change to draw body first

Using std::list to store what needs to be drawn
This commit is contained in:
Nikola Petrov 2024-02-22 13:33:10 +01:00
parent f6adb3e306
commit 3d9e6c9f7d

@ -1,6 +1,7 @@
#include <cmath>
#include <vector>
#include <cstdint>
#include <list>
#include "raylib.h"
#include "raymath.h"
@ -9,12 +10,10 @@
Color ColorLerp(Color c1, Color c2, float amount)
{
Color ret{0};
ret.r = Clamp(Lerp(c1.r, c2.r, amount), 0, 255);
ret.g = Clamp(Lerp(c1.g, c2.g, amount), 0, 255);
ret.b = Clamp(Lerp(c1.b, c2.b, amount), 0, 255);
ret.a = Clamp(Lerp(c1.a, c2.a, amount), 0, 255);
return ret;
}
@ -23,7 +22,16 @@ struct branch
Color color;
};
struct draw_args
{
Vector2 start;
float angleDeg;
float lenghth;
int dep;
};
static std::vector<branch> tree(MAX_DEPTH);
static std::list<draw_args> draw_calls;
Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
{
@ -45,16 +53,27 @@ Vector2 draw_line(Vector2 start, float angleDeg, float lenghth, int dep)
return end;
}
void draw_branch(Vector2 start, float angle, float len, int dep)
void draw_branch(draw_args arg)
{
if (dep >= MAX_DEPTH)
if (arg.dep >= MAX_DEPTH)
return;
Vector2 next = draw_line(start, angle, len, dep);
Vector2 next = draw_line(arg.start, arg.angleDeg, arg.lenghth, arg.dep);
float next_len = 0.7f;
draw_branch(next, angle + 45, len * next_len, dep + 1);
draw_branch(next, angle - 45, len * next_len, dep + 1);
draw_calls.push_back((draw_args){next, arg.angleDeg + 45, arg.lenghth * next_len, arg.dep + 1});
draw_calls.push_back((draw_args){next, arg.angleDeg - 45, arg.lenghth * next_len, arg.dep + 1});
}
void draw_tree(draw_args first)
{
draw_calls.push_back(first);
while (!draw_calls.empty())
{
draw_branch(draw_calls.front());
draw_calls.pop_front();
}
}
void generate_tree()
@ -89,7 +108,7 @@ int main(void)
BeginTextureMode(target);
ClearBackground(WHITE);
draw_branch(start, 0, textureHeight / 4, 1);
draw_tree((draw_args){start, 0, textureHeight / 4, 1});
EndTextureMode();
Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};