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Particle systems use a GLBuffer internally, instead of direct vertex arrays with glDrawElements.
--HG-- branch : minor
This commit is contained in:
@@ -39,7 +39,7 @@ namespace opengl
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ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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: love::graphics::ParticleSystem(texture, size)
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, particleVerts(nullptr)
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, buffer(nullptr)
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, quadIndices(size)
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{
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createVertices(size);
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@@ -47,7 +47,6 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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ParticleSystem::ParticleSystem(const ParticleSystem &p)
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: love::graphics::ParticleSystem(p)
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, particleVerts(nullptr)
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, quadIndices(p.quadIndices)
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{
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createVertices(maxParticles);
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@@ -55,21 +54,15 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
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ParticleSystem::~ParticleSystem()
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{
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delete[] particleVerts;
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delete buffer;
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}
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void ParticleSystem::createVertices(size_t numparticles)
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{
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try
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{
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Vertex *pverts = new Vertex[numparticles * 4];
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delete[] particleVerts;
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particleVerts = pverts;
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}
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catch (std::exception &)
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{
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throw love::Exception("Out of memory.");
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}
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size_t size = sizeof(Vertex) * numparticles * 4;
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GLBuffer *newbuffer = new GLBuffer(size, nullptr, BUFFER_VERTEX, vertex::USAGE_STREAM, 0);
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delete buffer;
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buffer = newbuffer;
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}
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ParticleSystem *ParticleSystem::clone()
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@@ -89,7 +82,7 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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{
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uint32 pCount = getCount();
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if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || particleVerts == nullptr)
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if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || buffer == nullptr)
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return;
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gfx->flushStreamDraws();
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@@ -99,7 +92,7 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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Graphics::TempTransform transform(gfx, m);
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const Vertex *textureVerts = texture->getVertices();
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Vertex *pVerts = particleVerts;
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Vertex *pVerts = (Vertex *) buffer->map();
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Particle *p = pHead;
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bool useQuads = !quads.empty();
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@@ -132,25 +125,23 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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p = p->next;
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}
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buffer->unmap();
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gl.bindTextureToUnit(texture, 0, false);
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gl.prepareDraw();
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gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR);
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gl.bindBuffer(BUFFER_VERTEX, 0);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &particleVerts[0].color.r);
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].x);
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].s);
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buffer->bind();
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, color.r)));
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, x)));
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, s)));
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GLsizei count = (GLsizei) quadIndices.getIndexCount(pCount);
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GLenum gltype = quadIndices.getType();
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// We use a client-side index array instead of an Index Buffers, because
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// at least one graphics driver (the one for Kepler nvidia GPUs in OS X
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// 10.11) fails to render geometry if an index buffer is used with
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// client-side vertex arrays.
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gl.bindBuffer(BUFFER_INDEX, 0);
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gl.drawElements(GL_TRIANGLES, count, gltype, quadIndices.getIndices(0));
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quadIndices.getBuffer()->bind();
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gl.drawElements(GL_TRIANGLES, count, gltype, quadIndices.getPointer(0));
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}
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} // opengl
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