Particle systems use a GLBuffer internally, instead of direct vertex arrays with glDrawElements.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-05 20:27:47 -04:00
parent e445c50af8
commit 656668b8c8
2 changed files with 17 additions and 27 deletions
+16 -25
View File
@@ -39,7 +39,7 @@ namespace opengl
ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
: love::graphics::ParticleSystem(texture, size)
, particleVerts(nullptr)
, buffer(nullptr)
, quadIndices(size)
{
createVertices(size);
@@ -47,7 +47,6 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
ParticleSystem::ParticleSystem(const ParticleSystem &p)
: love::graphics::ParticleSystem(p)
, particleVerts(nullptr)
, quadIndices(p.quadIndices)
{
createVertices(maxParticles);
@@ -55,21 +54,15 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
ParticleSystem::~ParticleSystem()
{
delete[] particleVerts;
delete buffer;
}
void ParticleSystem::createVertices(size_t numparticles)
{
try
{
Vertex *pverts = new Vertex[numparticles * 4];
delete[] particleVerts;
particleVerts = pverts;
}
catch (std::exception &)
{
throw love::Exception("Out of memory.");
}
size_t size = sizeof(Vertex) * numparticles * 4;
GLBuffer *newbuffer = new GLBuffer(size, nullptr, BUFFER_VERTEX, vertex::USAGE_STREAM, 0);
delete buffer;
buffer = newbuffer;
}
ParticleSystem *ParticleSystem::clone()
@@ -89,7 +82,7 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
{
uint32 pCount = getCount();
if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || particleVerts == nullptr)
if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || buffer == nullptr)
return;
gfx->flushStreamDraws();
@@ -99,7 +92,7 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
Graphics::TempTransform transform(gfx, m);
const Vertex *textureVerts = texture->getVertices();
Vertex *pVerts = particleVerts;
Vertex *pVerts = (Vertex *) buffer->map();
Particle *p = pHead;
bool useQuads = !quads.empty();
@@ -132,25 +125,23 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
p = p->next;
}
buffer->unmap();
gl.bindTextureToUnit(texture, 0, false);
gl.prepareDraw();
gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR);
gl.bindBuffer(BUFFER_VERTEX, 0);
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), &particleVerts[0].color.r);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].x);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &particleVerts[0].s);
buffer->bind();
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, color.r)));
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, x)));
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), BUFFER_OFFSET(offsetof(Vertex, s)));
GLsizei count = (GLsizei) quadIndices.getIndexCount(pCount);
GLenum gltype = quadIndices.getType();
// We use a client-side index array instead of an Index Buffers, because
// at least one graphics driver (the one for Kepler nvidia GPUs in OS X
// 10.11) fails to render geometry if an index buffer is used with
// client-side vertex arrays.
gl.bindBuffer(BUFFER_INDEX, 0);
gl.drawElements(GL_TRIANGLES, count, gltype, quadIndices.getIndices(0));
quadIndices.getBuffer()->bind();
gl.drawElements(GL_TRIANGLES, count, gltype, quadIndices.getPointer(0));
}
} // opengl