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443 lines
15 KiB
C++
443 lines
15 KiB
C++
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#include "rendering/charge_effect.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/shader.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "core/logger.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include <random>
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#include <cmath>
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namespace wowee {
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namespace rendering {
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static std::mt19937& rng() {
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static std::random_device rd;
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static std::mt19937 gen(rd());
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return gen;
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}
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static float randFloat(float lo, float hi) {
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std::uniform_real_distribution<float> dist(lo, hi);
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return dist(rng());
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}
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ChargeEffect::ChargeEffect() = default;
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ChargeEffect::~ChargeEffect() { shutdown(); }
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bool ChargeEffect::initialize() {
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// ---- Ribbon trail shader ----
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ribbonShader_ = std::make_unique<Shader>();
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const char* ribbonVS = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in float aAlpha;
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layout (location = 2) in float aHeat;
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layout (location = 3) in float aHeight;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out float vAlpha;
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out float vHeat;
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out float vHeight;
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void main() {
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gl_Position = uProjection * uView * vec4(aPos, 1.0);
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vAlpha = aAlpha;
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vHeat = aHeat;
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vHeight = aHeight;
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}
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)";
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const char* ribbonFS = R"(
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#version 330 core
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in float vAlpha;
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in float vHeat;
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in float vHeight;
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out vec4 FragColor;
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void main() {
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// Vertical gradient: top is red/opaque, bottom is transparent
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vec3 topColor = vec3(0.9, 0.15, 0.05); // Deep red at top
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vec3 midColor = vec3(1.0, 0.5, 0.1); // Orange in middle
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vec3 color = mix(midColor, topColor, vHeight);
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// Mix with heat (head vs tail along length)
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vec3 hotColor = vec3(1.0, 0.6, 0.15);
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color = mix(color, hotColor, vHeat * 0.4);
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// Bottom fades to transparent, top is opaque
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float vertAlpha = smoothstep(0.0, 0.4, vHeight);
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FragColor = vec4(color, vAlpha * vertAlpha * 0.7);
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}
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)";
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if (!ribbonShader_->loadFromSource(ribbonVS, ribbonFS)) {
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LOG_ERROR("Failed to create charge ribbon shader");
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return false;
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}
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glGenVertexArrays(1, &ribbonVao_);
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glGenBuffers(1, &ribbonVbo_);
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glBindVertexArray(ribbonVao_);
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glBindBuffer(GL_ARRAY_BUFFER, ribbonVbo_);
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// pos(3) + alpha(1) + heat(1) + height(1) = 6 floats
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(4 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(3, 1, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(5 * sizeof(float)));
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glEnableVertexAttribArray(3);
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glBindVertexArray(0);
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ribbonVerts_.reserve(MAX_TRAIL_POINTS * 2 * 6);
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// ---- Dust puff shader (small point sprites) ----
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dustShader_ = std::make_unique<Shader>();
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const char* dustVS = R"(
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in float aSize;
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layout (location = 2) in float aAlpha;
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uniform mat4 uView;
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uniform mat4 uProjection;
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out float vAlpha;
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void main() {
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gl_Position = uProjection * uView * vec4(aPos, 1.0);
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gl_PointSize = aSize;
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vAlpha = aAlpha;
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}
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)";
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const char* dustFS = R"(
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#version 330 core
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in float vAlpha;
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out vec4 FragColor;
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void main() {
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vec2 coord = gl_PointCoord - vec2(0.5);
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float dist = length(coord);
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if (dist > 0.5) discard;
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float alpha = smoothstep(0.5, 0.0, dist) * vAlpha;
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vec3 dustColor = vec3(0.65, 0.55, 0.40);
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FragColor = vec4(dustColor, alpha * 0.45);
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}
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)";
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if (!dustShader_->loadFromSource(dustVS, dustFS)) {
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LOG_ERROR("Failed to create charge dust shader");
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return false;
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}
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glGenVertexArrays(1, &dustVao_);
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glGenBuffers(1, &dustVbo_);
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glBindVertexArray(dustVao_);
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glBindBuffer(GL_ARRAY_BUFFER, dustVbo_);
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// pos(3) + size(1) + alpha(1) = 5 floats
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(4 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glBindVertexArray(0);
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dustVerts_.reserve(MAX_DUST * 5);
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dustPuffs_.reserve(MAX_DUST);
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return true;
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}
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void ChargeEffect::shutdown() {
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if (ribbonVao_) glDeleteVertexArrays(1, &ribbonVao_);
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if (ribbonVbo_) glDeleteBuffers(1, &ribbonVbo_);
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ribbonVao_ = 0; ribbonVbo_ = 0;
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if (dustVao_) glDeleteVertexArrays(1, &dustVao_);
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if (dustVbo_) glDeleteBuffers(1, &dustVbo_);
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dustVao_ = 0; dustVbo_ = 0;
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trail_.clear();
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dustPuffs_.clear();
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ribbonShader_.reset();
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dustShader_.reset();
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}
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void ChargeEffect::tryLoadM2Models(M2Renderer* m2Renderer, pipeline::AssetManager* assets) {
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if (!m2Renderer || !assets) return;
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m2Renderer_ = m2Renderer;
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const char* casterPaths[] = {
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"Spells\\Charge_Caster.m2",
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"Spells\\WarriorCharge.m2",
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"Spells\\Charge\\Charge_Caster.m2",
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"Spells\\Dust_Medium.m2",
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};
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for (const char* path : casterPaths) {
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auto m2Data = assets->readFile(path);
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if (m2Data.empty()) continue;
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pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
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if (model.vertices.empty() && model.particleEmitters.empty()) continue;
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std::string skinPath = std::string(path);
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auto dotPos = skinPath.rfind('.');
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if (dotPos != std::string::npos) {
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std::string skinFile = skinPath.substr(0, dotPos) + "00.skin";
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auto skinData = assets->readFile(skinFile);
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if (!skinData.empty() && model.version >= 264)
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pipeline::M2Loader::loadSkin(skinData, model);
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}
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if (m2Renderer_->loadModel(model, CASTER_MODEL_ID)) {
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casterModelLoaded_ = true;
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LOG_INFO("ChargeEffect: loaded caster model from ", path);
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break;
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}
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}
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const char* impactPaths[] = {
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"Spells\\Charge_Impact.m2",
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"Spells\\Charge\\Charge_Impact.m2",
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"Spells\\ImpactDust.m2",
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};
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for (const char* path : impactPaths) {
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auto m2Data = assets->readFile(path);
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if (m2Data.empty()) continue;
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pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
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if (model.vertices.empty() && model.particleEmitters.empty()) continue;
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std::string skinPath = std::string(path);
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auto dotPos = skinPath.rfind('.');
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if (dotPos != std::string::npos) {
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std::string skinFile = skinPath.substr(0, dotPos) + "00.skin";
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auto skinData = assets->readFile(skinFile);
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if (!skinData.empty() && model.version >= 264)
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pipeline::M2Loader::loadSkin(skinData, model);
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}
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if (m2Renderer_->loadModel(model, IMPACT_MODEL_ID)) {
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impactModelLoaded_ = true;
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LOG_INFO("ChargeEffect: loaded impact model from ", path);
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break;
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}
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}
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}
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void ChargeEffect::start(const glm::vec3& position, const glm::vec3& direction) {
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emitting_ = true;
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dustAccum_ = 0.0f;
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trail_.clear();
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dustPuffs_.clear();
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lastEmitPos_ = position;
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// Spawn M2 caster effect
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if (casterModelLoaded_ && m2Renderer_) {
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activeCasterInstanceId_ = m2Renderer_->createInstance(
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CASTER_MODEL_ID, position, glm::vec3(0.0f), 1.0f);
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}
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// Seed the first trail point
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emit(position, direction);
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}
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void ChargeEffect::emit(const glm::vec3& position, const glm::vec3& direction) {
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if (!emitting_) return;
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// Move M2 caster with player
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if (activeCasterInstanceId_ != 0 && m2Renderer_) {
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m2Renderer_->setInstancePosition(activeCasterInstanceId_, position);
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}
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// Only add a new trail point if we've moved enough
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float dist = glm::length(position - lastEmitPos_);
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if (dist >= TRAIL_SPAWN_DIST || trail_.empty()) {
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// Ribbon is vertical: side vector points straight up
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glm::vec3 side = glm::vec3(0.0f, 0.0f, 1.0f);
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// Trail spawns at character's mid-height (ribbon extends above and below)
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glm::vec3 trailCenter = position + glm::vec3(0.0f, 0.0f, 1.0f);
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trail_.push_back({trailCenter, side, 0.0f});
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if (trail_.size() > MAX_TRAIL_POINTS) {
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trail_.pop_front();
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}
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lastEmitPos_ = position;
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}
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// Spawn dust puffs at feet
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glm::vec3 horizDir = glm::vec3(direction.x, direction.y, 0.0f);
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float horizLen = glm::length(horizDir);
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if (horizLen < 0.001f) return;
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glm::vec3 backDir = -horizDir / horizLen;
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glm::vec3 sideDir = glm::vec3(-backDir.y, backDir.x, 0.0f);
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dustAccum_ += 30.0f * 0.016f;
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while (dustAccum_ >= 1.0f && dustPuffs_.size() < MAX_DUST) {
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dustAccum_ -= 1.0f;
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DustPuff d;
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d.position = position + backDir * randFloat(0.0f, 0.6f) +
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sideDir * randFloat(-0.4f, 0.4f) +
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glm::vec3(0.0f, 0.0f, 0.1f);
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d.velocity = backDir * randFloat(0.5f, 2.0f) +
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sideDir * randFloat(-0.3f, 0.3f) +
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glm::vec3(0.0f, 0.0f, randFloat(0.8f, 2.0f));
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d.lifetime = 0.0f;
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d.maxLifetime = randFloat(0.3f, 0.5f);
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d.size = randFloat(5.0f, 10.0f);
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d.alpha = 1.0f;
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dustPuffs_.push_back(d);
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}
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}
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void ChargeEffect::stop() {
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emitting_ = false;
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if (activeCasterInstanceId_ != 0 && m2Renderer_) {
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m2Renderer_->removeInstance(activeCasterInstanceId_);
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activeCasterInstanceId_ = 0;
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}
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}
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void ChargeEffect::triggerImpact(const glm::vec3& position) {
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if (!impactModelLoaded_ || !m2Renderer_) return;
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uint32_t instanceId = m2Renderer_->createInstance(
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IMPACT_MODEL_ID, position, glm::vec3(0.0f), 1.0f);
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if (instanceId != 0) {
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activeImpacts_.push_back({instanceId, 0.0f});
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}
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}
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void ChargeEffect::update(float deltaTime) {
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// Age trail points and remove expired ones
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for (auto& tp : trail_) {
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tp.age += deltaTime;
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}
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while (!trail_.empty() && trail_.front().age >= TRAIL_LIFETIME) {
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trail_.pop_front();
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}
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// Update dust puffs
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for (auto it = dustPuffs_.begin(); it != dustPuffs_.end(); ) {
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it->lifetime += deltaTime;
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if (it->lifetime >= it->maxLifetime) {
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it = dustPuffs_.erase(it);
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continue;
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}
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it->position += it->velocity * deltaTime;
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it->velocity *= 0.93f;
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float t = it->lifetime / it->maxLifetime;
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it->alpha = 1.0f - t * t;
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it->size += deltaTime * 8.0f;
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++it;
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}
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// Clean up expired M2 impacts
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for (auto it = activeImpacts_.begin(); it != activeImpacts_.end(); ) {
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it->elapsed += deltaTime;
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if (it->elapsed >= M2_EFFECT_DURATION) {
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if (m2Renderer_) m2Renderer_->removeInstance(it->instanceId);
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it = activeImpacts_.erase(it);
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} else {
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++it;
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}
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}
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}
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void ChargeEffect::render(const Camera& camera) {
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// ---- Render ribbon trail as triangle strip ----
|
||
|
|
if (trail_.size() >= 2 && ribbonShader_) {
|
||
|
|
ribbonVerts_.clear();
|
||
|
|
|
||
|
|
int n = static_cast<int>(trail_.size());
|
||
|
|
for (int i = 0; i < n; i++) {
|
||
|
|
const auto& tp = trail_[i];
|
||
|
|
float ageFrac = tp.age / TRAIL_LIFETIME; // 0 = fresh, 1 = about to expire
|
||
|
|
float positionFrac = static_cast<float>(i) / static_cast<float>(n - 1); // 0 = tail, 1 = head
|
||
|
|
|
||
|
|
// Alpha: fade out by age and also taper toward the tail end
|
||
|
|
float alpha = (1.0f - ageFrac) * std::min(positionFrac * 3.0f, 1.0f);
|
||
|
|
// Heat: hotter near the head (character), cooler at the tail
|
||
|
|
float heat = positionFrac;
|
||
|
|
|
||
|
|
// Width tapers: thin at tail, full at head
|
||
|
|
float width = TRAIL_HALF_WIDTH * std::min(positionFrac * 2.0f, 1.0f);
|
||
|
|
|
||
|
|
// Two vertices: bottom (center - up*width) and top (center + up*width)
|
||
|
|
glm::vec3 bottom = tp.center - tp.side * width;
|
||
|
|
glm::vec3 top = tp.center + tp.side * width;
|
||
|
|
|
||
|
|
// Bottom vertex (height=0, more transparent)
|
||
|
|
ribbonVerts_.push_back(bottom.x);
|
||
|
|
ribbonVerts_.push_back(bottom.y);
|
||
|
|
ribbonVerts_.push_back(bottom.z);
|
||
|
|
ribbonVerts_.push_back(alpha);
|
||
|
|
ribbonVerts_.push_back(heat);
|
||
|
|
ribbonVerts_.push_back(0.0f); // height = bottom
|
||
|
|
|
||
|
|
// Top vertex (height=1, redder and more opaque)
|
||
|
|
ribbonVerts_.push_back(top.x);
|
||
|
|
ribbonVerts_.push_back(top.y);
|
||
|
|
ribbonVerts_.push_back(top.z);
|
||
|
|
ribbonVerts_.push_back(alpha);
|
||
|
|
ribbonVerts_.push_back(heat);
|
||
|
|
ribbonVerts_.push_back(1.0f); // height = top
|
||
|
|
}
|
||
|
|
|
||
|
|
glBindBuffer(GL_ARRAY_BUFFER, ribbonVbo_);
|
||
|
|
glBufferData(GL_ARRAY_BUFFER, ribbonVerts_.size() * sizeof(float),
|
||
|
|
ribbonVerts_.data(), GL_DYNAMIC_DRAW);
|
||
|
|
|
||
|
|
ribbonShader_->use();
|
||
|
|
ribbonShader_->setUniform("uView", camera.getViewMatrix());
|
||
|
|
ribbonShader_->setUniform("uProjection", camera.getProjectionMatrix());
|
||
|
|
|
||
|
|
glEnable(GL_BLEND);
|
||
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE); // Additive blend for fiery glow
|
||
|
|
glDepthMask(GL_FALSE);
|
||
|
|
|
||
|
|
glBindVertexArray(ribbonVao_);
|
||
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, static_cast<GLsizei>(n * 2));
|
||
|
|
glBindVertexArray(0);
|
||
|
|
|
||
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
glDepthMask(GL_TRUE);
|
||
|
|
}
|
||
|
|
|
||
|
|
// ---- Render dust puffs ----
|
||
|
|
if (!dustPuffs_.empty() && dustShader_) {
|
||
|
|
dustVerts_.clear();
|
||
|
|
for (const auto& d : dustPuffs_) {
|
||
|
|
dustVerts_.push_back(d.position.x);
|
||
|
|
dustVerts_.push_back(d.position.y);
|
||
|
|
dustVerts_.push_back(d.position.z);
|
||
|
|
dustVerts_.push_back(d.size);
|
||
|
|
dustVerts_.push_back(d.alpha);
|
||
|
|
}
|
||
|
|
|
||
|
|
glBindBuffer(GL_ARRAY_BUFFER, dustVbo_);
|
||
|
|
glBufferData(GL_ARRAY_BUFFER, dustVerts_.size() * sizeof(float),
|
||
|
|
dustVerts_.data(), GL_DYNAMIC_DRAW);
|
||
|
|
|
||
|
|
dustShader_->use();
|
||
|
|
dustShader_->setUniform("uView", camera.getViewMatrix());
|
||
|
|
dustShader_->setUniform("uProjection", camera.getProjectionMatrix());
|
||
|
|
|
||
|
|
glEnable(GL_BLEND);
|
||
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
|
glDepthMask(GL_FALSE);
|
||
|
|
glEnable(GL_PROGRAM_POINT_SIZE);
|
||
|
|
|
||
|
|
glBindVertexArray(dustVao_);
|
||
|
|
glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>(dustPuffs_.size()));
|
||
|
|
glBindVertexArray(0);
|
||
|
|
|
||
|
|
glDepthMask(GL_TRUE);
|
||
|
|
glDisable(GL_PROGRAM_POINT_SIZE);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace rendering
|
||
|
|
} // namespace wowee
|