Move files

BackGround, Canvas, Tree to dir canvas
This commit is contained in:
Nikola Petrov
2024-03-21 09:29:02 +01:00
parent 18bf865e19
commit e3cc91359e
7 changed files with 4 additions and 4 deletions

114
src/canvas/BackGround.cpp Normal file
View File

@@ -0,0 +1,114 @@
#include "canvas/BackGround.hpp"
#include "Math.hpp"
#include "raylib.h"
#include "rlgl.h"
#include "raymath.h"
#include "external/stb_perlin.h"
// Public
void BackGround::init(int size)
{
this->size = size;
}
void BackGround::newGen()
{
ClearBackground(backGroundColor);
starts();
moon();
mounten(20, 0.3, (int)(mounten1 * size), (int)(mounten2 * size), mountenColor);
mounten(21, 0.3, (int)(mounten2 * size), (int)(mounten3 * size), ColorLerp(mountenColor, BLACK, 0.1f));
mounten(23, 0.3, (int)(mounten3 * size), (int)(mounten4 * size), ColorLerp(mountenColor, BLACK, 0.3f));
}
void BackGround::starts()
{
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
for (size_t i = 1; i <= numOfStarts; i++)
{
int x = GetRandomValue(0, size);
int y = GetRandomValue(0, size);
int weight = GetRandomValue(1, 3);
float alph = ((float)GetRandomValue(10, 200)) / 255.0f;
Color color = ColorLerp(backGroundColor, starColor, alph);
rlColor4ub(color.r, color.g, color.b, color.a);
// topLeft
rlTexCoord2f(0, 0);
rlVertex2f(x, y);
// bottomLeft
rlTexCoord2f(0, 1);
rlVertex2f(x, y + weight);
// bottomRight
rlTexCoord2f(1, 1);
rlVertex2f(x + weight, y + weight);
// topRight
rlTexCoord2f(1, 0);
rlVertex2f(x + weight, y);
}
rlEnd();
rlSetTexture(0);
}
void BackGround::moon()
{
int xpos = GetRandomValue(100, size - 100);
int ypos = GetRandomValue(100, (int)(maxYPosOfMoon * size));
int r = GetRandomValue((int)(minSizeOfMoon * size), (int)(maxSizeOfMoon * size));
DrawCircle(xpos, ypos, r + 20, ColorLerp(backGroundColor, moonColor, 0.02f));
DrawCircle(xpos, ypos, r + 10, ColorLerp(backGroundColor, moonColor, 0.05f));
DrawCircle(xpos, ypos, r, moonColor);
}
void BackGround::mounten(size_t mountenSegments, float scale, int min, int max, Color color)
{
// get random offset in the perlin noise
int offsetX = GetRandomValue(20, 1000);
int offsetY = GetRandomValue(20, 1000);
int x = 0;
int diff = size / (mountenSegments - 1);
float nx = (float)offsetX * scale;
float p = stb_perlin_fbm_noise3(nx, offsetY, 1.0f, 2.0f, 0.5f, 6);
p = (p + 1.0f) / 2.0f;
int y = Lerp(min, max, p);
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlColor4ub(color.r, color.g, color.b, color.a);
for (size_t i = 1; i <= mountenSegments; i++)
{
// topLeft
rlTexCoord2f(0, 0);
rlVertex2f(x, y);
// bottomLeft
rlTexCoord2f(0, 1);
rlVertex2f(x, size);
nx = (float)(i + offsetX) * scale;
p = stb_perlin_fbm_noise3(nx, offsetY, 1.0f, 2.0f, 0.5f, 6);
p = (p + 1.0f) / 2.0f;
y = Lerp(min, max, p);
x += diff;
// bottomRight
rlTexCoord2f(1, 1);
rlVertex2f(x, size);
// topRight
rlTexCoord2f(1, 0);
rlVertex2f(x, y);
}
rlEnd();
rlSetTexture(0);
}

32
src/canvas/Canvas.cpp Normal file
View File

@@ -0,0 +1,32 @@
#include "canvas/Canvas.hpp"
void Canvas::init(int size)
{
backGround.init(size);
tree.init(size);
target = LoadRenderTexture(size, size);
}
void Canvas::newGen()
{
BeginTextureMode(target);
ClearBackground(WHITE);
backGround.newGen();
tree.newGen();
EndTextureMode();
}
void Canvas::draw(Rectangle dest, float rotation)
{
Rectangle source = {0, 0, (float)target.texture.width, (float)-target.texture.height};
Vector2 origin = {0.0f, 0.0f};
rotation = 360 - rotation;
DrawTexturePro(target.texture, source, dest, origin, rotation, WHITE);
}
void Canvas::deinit()
{
UnloadRenderTexture(target);
}

93
src/canvas/Tree.cpp Normal file
View File

@@ -0,0 +1,93 @@
#include <cmath>
#include "raylib.h"
#include "raymath.h"
#include "canvas/Tree.hpp"
#include "Math.hpp"
// Public
void Tree::init(int size)
{
this->size = size;
start.x = size / 2;
start.y = size;
branches.assign(11, {});
}
void Tree::newGen()
{
generateBranches();
drawTree();
}
// Private
Vector2 Tree::drawLine()
{
DrawArgs arg = draw_calls.front();
arg.angleDeg += 180.0f;
float angle = (arg.angleDeg * PI) / 180.0f;
float nx = arg.lenghth * std::sin(angle);
float ny = arg.lenghth * std::cos(angle);
Vector2 end = {arg.start.x + nx, arg.start.y + ny};
float thick = 2.0;
float fstep = 1.0 / ((arg.lenghth / thick) * 1.5);
for (float i = 0; i < 1; i += fstep)
{
Vector2 point = Vector2Lerp(arg.start, end, i);
Color color = ColorLerp(branches[arg.dep - 1].color, branches[arg.dep].color, i);
DrawCircleV(point, thick, color);
}
return end;
}
void Tree::drawBranch()
{
DrawArgs arg = draw_calls.front();
if (arg.dep >= MAX_DEPTH)
return;
Vector2 next = drawLine();
float next_len = branches[arg.dep].lenghthRatio;
float sectors = branches[arg.dep].numOfBranches + 1;
float degres = 180.0f / sectors;
for (size_t i = 0; i < branches[arg.dep].numOfBranches; i++)
{
float newAngle = arg.angleDeg - 90 + (degres * (i + 1));
draw_calls.push_back((DrawArgs){next, newAngle, arg.lenghth * next_len, arg.dep + 1});
}
}
void Tree::drawTree()
{
draw_calls.push_back((DrawArgs){start, 0, (float)size / 4, 1});
while (!draw_calls.empty())
{
drawBranch();
draw_calls.pop_front();
}
}
void Tree::generateBranches()
{
for (size_t i = 0; i < MAX_DEPTH; i++)
{
uint8_t r = GetRandomValue(0, 255);
uint8_t g = GetRandomValue(0, 255);
uint8_t b = GetRandomValue(0, 255);
branches[i].color = (Color){r, g, b, 255};
branches[i].numOfBranches = GetRandomValue(1, 3);
branches[i].lenghthRatio = ((float)GetRandomValue(600, 700)) / 1000.0f;
}
branches[0].color = branches[1].color;
}