Files
love/src/modules/graphics/opengl/ParticleSystem.cpp
T
Alex Szpakowski 14f1afa446 Reduce redundant glActiveTexture calls.
--HG--
branch : minor
2016-10-21 22:19:16 -03:00

159 lines
4.3 KiB
C++

/**
* Copyright (c) 2006-2016 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
//LOVE
#include "common/config.h"
#include "ParticleSystem.h"
#include "OpenGL.h"
// STD
#include <algorithm>
#include <cmath>
#include <cstdlib>
namespace love
{
namespace graphics
{
namespace opengl
{
ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
: love::graphics::ParticleSystem(texture, size)
, particleVerts(nullptr)
, quadIndices(size)
{
createVertices(size);
}
ParticleSystem::ParticleSystem(const ParticleSystem &p)
: love::graphics::ParticleSystem(p)
, particleVerts(nullptr)
, quadIndices(p.quadIndices)
{
createVertices(maxParticles);
}
ParticleSystem::~ParticleSystem()
{
delete[] particleVerts;
}
void ParticleSystem::createVertices(size_t numparticles)
{
try
{
love::Vertex *pverts = new love::Vertex[numparticles * 4];
delete[] particleVerts;
particleVerts = pverts;
}
catch (std::exception &)
{
throw love::Exception("Out of memory.");
}
}
ParticleSystem *ParticleSystem::clone()
{
return new ParticleSystem(*this);
}
void ParticleSystem::setBufferSize(uint32 size)
{
love::graphics::ParticleSystem::setBufferSize(size);
quadIndices = QuadIndices(size);
createVertices(size);
}
void ParticleSystem::draw(const Matrix4 &m)
{
uint32 pCount = getCount();
if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || particleVerts == nullptr)
return;
OpenGL::TempDebugGroup debuggroup("ParticleSystem draw");
OpenGL::TempTransform transform(gl);
transform.get() *= m;
const Vertex *textureVerts = texture->getVertices();
Vertex *pVerts = particleVerts;
Particle *p = pHead;
bool useQuads = !quads.empty();
Matrix3 t;
// set the vertex data for each particle (transformation, texcoords, color)
while (p)
{
if (useQuads)
textureVerts = quads[p->quadIndex]->getVertices();
// particle vertices are image vertices transformed by particle info
t.setTransformation(p->position.x, p->position.y, p->angle, p->size, p->size, offset.x, offset.y, 0.0f, 0.0f);
t.transform(pVerts, textureVerts, 4);
// set the texture coordinate and color data for particle vertices
for (int v = 0; v < 4; v++)
{
pVerts[v].s = textureVerts[v].s;
pVerts[v].t = textureVerts[v].t;
// Particle colors are stored as floats (0-1) but vertex colors are
// unsigned bytes (0-255).
pVerts[v].r = (unsigned char) (p->color.r*255);
pVerts[v].g = (unsigned char) (p->color.g*255);
pVerts[v].b = (unsigned char) (p->color.b*255);
pVerts[v].a = (unsigned char) (p->color.a*255);
}
pVerts += 4;
p = p->next;
}
gl.bindTextureToUnit(*(GLuint *) texture->getHandle(), 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].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);
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));
}
} // opengl
} // graphics
} // love