Assuming that I've combined all of my vertex data for many particles into a single array, how would I batch draw all of those particles in a manner that preserves their unique translations?
Any code examples would be greatly appreciated.
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Assuming that I've combined all of my vertex data for many particles into a single array, how would I batch draw all of those particles in a manner that preserves their unique translations? Any code examples would be greatly appreciated. |
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Are your vertices something like topleft position:-1,-1, bottomright position +1,+1? All being rendered to the center of the screen? And you're moving them around with the worldview matrix? To use vertex arrays and give each particle individual positions you need to do the transformation on the CPU. For each particle you have a set of vertices 4 if you're doing a quad, 6 if it's made from two triangles. Lets say the particle is 2x2 and the center is 0,0.
If you drew this it would create a particle centered around the origin of your scene, how big it appears would depend on your projection matrix. If you've got a position for each particle all you need do is going through all the vertices and add them to the particle position.
Do that for all your particles each time they change position. This is reasonably common solution, you might think it seems quite slow (but it's not too bad) try it out and see how it works in your case. If you are pushing a lot of particles and find you need things to be faster then it's probably best looking at doing the entire particle effect as a shader, that way you reduce the communication between the gpu and cpu. |
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Just put your particles coordinates to buffer (geometryBuf in example) considering unique translations for each. And batch draw it with glDrawArrays().
Params depend on particles type. |
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In my OpenGL ES 1.1 particle system I solved this by drawing one alpha blended textured triangle per particle. Another option would be to draw quads (or two-tri strips), but i found single tris to be OK for my application which has many small particles. If you have few large particles, quads might be better (fill-rate vs trig). For each particle in my list I calculated the corners of the triangle by simple vector math and a pre-calculated look-up table. I would also make sure that each triangle faced the camera using a billboarding helper class. In other words I did not use any OpenGL transformations on the individual particles. This code would also handle rotating the sprite and/or scaling of the individual sprites. Each corner of the triangle would be appended to the vertex buffers so that 3*3 floats would be added per triangle. Here is the snippet from my code that does the actual building of the vertices buffer (method on the particle object, called once per particle per update):
I have also included my entire billboarding helper for good measure :>
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