コード例 #1
0
  public void render(GLEx g, float x, float y) {

    if (!visible) {
      return;
    }

    if ((sprite == null) && (defaultImageName != null)) {
      loadSystemParticleImage();
    }

    g.translate(x, y);

    if (blendingMode == BLEND_ADDITIVE) {
      GLEx.self.setBlendMode(GL.MODE_ALPHA_ONE);
    }
    if (usePoints()) {
      GLEx.gl10.glEnable(GL.GL_POINT_SMOOTH);
      g.glTex2DDisable();
    }

    for (int emitterIdx = 0; emitterIdx < emitters.size(); emitterIdx++) {

      ParticleEmitter emitter = emitters.get(emitterIdx);

      if (!emitter.isEnabled()) {
        continue;
      }

      if (emitter.useAdditive()) {
        g.setBlendMode(GL.MODE_ALPHA_ONE);
      }

      ParticlePool pool = particlesByEmitter.get(emitter);
      LTexture image = emitter.getImage();
      if (image == null) {
        image = this.sprite;
      }

      if (!emitter.isOriented() && !emitter.usePoints(this)) {
        image.glBegin();
      }

      for (int i = 0; i < pool.particles.length; i++) {
        if (pool.particles[i].inUse()) {
          pool.particles[i].render();
        }
      }

      if (!emitter.isOriented() && !emitter.usePoints(this)) {
        image.glEnd();
      }

      if (emitter.useAdditive()) {
        g.setBlendMode(GL.MODE_NORMAL);
      }
    }

    if (usePoints()) {
      GLEx.gl10.glDisable(GL.GL_POINT_SMOOTH);
    }
    if (blendingMode == BLEND_ADDITIVE) {
      g.setBlendMode(GL.MODE_NORMAL);
    }

    g.resetColor();
    g.translate(-x, -y);
  }
コード例 #2
0
ファイル: ParticleSystem.java プロジェクト: pgfarley/lamport
  /**
   * Render the particles in the system
   *
   * @param x The x coordinate to render the particle system at (in the current coordinate space)
   * @param y The y coordinate to render the particle system at (in the current coordiante space)
   */
  public void render(float x, float y) {
    if ((sprite == null) && (defaultImageName != null)) {
      loadSystemParticleImage();
    }

    if (!visible) {
      return;
    }

    GL.glTranslatef(x, y, 0);

    if (blendingMode == BLEND_ADDITIVE) {
      GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE);
    }
    if (usePoints()) {
      GL.glEnable(SGL.GL_POINT_SMOOTH);
      TextureImpl.bindNone();
    }

    // iterate over all emitters
    for (int emitterIdx = 0; emitterIdx < emitters.size(); emitterIdx++) {
      // get emitter
      ParticleEmitter emitter = (ParticleEmitter) emitters.get(emitterIdx);

      // check for additive override and enable when set
      if (emitter.useAdditive()) {
        GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE);
      }

      // now get the particle pool for this emitter and render all particles that are in use
      ParticlePool pool = (ParticlePool) particlesByEmitter.get(emitter);
      Image image = emitter.getImage();
      if (image == null) {
        image = this.sprite;
      }

      if (!emitter.isOriented() && !emitter.usePoints(this)) {
        image.startUse();
      }

      for (int i = 0; i < pool.particles.length; i++) {
        if (pool.particles[i].inUse()) pool.particles[i].render();
      }

      if (!emitter.isOriented() && !emitter.usePoints(this)) {
        image.endUse();
      }

      // reset additive blend mode
      if (emitter.useAdditive()) {
        GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE_MINUS_SRC_ALPHA);
      }
    }

    if (usePoints()) {
      GL.glDisable(SGL.GL_POINT_SMOOTH);
    }
    if (blendingMode == BLEND_ADDITIVE) {
      GL.glBlendFunc(SGL.GL_SRC_ALPHA, SGL.GL_ONE_MINUS_SRC_ALPHA);
    }

    Color.white.bind();
    GL.glTranslatef(-x, -y, 0);
  }