void CGrassDrawer::CreateGrassDispList(int listNum) { CVertexArray* va = GetVertexArray(); va->Initialize(); rng.Seed(15); for (int a = 0; a < strawPerTurf; ++a) { // draw a single blade const float lngRnd = rng.RandFloat(); const float length = mapInfo->grass.bladeHeight * (1.0f + lngRnd); const float maxAng = mapInfo->grass.bladeAngle * std::max(rng.RandFloat(), 1.f - smoothstep(0.f,1.f,lngRnd)); float3 sideVect(rng.RandFloat() - 0.5f, 0.0f, rng.RandFloat() - 0.5f); sideVect.ANormalize(); float3 bendVect = sideVect.cross(UpVector); // direction to bend into sideVect *= mapInfo->grass.bladeWidth * (-0.15f * lngRnd + 1.0f); const float3 basePos = rng.RandVector2D() * (turfSize - (bendVect * std::sin(maxAng) * length).Length2D()); // select one of the 16 color shadings const float xtexCoord = (rng.RandInt() % 16) / 16.0f; const int numSections = 2 + int(maxAng * 1.2f + length * 0.2f); float3 normalBend = -bendVect; // start btm va->AddVertexTN(basePos + sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord , 0.f, normalBend); va->AddVertexTN(basePos - sideVect - float3(0.0f, 3.0f, 0.0f), xtexCoord + (1.0f / 16), 0.f, normalBend); for (float h = 0.0f; h < 1.0f; h += (1.0f / numSections)) { const float ang = maxAng * h; const float3 n = (normalBend * std::cos(ang) + UpVector * std::sin(ang)).ANormalize(); const float3 edgePos = (UpVector * std::cos(ang) + bendVect * std::sin(ang)) * length * h; const float3 edgePosL = edgePos - sideVect * (1.0f - h); const float3 edgePosR = edgePos + sideVect * (1.0f - h); va->AddVertexTN(basePos + edgePosR, xtexCoord + (1.0f / 32) * h , h, (n + sideVect * 0.04f).ANormalize()); va->AddVertexTN(basePos + edgePosL, xtexCoord - (1.0f / 32) * h + (1.0f / 16), h, (n - sideVect * 0.04f).ANormalize()); } // end top tip (single triangle) const float3 edgePos = (UpVector * std::cos(maxAng) + bendVect * std::sin(maxAng)) * length; const float3 n = (normalBend * std::cos(maxAng) + UpVector * std::sin(maxAng)).ANormalize(); va->AddVertexTN(basePos + edgePos, xtexCoord + (1.0f / 32), 1.0f, n); // next blade va->EndStrip(); } glNewList(listNum, GL_COMPILE); va->DrawArrayTN(GL_TRIANGLE_STRIP); glEndList(); }
void CGrassDrawer::CreateGrassDispList(int listNum) { CVertexArray* va = GetVertexArray(); va->Initialize(); for (int a = 0; a < strawPerTurf; ++a) { const float maxAng = mapInfo->grass.bladeAngle * rng.RandFloat(); const float length = mapInfo->grass.bladeHeight + mapInfo->grass.bladeHeight * rng.RandFloat(); float3 sideVect(rng.RandFloat() - 0.5f, 0.0f, rng.RandFloat() - 0.5f); sideVect.ANormalize(); float3 forwardVect = sideVect.cross(UpVector); sideVect *= mapInfo->grass.bladeWidth; float3 basePos(30.0f, 0.0f, 30.0f); while (basePos.SqLength2D() > (turfSize * turfSize / 4)) { basePos = float3(rng.RandFloat() - 0.5f, 0.f, rng.RandFloat() - 0.5f) * turfSize; } const float xtexCoord = int(14.9999f * rng.RandFloat()) / 16.0f; const int numSections = 1 + int(maxAng * 5.0f); // draw single blade for (float h = 0; h <= 1.0f; h += (1.0f / numSections)) { const float ang = maxAng * h; const float3 edgePos = (UpVector * std::cos(ang) + forwardVect * std::sin(ang)) * length * h; const float3 edgePosL = edgePos - sideVect * (1.0f - h); const float3 edgePosR = edgePos + sideVect * (1.0f - h); if (h == 0.0f) { // start with a degenerated triangle va->AddVertexT(basePos + edgePosR - float3(0.0f, 0.1f, 0.0f), xtexCoord, h); va->AddVertexT(basePos + edgePosR - float3(0.0f, 0.1f, 0.0f), xtexCoord, h); } else { va->AddVertexT(basePos + edgePosR, xtexCoord, h); } va->AddVertexT(basePos + edgePosL, xtexCoord + (1.0f / 16), h); } // end with a degenerated triangle // -> this way we can render multiple blades in a single GL_TRIANGLE_STRIP const float3 edgePos = (UpVector * std::cos(maxAng) + forwardVect * std::sin(maxAng)) * length; va->AddVertexT(basePos + edgePos, xtexCoord + (1.0f / 32), 1.0f); va->AddVertexT(basePos + edgePos, xtexCoord + (1.0f / 32), 1.0f); } glNewList(listNum, GL_COMPILE); va->DrawArrayT(GL_TRIANGLE_STRIP); glEndList(); }