#include "GrassRenderer.hpp" #include "Renderer3d.h" void GrassRenderer::load(GrassRendererLoadData params, Renderer3d* renderer) { const f32 COLUMN_INCREMENT = GRASS_BLADES_PER_COL / params.area.x; const f32 ROW_INCREMENT = GRASS_BLADES_PER_ROW / params.area.y; for (i32 r = 0; r < GRASS_BLADES_PER_ROW; r++) { i32 indexOffset = r * GRASS_BLADES_PER_ROW; f32 y = ROW_INCREMENT * r; for (i32 c = 0; c < GRASS_BLADES_PER_COL; c++) { f32 x = COLUMN_INCREMENT * c; i32 index = indexOffset + c; grassBlades[index].position = Vector3(x, y, 0); grassBlades[index].top_offset = Vector2(0, 0); } } } void GrassRenderer::update(f32 seconds) { } void GrassRenderer::render(Renderer3d* renderer) { } void GrassRenderer::unload() { }