示例#1
0
	float* GLQuadRenderer::createTextureBuffer(const Group& group) const
	{
		FloatBuffer* fbuffer = NULL;

		switch(texturingMode)
		{
		case TEXTURE_2D :
			fbuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(TEXTURE_BUFFER_NAME,FloatBufferCreator(8),TEXTURE_2D,false));
			if (!group.getModel()->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.getParticles().getNbReserved() << 3; ++i)
					fbuffer->getData()[i] = t[i & 7];
			}
			break;

		case TEXTURE_3D :
			fbuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(TEXTURE_BUFFER_NAME,FloatBufferCreator(12),TEXTURE_3D,false));
			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.getParticles().getNbReserved() * 12; ++i)
				fbuffer->getData()[i] = t[i % 12];
			break;
		}

		return fbuffer->getData();
	}
示例#2
0
	void GLLineTrailRenderer::createBuffers(const Group& group)
	{	
		FloatBuffer* fVertexBuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(VERTEX_BUFFER_NAME,FloatBufferCreator((nbSamples + 2) * 3),nbSamples,true));
		FloatBuffer* fColorBuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(COLOR_BUFFER_NAME,FloatBufferCreator((nbSamples + 2) << 2),nbSamples,true));
		FloatBuffer* fValueBuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(VALUE_BUFFER_NAME,FloatBufferCreator(nbSamples),nbSamples,true));

		vertexIterator = vertexBuffer = fVertexBuffer->getData();
		colorIterator = colorBuffer = fColorBuffer->getData();
		valueIterator = valueBuffer = fValueBuffer->getData();

		// Fills the buffers with correct values
		for (size_t i = 0; i < group.getNbParticles(); ++i)
		{
			const Particle& particle = group.getParticle(i);
			init(particle,particle.getAge());
		}

		// Resets the iterators at the beginning after the init
		vertexIterator = vertexBuffer;
		colorIterator = colorBuffer;
		valueIterator = valueBuffer;
	}
示例#3
0
	void GLQuadRenderer::createBuffers(const Group& group)
	{
		FloatBuffer* fBuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(GPU_BUFFER_NAME,FloatBufferCreator(28),0,false));
		gpuIterator = gpuBuffer = fBuffer->getData();
		if (texturingMode != TEXTURE_NONE)
			textureIterator = textureBuffer = createTextureBuffer(group);
	}
	void GLLineRenderer::createBuffers(const Group& group)
	{	
		FloatBuffer* fBuffer = dynamic_cast<FloatBuffer*>(group.createBuffer(GPU_BUFFER_NAME,FloatBufferCreator(14),0,false));
		gpuIterator = gpuBuffer = fBuffer->getData();
	}