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#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() {
}
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