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#include "Renderer2d.h"
#include "types.h"
#include "mathlib.h"
struct TreeBranch {
float32 width = 0.f;
float32 height = 0.f;
Vector2 position; // Center point
float32 rotation = 0; // How much we are rotated off of the center point in radians
Vector4 color = Vector4(101,56,24, 1.f).toNormalizedColor();
// Calculated while filling in vertices
Vector2 bottomLeft;
Vector2 bottomRight;
Vector2 topLeft;
Vector2 topRight;
Vector2 topMidpoint;
void fillVertices(Renderer2dVertex* vertices) {
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 };
vertices[1] = { bottomRight, color };
vertices[2] = { topLeft, color };
vertices[3] = { topLeft, color };
vertices[4] = { topRight, color };
vertices[5] = { bottomRight, color };
}
};
struct TreeShape {
Renderer2dShape shape;
float32 height = 100.f; // Height of the whole tree
float32 width = 40.f; // Width of the whole tree
int32 divisionsPerBranch = 2; // How many branches to split into at each branch split
int32 numBranchLevels = 8; // How many branch levels to display
float32 animateTimeSeconds = 2.f; // How long it takes the tree to form
void load(Renderer2d* renderer) {
int32 numBranches = pow(divisionsPerBranch, numBranchLevels + 1);
TreeBranch* branches = new TreeBranch[numBranches];
int32 numVertices = 6 * numBranches;
Renderer2dVertex* vertices = new Renderer2dVertex[numVertices];
int32 branchIndex = 0;
createBranch(branches, numBranches, &branchIndex, 0, width, height, Vector2 { 100.f, 50.f }, 0, vertices);
shape.load(vertices, numVertices, renderer);
delete[] branches;
delete[] vertices;
}
void createBranch(TreeBranch* branchList, int32 numBranches, int32* branchIndex, int32 branchLevel, float32 width, float32 height, Vector2 position, float32 rotation, Renderer2dVertex* vertices) {
TreeBranch* branch = &branchList[*branchIndex];
branch->width = width;
branch->height = height;
branch->position = position;
branch->rotation = rotation;
branch->fillVertices(&vertices[(*branchIndex) * 6]);
if (branchLevel == numBranchLevels) {
return;
}
float32 branchWidth = width / divisionsPerBranch;
float32 branchHeight = height / (0.7 * divisionsPerBranch);
float32 branchRotationAmount = (PI / 4.f);
Vector2 topBranchPos = branch->topMidpoint;
for (int division = 0; division < divisionsPerBranch; division++) {
float32 weight = static_cast<float32>(division) / static_cast<float32>(divisionsPerBranch - 1);
float32 branchXPosition = topBranchPos.x - width / 2.f + weight * width;
Vector2 branchPosition = (Vector2 { branchXPosition, topBranchPos.y });
float32 branchRotation = branch->rotation + (weight * branchRotationAmount - branchRotationAmount / 2.f);
(*branchIndex)++;
createBranch(branchList, numBranches, branchIndex, branchLevel + 1, branchWidth, branchHeight, branchPosition, -branchRotation, vertices);
}
}
void update(float32 dtSeconds) {
}
void render(Renderer2d* renderer) {
shape.render(renderer);
}
void unload() {
shape.unload();
}
};
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