void ParticleRenderer::RenderParticles(bool solidColor)
{
	CShaderTechniquePtr shader = solidColor ? m->shaderSolid : m->shader;

	shader->BeginPass();

	shader->GetShader()->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());

	if (!solidColor)
		glEnable(GL_BLEND);
	glDepthMask(0);

	for (size_t i = 0; i < m->emitters.size(); ++i)
	{
		CParticleEmitter* emitter = m->emitters[i];

		emitter->Bind(shader->GetShader());
		emitter->RenderArray(shader->GetShader());
	}

	CVertexBuffer::Unbind();

	pglBlendEquationEXT(GL_FUNC_ADD);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glDisable(GL_BLEND);
	glDepthMask(1);

	shader->EndPass();
}
Esempio n. 2
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void ParticleRenderer::RenderParticles(bool solidColor)
{
	CShaderProgramPtr shader = solidColor ? m->shaderSolid : m->shader;

	shader->Bind();

	if (!solidColor)
		glEnable(GL_BLEND);
	glDepthMask(0);

	glEnableClientState(GL_VERTEX_ARRAY);
	if (!solidColor)
		glEnableClientState(GL_COLOR_ARRAY);

	pglClientActiveTextureARB(GL_TEXTURE1);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	pglClientActiveTextureARB(GL_TEXTURE0);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	for (size_t i = 0; i < m->emitters.size(); ++i)
	{
		CParticleEmitter* emitter = m->emitters[i];

		emitter->Bind();
		emitter->RenderArray();
	}

	CVertexBuffer::Unbind();

	pglBlendEquationEXT(GL_FUNC_ADD);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);

	pglClientActiveTextureARB(GL_TEXTURE1);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	pglClientActiveTextureARB(GL_TEXTURE0);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);

	glDisable(GL_BLEND);
	glDepthMask(1);

	shader->Unbind();
}