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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
Vector2 direction = Vector2 { 1.f, 0.f };
Vector4 color = Vector4 { 1.f, 0.f, 0.f, 1.f };
void fillVertices(Renderer2dVertex* vertices) {
vertices[0] = {
Vector2 { position.x - width / 2.f, position.y },
color
};
vertices[1] = {
Vector2 { position.x + width / 2.f, position.y },
color
};
vertices[2] = {
Vector2 { position.x - width / 2.f, position.y + height },
color
};
vertices[3] = {
Vector2 { position.x - width / 2.f, position.y + height },
color
};
vertices[4] = {
Vector2 { position.x + width / 2.f, position.y + height },
color
};
vertices[5] = {
Vector2 { position.x + width / 2.f, position.y },
color
};
}
};
struct TreeShape {
Renderer2dShape shape;
float32 height = 100.f; // Height of the whole tree
float32 width = 50.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 = divisionsPerBranch * numBranchLevels;
TreeBranch* branches = new TreeBranch[numBranches];
TreeBranch trunk = branches[0];
int32 numVertices = 6 * numBranches;
Renderer2dVertex* vertices = new Renderer2dVertex[numVertices];
trunk.width = width;
trunk.height = height;
trunk.position = Vector2 { 0.f, 0.f };
trunk.direction = Vector2 { 1.f, 0.f };
trunk.fillVertices(&vertices[0]);
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, Vector2 direction, Renderer2dVertex* vertices) {
branch->width = width;
branch->height = height;
branch->position = position;
branch->direction = direction;
branch->fillIinVertices(&vertices[&branchIndex * 6]);
if (branchLevel == numBranchLevels) {
return;
}
float32 branchWidth = width / divisionsPerBranch;
float32 branchHeight = height / divisionsPerBranch;
Vector2 branchPosition = branch->position + (height * branch->direction);
for (int division = 0; division < divisionsPerBranch; division++) {
(*branchIndex)++;
createBranch(branchList, numBranches, branchIndex, branchLevel + 1, branchWidth, branchHeight,
}
}
void update(float32 dtSeconds) {
}
void render(Renderer2d* renderer) {
shape.render(renderer);
}
void unload() {
shape.unload();
}
};
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