Merge pull request #616 from eligovision/OpenSceneGraph-3.6_particles

ParticleSystem: Added support for GLES2 and upper (GL_QUADS -> GL_TRI…
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OpenSceneGraph git repository 2018-09-05 18:06:25 +01:00 committed by GitHub
commit 05297f439c
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@ -394,29 +394,53 @@ void osgParticle::ParticleSystem::drawImplementation(osg::RenderInfo& renderInfo
case osgParticle::Particle::HEXAGON: case osgParticle::Particle::HEXAGON:
case osgParticle::Particle::QUAD: case osgParticle::Particle::QUAD:
{ {
vertices.push_back(xpos-p1-p2); const osg::Vec3 c0(xpos-p1-p2);
colors.push_back(color); const osg::Vec2 t0(s_coord, t_coord);
texcoords.push_back(osg::Vec2(s_coord, t_coord)); const osg::Vec3 c1(xpos+p1-p2);
const osg::Vec2 t1(s_coord+s_tile, t_coord);
const osg::Vec3 c2(xpos+p1+p2);
const osg::Vec2 t2(s_coord+s_tile, t_coord+t_tile);
const osg::Vec3 c3(xpos-p1+p2);
const osg::Vec2 t3(s_coord, t_coord+t_tile);
vertices.push_back(xpos+p1-p2); // First 3 points (and texcoords) of quad or triangle
colors.push_back(color); vertices.push_back(c0);
texcoords.push_back(osg::Vec2(s_coord+s_tile, t_coord)); vertices.push_back(c1);
vertices.push_back(c2);
texcoords.push_back(t0);
texcoords.push_back(t1);
texcoords.push_back(t2);
vertices.push_back(xpos+p1+p2); #if !defined(OSG_GLES2_AVAILABLE)
colors.push_back(color); const unsigned int count = 4;
texcoords.push_back(osg::Vec2(s_coord+s_tile, t_coord+t_tile)); const GLenum mode = GL_QUADS;
vertices.push_back(xpos-p1+p2); // Last point (and texcoord) of quad
colors.push_back(color); vertices.push_back(c3);
texcoords.push_back(osg::Vec2(s_coord, t_coord+t_tile)); texcoords.push_back(t3);
#else
// No GL_QUADS mode on GLES2 and upper
const unsigned int count = 6;
const GLenum mode = GL_TRIANGLES;
if (!primitives.empty() && primitives.back().first==GL_QUADS) // Second triangle
vertices.push_back(c2);
vertices.push_back(c3);
vertices.push_back(c0);
texcoords.push_back(t2);
texcoords.push_back(t3);
texcoords.push_back(t0);
#endif
for (unsigned int j = 0; j < count; ++j)
colors.push_back(color);
if (!primitives.empty() && primitives.back().first == mode)
{ {
primitives.back().second+=4; primitives.back().second += count;
} }
else else
{ {
primitives.push_back(ArrayData::ModeCount(GL_QUADS,4)); primitives.push_back(ArrayData::ModeCount(mode, count));
} }
break; break;