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/TreeShape.cpp | 214 ----------------------------------------------- 1 file changed, 214 deletions(-) delete mode 100644 themes/src/TreeShape.cpp (limited to 'themes/src/TreeShape.cpp') diff --git a/themes/src/TreeShape.cpp b/themes/src/TreeShape.cpp deleted file mode 100644 index a3ae8f7..0000000 --- a/themes/src/TreeShape.cpp +++ /dev/null @@ -1,214 +0,0 @@ -#include "TreeShape.h" -#include "mathlib.h" -#include -#include -#include -#include - -void TreeBranchLoadData::fillVertices(Vertex2D* vertices, int branchTier) { - bottomLeft = Vector2 { position.x - width / 2.f, position.y }.rotateAround(rotation, position); - bottomRight = Vector2 { position.x + width / 2.f, position.y }.rotateAround(rotation, position); - topLeft = (Vector2 { position.x - width / 2.f, position.y + height }).rotateAround(rotation, position); - topRight = (Vector2 { position.x + width / 2.f, position.y + height }).rotateAround(rotation, position); - - topMidpoint = topLeft + (topRight - topLeft) / 2.f; - - vertices[0] = { bottomLeft, color}; - vertices[1] = { bottomRight, color}; - vertices[2] = { topLeft, color}; - vertices[3] = { topLeft, color}; - vertices[4] = { topRight, color}; - vertices[5] = { bottomRight, color}; -}; - -TreeShapeLoadResult TreeShape::load(Renderer2d* renderer) { - srand ( time(NULL) ); - - timeElapsedSeconds = 0; - - TreeLoadData ld; - - numBranches = pow(ld.divisionsPerBranch, ld.numBranchLevels + 1); - numVertices = 6 * numBranches; - - TreeBranchLoadData* generationData = new TreeBranchLoadData[numBranches]; - updateData = new TreeBranchUpdateData[numBranches]; - vertices = new Vertex2D[numVertices]; - - // The load result will contain information that we can pass on to our leaf renderer. - TreeShapeLoadResult lr; - lr.lowerBounds = Vector2(FLT_MAX, FLT_MAX); - lr.upperBounds = Vector2(FLT_MIN, FLT_MIN); - lr.updateData = updateData; - lr.numBranches = numBranches; - i32 branchIndex = 0; - createBranch(&ld, generationData, numBranches, &branchIndex, 0, ld.trunkWidth, ld.trunkHeight, Vector2 { 300.f, 50.f }, 0, NULL, vertices, &lr); - - useShader(renderer->shader); - - glGenVertexArrays(1, &vao); - glBindVertexArray(vao); - - glGenBuffers(1, &vbo); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex2D), &vertices[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++) { - glEnableVertexAttribArray(renderer->attributes.vMatrix + idx); - glVertexAttribPointer(renderer->attributes.vMatrix + idx, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2D), (GLvoid *)(offsetof(Vertex2D, vMatrix) + (idx * 16))); - glVertexAttribDivisor(renderer->attributes.vMatrix + idx, 1); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindVertexArray(0); - - delete [] generationData; - - return lr; -} - -const f32 ninetyDegreeRotation = PI / 2.f; - -void TreeShape::createBranch(TreeLoadData* ld, TreeBranchLoadData* generationData, i32 numBranches, i32* branchIndex, - i32 branchLevel, f32 width, f32 height, Vector2 position, f32 rotation, - TreeBranchUpdateData* parent, Vertex2D* vertices, TreeShapeLoadResult* lr) { - TreeBranchLoadData* branchLoadData = &generationData[*branchIndex]; - branchLoadData->width = width; - branchLoadData->height = height; - branchLoadData->position = position; - branchLoadData->rotation = rotation; - branchLoadData->fillVertices(&vertices[(*branchIndex) * 6], branchLevel); - - // Fil in the bounds for the LeafRenderer later. - if (branchLoadData->topMidpoint.x > lr->upperBounds.x) { - lr->upperBounds.x = branchLoadData->topMidpoint.x; - } - if (branchLoadData->topMidpoint.y > lr->upperBounds.y) { - lr->upperBounds.y = branchLoadData->topMidpoint.y; - } - if (branchLoadData->topMidpoint.x < lr->lowerBounds.x) { - lr->lowerBounds.x = branchLoadData->topMidpoint.x; - } - if (branchLoadData->topMidpoint.y < lr->lowerBounds.y) { - lr->lowerBounds.y = branchLoadData->topMidpoint.y; - } - - TreeBranchUpdateData* branchUpdateData = &updateData[*branchIndex]; - branchUpdateData->tier = branchLevel; - branchUpdateData->periodOffset = randomFloatBetween(0.f, 2.f * PI); - branchUpdateData->period = randomFloatBetween(3.f, 5.f); - branchUpdateData->amplitude = randomFloatBetween(0.01f, 0.05f); - branchUpdateData->branchToFollow = parent; - branchUpdateData->vertices = &vertices[(*branchIndex) * 6]; - - if (branchLevel == ld->numBranchLevels) { - return; - } - - for (int division = 0; division < ld->divisionsPerBranch; division++) { - // Weight between [0, 1] - float weight = static_cast(division) / static_cast(ld->divisionsPerBranch - 1); - - // Normalize the weight between [-1, 1] - f32 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. - f32 branchRotationAmount = randomFloatBetween(PI / 8.f, PI / 3.f); - f32 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. - f32 verticalHeightScaler = (fabs(fabs(branchRotation) - ninetyDegreeRotation) / ninetyDegreeRotation) * 0.1; - f32 branchWidth = width * randomFloatBetween(ld->trunkWidthScalerMin, ld->trunkWidthScalerMax); - f32 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, branchUpdateData, vertices, lr); - } -} - -void TreeShape::update(f32 dtSeconds) { - timeElapsedSeconds += dtSeconds; - - for (i32 bIdx = 0; bIdx < numBranches; bIdx++) { - TreeBranchUpdateData* branchUpdataData = &updateData[bIdx]; - - // Fade in simulation. We fade in based on the tier. - f32 animationStart = (branchUpdataData->tier * animateStaggerPerTier); - f32 animationEnd = animationStart + animateTimePerTier; - - f32 alpha = 0.f; - if (timeElapsedSeconds < animationStart) { - alpha = 0.f; - } - else if (timeElapsedSeconds > animationEnd) { - alpha = 1.f; - } - else { - alpha = (1.f - (animationEnd - timeElapsedSeconds)) / animateTimePerTier; - } - - i32 startParentIndex = bIdx * 6; - - branchUpdataData->currentOffset.x = branchUpdataData->amplitude * cosf(branchUpdataData->periodOffset + branchUpdataData->period * timeElapsedSeconds); - branchUpdataData->currentOffset.y = branchUpdataData->amplitude * sinf(branchUpdataData->periodOffset + branchUpdataData->period * timeElapsedSeconds); - - if (branchUpdataData->branchToFollow != NULL) { - branchUpdataData->currentOffset += branchUpdataData->branchToFollow->currentOffset; - - // The root of the branch only moves according to the change of the end of the parent. - branchUpdataData->vertices[0].color.w = alpha; - branchUpdataData->vertices[0].position += branchUpdataData->branchToFollow->currentOffset; - branchUpdataData->vertices[1].color.w = alpha; - branchUpdataData->vertices[1].position += branchUpdataData->branchToFollow->currentOffset; - branchUpdataData->vertices[5].color.w = alpha; - branchUpdataData->vertices[5].position += branchUpdataData->branchToFollow->currentOffset; - } - else { - branchUpdataData->vertices[0].color.w = alpha; - branchUpdataData->vertices[1].color.w = alpha; - branchUpdataData->vertices[5].color.w = alpha; - } - - - branchUpdataData->vertices[2].color.w = alpha; - branchUpdataData->vertices[2].position += branchUpdataData->currentOffset; - branchUpdataData->vertices[3].color.w = alpha; - branchUpdataData->vertices[3].position += branchUpdataData->currentOffset; - branchUpdataData->vertices[4].color.w = alpha; - branchUpdataData->vertices[4].position += branchUpdataData->currentOffset; - } -} - -void TreeShape::render(Renderer2d* renderer) { - setShaderMat4(renderer->uniforms.model, model); - - glBindBuffer(GL_ARRAY_BUFFER, vbo); - glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Vertex2D), &vertices[0]); - - glBindVertexArray(vao); - glDrawArrays(GL_TRIANGLES, 0, numVertices); - glBindVertexArray(0); -} - -void TreeShape::unload() { - glDeleteVertexArrays(1, &vao); - glDeleteBuffers(1, &vbo); - delete[] vertices; - delete [] updateData; - timeElapsedSeconds = 0; - vertices = NULL; - updateData = NULL; -} -- cgit v1.2.1