/* * tree.c * * Copyright (c) 2003-2012, NVIDIA CORPORATION. All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ // // Top level tree object // #include "nvgldemo.h" #include "vbo.h" #include "tree.h" #include "branches.h" #include "leaves.h" #include "ground.h" #include "buildtree.h" // parameters to control the tree generation. float treeParams[NUM_TREE_PARAMS] = { 0.46f, 0.7f, degToRadF(60.0f), 0.75f, 2.0f, 0.1f, 0.5f, }; // minimum and maximum of the tree parameters. float treeParamsMin[NUM_TREE_PARAMS] = { 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.01f, 0.0f, }; float treeParamsMax[NUM_TREE_PARAMS] = { 1.0f, 1.0f, degToRadF(180.0f), 1.0f, 5.0f, 0.5f, 1.0f, }; // Variables specific to this module. static GLboolean geometryDirty = GL_FALSE; static GLboolean isVBO; void Tree_newCharacter() { BuildTree_newCharacter(); geometryDirty = GL_TRUE; } // Construct (or reconstruct) the tree elements. static void build(void) { Branches_clear(); Leaves_clear(); BuildTree_generate(); isVBO = useVBO; if (useVBO) { // initialize the VBO area. if (VBO_setup(Leaves_sizeVBO()+Branches_sizeVBO()+Ground_sizeVBO())) { Leaves_buildVBO(); Branches_buildVBO(); Ground_buildVBO(); isVBO = GL_TRUE; } else { NvGlDemoLog("Unable to allocate VBO, falling back to non-VBO\n"); isVBO = GL_FALSE; } } else { isVBO = GL_FALSE; } // Mark the dirty bit false. geometryDirty = GL_FALSE; } void Tree_initialize( GLuint bark, GLuint leaf, GLuint leafb) { VBO_init(); // initialize the textures. Leaves_initialize(leaf, leafb, treeParams[TREE_PARAM_LEAF_SIZE]); Branches_initialize(bark); // this will cause the tree to be built at the first draw call. geometryDirty = GL_TRUE; } void Tree_deinitialize(void) { Leaves_deinitialize(); Branches_deinitialize(); if (useVBO) { VBO_deinit(); } Tree_newCharacter(); } void Tree_draw(void) { if (geometryDirty) { build(); } Leaves_draw(isVBO); Branches_draw(isVBO); Ground_draw(isVBO); } void Tree_setParam( int param, float val) { treeParams[param] = val; geometryDirty = GL_TRUE; } void Tree_toggleVBO(void) { if (vboInitialized) { useVBO = !useVBO; geometryDirty = GL_TRUE; } }