void GLLineRenderer::render(const Group& group)
	{
		if (!prepareBuffers(group))
			return;

		initBlending();
		initRenderingHints();

		glLineWidth(width);
		glDisable(GL_TEXTURE_2D);
		glShadeModel(GL_FLAT);

		for (size_t i = 0; i < group.getNbParticles(); ++i)
		{
			const Particle& particle = group.getParticle(i);

			*(gpuIterator++) = particle.position().x;
			*(gpuIterator++) = particle.position().y;
			*(gpuIterator++) = particle.position().z;

			gpuIterator += 4; // skips the first vertex color data as GL_FLAT was forced

			*(gpuIterator++) = particle.position().x + particle.velocity().x * length;
			*(gpuIterator++) = particle.position().y + particle.velocity().y * length;
			*(gpuIterator++) = particle.position().z + particle.velocity().z * length;

			*(gpuIterator++) = particle.getR();
			*(gpuIterator++) = particle.getG();
			*(gpuIterator++) = particle.getB();
			*(gpuIterator++) = particle.getParamCurrentValue(PARAM_ALPHA);	
		}

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		// interleaves vertex and color data
		glVertexPointer(3,GL_FLOAT,7 * sizeof(float),gpuBuffer);
		glColorPointer(4,GL_FLOAT,7 * sizeof(float),gpuBuffer + 3);
	
		glDrawArrays(GL_LINES,0,group.getNbParticles() << 1);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
	}
Пример #2
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);
	}
Пример #3
0
	void GLLineTrailRenderer::render(const Group& group)
	{	
		if (!prepareBuffers(group))
			return;

		initBlending();
		initRenderingHints();

		// Inits lines' parameters
		glLineWidth(width);
		glDisable(GL_TEXTURE_2D);
		glShadeModel(GL_SMOOTH);

		for (size_t i = 0; i < group.getNbParticles(); ++i)
		{
			const Particle& particle = group.getParticle(i);
			float age = particle.getAge();
			float oldAge = *valueIterator;

			if ((age == 0.0f)||(age < *valueIterator)) // If the particle is new, buffers for it are reinitialized
				init(particle,0.0f);
			else
			{
				if (age - *(valueIterator + 1) >= duration / (nbSamples - 1)) // shifts the data by one
				{
					std::memmove(vertexIterator + 6,vertexIterator + 3,(nbSamples - 1) * 3 * sizeof(float));
					std::memmove(colorIterator + 8,colorIterator + 4,((nbSamples - 1) << 2) * sizeof(float));
					std::memmove(valueIterator + 1,valueIterator,(nbSamples - 1) * sizeof(float));

					// post degenerated vertex copy
					std::memcpy(vertexIterator + (nbSamples + 1) * 3,vertexIterator + nbSamples * 3,3 * sizeof(float));
				}

				// Updates the current sample
				const Vector3D& pos = particle.position();
				*(vertexIterator++) = pos.x;
				*(vertexIterator++) = pos.y;
				*(vertexIterator++) = pos.z;

				std::memcpy(vertexIterator,vertexIterator - 3,3 * sizeof(float));
				vertexIterator += (nbSamples + 1) * 3;

				colorIterator += 4; // skips post degenerated vertex color
				*(colorIterator++) = particle.getR();
				*(colorIterator++) = particle.getG();
				*(colorIterator++) = particle.getB();
				*(colorIterator++) = particle.getParamCurrentValue(PARAM_ALPHA);
				colorIterator += 3;

				*(valueIterator++) = age;
				//valueIterator += nbSamples;

				// Updates alpha
				for (size_t i = 0; i < nbSamples - 1; ++i)
				{
					float ratio = (age - oldAge) / (duration - age + *valueIterator);
					if (ratio > 0.0f)
						*colorIterator *= ratio < 1.0f ? 1.0f - ratio : 0.0f;
					colorIterator += 4;
					++valueIterator;
				}
				++colorIterator;
			}
		}

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		glColorPointer(4,GL_FLOAT,0,colorBuffer);
		glVertexPointer(3,GL_FLOAT,0,vertexBuffer);

		glDrawArrays(GL_LINE_STRIP,0,group.getNbParticles() * (nbSamples + 2));

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
	}