Ejemplo n.º 1
0
	void GLQuadRenderer::render(const Group& group)
	{
		if (!prepareBuffers(group))
			return;

		float oldModelView[16];
		for (int i = 0; i < 16; ++i)
			oldModelView[i] = modelView[i];
		glGetFloatv(GL_MODELVIEW_MATRIX,modelView);
		for (int i = 0; i < 16; ++i)
			if (oldModelView[i] != modelView[i])
			{
				invertModelView();
				break;
			}

		initBlending();
		initRenderingHints();

		glShadeModel(GL_FLAT);

		switch(texturingMode)
		{
		case TEXTURE_2D :
			if (getTexture3DGLExt() == SUPPORTED)
				glDisable(GL_TEXTURE_3D);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D,textureIndex);
			glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,getTextureBlending());

			if (!group.getModel()->isEnabled(PARAM_TEXTURE_INDEX))
			{
				if (!group.getModel()->isEnabled(PARAM_ANGLE))
					renderParticle = &GLQuadRenderer::render2D;
				else
					renderParticle = &GLQuadRenderer::render2DRot;
			}
			else
			{
				if (!group.getModel()->isEnabled(PARAM_ANGLE))
					renderParticle = &GLQuadRenderer::render2DAtlas;
				else
					renderParticle = &GLQuadRenderer::render2DAtlasRot;
			}
			break;

		case TEXTURE_3D :
			glDisable(GL_TEXTURE_2D);
			glEnable(GL_TEXTURE_3D);
			glBindTexture(GL_TEXTURE_3D,textureIndex);
			glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,getTextureBlending());

			if (!group.getModel()->isEnabled(PARAM_ANGLE))
				renderParticle = &GLQuadRenderer::render3D;
			else
				renderParticle = &GLQuadRenderer::render3DRot;
			break;

		case TEXTURE_NONE :
			glDisable(GL_TEXTURE_2D);
			if (getTexture3DGLExt() == SUPPORTED)
				glDisable(GL_TEXTURE_3D);
			if (!group.getModel()->isEnabled(PARAM_ANGLE))
				renderParticle = &GLQuadRenderer::render2D;
			else
				renderParticle = &GLQuadRenderer::render2DRot;
			break;
		}

		bool globalOrientation = precomputeOrientation3D(
			group,
			Vector3D(-invModelView[8],-invModelView[9],-invModelView[10]),
			Vector3D(invModelView[4],invModelView[5],invModelView[6]),
			Vector3D(invModelView[12],invModelView[13],invModelView[14]));

		if (globalOrientation)
		{
			computeGlobalOrientation3D();

			for (size_t i = 0; i < group.getNbParticles(); ++i)
				(this->*renderParticle)(group.getParticle(i));
		}
		else
		{
			for (size_t i = 0; i < group.getNbParticles(); ++i)
			{
				const Particle& particle = group.getParticle(i);
				computeSingleOrientation3D(particle);
				(this->*renderParticle)(particle);
			}
		}

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		if (texturingMode == TEXTURE_2D)
		{
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(2,GL_FLOAT,0,textureBuffer);
		}
		else if (texturingMode == TEXTURE_3D)
		{
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(3,GL_FLOAT,0,textureBuffer);
		}

		// interleaves vertex and color data
		glVertexPointer(3,GL_FLOAT,7 * sizeof(float),gpuBuffer);
		glColorPointer(4,GL_FLOAT,7 * sizeof(float),gpuBuffer + 3);

		glDrawArrays(GL_QUADS,0,group.getNbParticles() << 2);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);

		if (texturingMode != TEXTURE_NONE)
			glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	}
Ejemplo n.º 2
0
	void GLQuadRenderer::render(const Group& group,const DataSet* dataSet,RenderBuffer* renderBuffer) const
	{
		SPK_ASSERT(renderBuffer != NULL,"GLQuadRenderer::render(const Group&,const DataSet*,RenderBuffer*) - renderBuffer must not be NULL");
		GLBuffer& buffer = static_cast<GLBuffer&>(*renderBuffer);
		buffer.positionAtStart(); // Repositions all the buffers at the start

		float oldModelView[16];
		for (int i = 0; i < 16; ++i)
			oldModelView[i] = modelView[i];
		glGetFloatv(GL_MODELVIEW_MATRIX,modelView);
		for (int i = 0; i < 16; ++i)
			if (oldModelView[i] != modelView[i])
			{
				invertModelView();
				break;
			}

		initBlending();
		initRenderingOptions();

		glShadeModel(GL_FLAT);

		switch(texturingMode)
		{
		case TEXTURE_MODE_2D :
			// Creates and inits the 2D TexCoord buffer if necessary
			if (buffer.getNbTexCoords() != 2)
			{
				buffer.setNbTexCoords(2);
				if (!group.isEnabled(PARAM_TEXTURE_INDEX))
				{
					float t[8] = {1.0f,0.0f,0.0f,0.0f,0.0f,1.0f,1.0f,1.0f};
					for (size_t i = 0; i < group.getCapacity() << 3; ++i)
						buffer.setNextTexCoord(t[i & 7]);
				}
			}

			// Binds the texture
#ifndef SPK_GL_NO_EXT
			if (SPK_GL_CHECK_EXTENSION(SPK_GL_TEXTURE_3D_EXT))
				glDisable(GL_TEXTURE_3D_EXT);
#endif
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D,textureIndex);

			// Selects the correct function
			if (!group.isEnabled(PARAM_TEXTURE_INDEX))
			{
				if (!group.isEnabled(PARAM_ANGLE))
					renderParticle = &GLQuadRenderer::render2D;
				else
					renderParticle = &GLQuadRenderer::render2DRot;
			}
			else
			{
				if (!group.isEnabled(PARAM_ANGLE))
					renderParticle = &GLQuadRenderer::render2DAtlas;
				else
					renderParticle = &GLQuadRenderer::render2DAtlasRot;
			}
			break;

		case TEXTURE_MODE_3D :
			// Creates and inits the 3D TexCoord buffer if necessery
			if (buffer.getNbTexCoords() != 3)
			{
				buffer.setNbTexCoords(3);
				float t[12] =  {1.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f,1.0f,1.0f,0.0f};
				for (size_t i = 0; i < group.getCapacity() * 12; ++i)
					buffer.setNextTexCoord(t[i % 12]);
			}

			// Binds the texture
			glDisable(GL_TEXTURE_2D);
#ifndef SPK_GL_NO_EXT
			glEnable(GL_TEXTURE_3D_EXT);
			glBindTexture(GL_TEXTURE_3D_EXT,textureIndex);
#endif

			// Selects the correct function
			if (!group.isEnabled(PARAM_ANGLE))
				renderParticle = &GLQuadRenderer::render3D;
			else
				renderParticle = &GLQuadRenderer::render3DRot;
			break;

		case TEXTURE_MODE_NONE :
			if (buffer.getNbTexCoords() != 0)
				buffer.setNbTexCoords(0);

			glDisable(GL_TEXTURE_2D);

			// Selects the correct function
#ifndef SPK_GL_NO_EXT
			if (SPK_GL_CHECK_EXTENSION(SPK_GL_TEXTURE_3D_EXT))
				glDisable(GL_TEXTURE_3D_EXT);
#endif
			if (!group.isEnabled(PARAM_ANGLE))
				renderParticle = &GLQuadRenderer::render2D;
			else
				renderParticle = &GLQuadRenderer::render2DRot;
			break;
		}

		bool globalOrientation = precomputeOrientation3D(
			group,
			Vector3D(-invModelView[8],-invModelView[9],-invModelView[10]),
			Vector3D(invModelView[4],invModelView[5],invModelView[6]),
			Vector3D(invModelView[12],invModelView[13],invModelView[14]));

		// Fills the buffers
		if (globalOrientation)
		{
			computeGlobalOrientation3D(group);

			for (ConstGroupIterator particleIt(group); !particleIt.end(); ++particleIt)
				(this->*renderParticle)(*particleIt,buffer);
		}
		else
		{
			for (ConstGroupIterator particleIt(group); !particleIt.end(); ++particleIt)
			{
				computeSingleOrientation3D(*particleIt);
				(this->*renderParticle)(*particleIt,buffer);
			}
		}

		buffer.render(GL_QUADS,group.getNbParticles() << 2);
	}