#include "TreeShape.h" #include "mathlib.h" #include #include 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(rand()) / static_cast(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(division) / static_cast(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; }