auto ud = &updateData[s]; - initFlake(this, ud); - } - - useShader(renderer->shader); - - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); - - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, vertices.numElements * sizeof(Vertex2D), &vertices.data[0], GL_DYNAMIC_DRAW); - - glEnableVertexAttribArray(renderer->attributes.position); - glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)0); - - glEnableVertexAttribArray(renderer->attributes.color); - glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)offsetof(Vertex2D, color)); - - for (i32 idx = 0; idx < 4; idx++) { - i32 offset = (4 * sizeof(f32)) * idx; - glEnableVertexAttribArray(renderer->attributes.vMatrix + idx); - glVertexAttribPointer(renderer->attributes.vMatrix + idx, - 4, - GL_FLOAT, - GL_FALSE, - sizeof(Vertex2D), - (GLvoid *)(offsetof(Vertex2D, vMatrix) + offset)); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); -} - -inline void resetFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud) { - ud->position.y = 2 * renderer->yMax; - ud->velocity = Vector2(randomFloatBetween(-10, 10), randomFloatBetween(-100, -85)); - ud->rotation = 0; -} - -inline void updateFlake(SnowflakeParticleRenderer* renderer, SnowflakeUpdateData* ud, i32 s, f32 dtSeconds) { - ud->velocity = ud->velocity + Vector2(0, -(GRAVITY * dtSeconds)); - if (addWind) ud->velocity += renderer->windSpeed; - ud->position += ud->velocity * dtSeconds; - ud->rotation += ud->rotateVelocity * dtSeconds; - - Mat4x4 m = Mat4x4().translateByVec2(ud->position).rotate2D(ud->rotation); - for (i32 v = ud->vtxIdx; v < (ud->vtxIdx + ud->numVertices); v++) { - renderer->vertices.data[v].vMatrix = m; - } - - if (ud->position.y <= -ud->radius) { - resetFlake(renderer, ud); - } -} - -void SnowflakeParticleRenderer::update(f32 dtSeconds) { - timeUntilNextWindSeconds -= dtSeconds; - if (timeUntilNextWindSeconds < 0) { - timeUntilNextWindSeconds = randomFloatBetween(2.5f, 10.f); - } - - for (i32 s = 0; s < numSnowflakes; s++) { - SnowflakeUpdateData* ud = &updateData[s]; - updateFlake(this, ud, s, dtSeconds); - } -} - -void SnowflakeParticleRenderer::render(Renderer2d* renderer) { - setShaderMat4(renderer->uniforms.model, model); - - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.numElements * sizeof(Vertex2D), &vertices.data[0]); - - glBindVertexArray(vao); - glDrawArrays(GL_TRIANGLES, 0, vertices.numElements); - glBindVertexArray(0); -} - -void SnowflakeParticleRenderer::unload() { - glDeleteVertexArrays(1, &vao); - glDeleteBuffers(1, &vbo); - vao = 0; - vbo = 0; - vertices.deallocate(); - delete [] updateData; -} -- cgit v1.2.1