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); }
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); }