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); }
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 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); }