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#ifndef GRASS_RENDERER_HPP
#define GRASS_RENDERER_HPP
#include "../renderer_3d.h"
#include "mathlib.h"
#include "types.h"
const i32 GRASS_BLADES_PER_ROW = 48;
const i32 GRASS_BLADES_PER_COL = 48;
const i32 NUM_GRASS_BLADES = GRASS_BLADES_PER_ROW * GRASS_BLADES_PER_COL;
struct GrassRendererLoadData {
Vector2 origin = Vector2(0, 0);
Vector2 area = Vector2(480, 480);
f32 grassHeight = 4.f;
};
struct GrassUpdateData {
Vector3 position;
Vector2 top_offset; // top_offset.x stores per-blade sway phase offset
};
struct GrassInstanceData {
float x, y, z;
float phaseOffset;
float heightScale;
};
struct GrassRenderer {
GrassUpdateData grassBlades[NUM_GRASS_BLADES];
u32 vao = 0;
u32 quadVbo = 0;
u32 instanceVbo = 0;
u32 shader = 0;
f32 time = 0.f;
f32 bladeWidth = 1.5f;
f32 bladeHeight = 6.f;
f32 swayAmount = 0.3f;
struct {
i32 position;
i32 instancePos;
i32 instancePhase;
i32 instanceHeight;
} attributes;
struct {
i32 projection;
i32 view;
i32 time;
i32 bladeWidth;
i32 bladeHeight;
i32 swayAmount;
} uniforms;
void load(GrassRendererLoadData params, Renderer3d *renderer);
void update(f32 dtSeconds);
void render(Renderer3d *renderer);
void unload();
};
#endif
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