Created
June 16, 2012 23:28
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Fixing wierd edges with transparent billboarded particles
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void GlowiesManager::draw(const Mat4& pm, const Mat4& vm, const Vec3& right, const Vec3& up) { | |
glEnable(GL_BLEND); | |
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | |
// IMPORTANT: disable depth mask writing to prevent wierd looking edges while using transparency! | |
// ------------------------------------------------------------------------------------------------ | |
glDepthMask(GL_FALSE); | |
for(vector<GlowiesData>::iterator git = collections.begin(); git != collections.end(); ++git) { | |
GlowiesData& gd = (*git); | |
Glowies& gl = *gd.glowies; | |
glBindVertexArrayAPPLE(gd.vao); eglGetError(); | |
gd.shader->enable(); | |
gd.shader->uniformMat4fv("u_projection_matrix", pm.getPtr()); | |
gd.shader->uniformMat4fv("u_view_matrix", vm.getPtr()); | |
// set texture. | |
glActiveTexture(GL_TEXTURE2); | |
glBindTexture(GL_TEXTURE_2D, gd.tex); | |
gd.shader->uniform1i("u_texture", 2); | |
for(vector<Particle*>::iterator pit = ps.particles.begin(); pit != ps.particles.end(); ++pit) { | |
Particle& p = *(*pit); | |
gl.position = p.position; | |
gl.sort(); | |
for(vector<Glowy>::iterator glit = gl.glowies.begin(); glit != gl.glowies.end(); ++glit) { | |
Glowy& glowy = (*glit); | |
Mat4 model_matrix; | |
model_matrix.setBillboard(right, up); | |
model_matrix.setPosition(glowy.position); | |
model_matrix.scale(glowy.radius); | |
Quat q; | |
q.rotate(glowy.rotation * DEG_TO_RAD,0,0,1); | |
model_matrix = model_matrix * q.getMat4(); | |
gd.shader->uniform1f("u_alpha", glowy.agep); | |
gd.shader->uniformMat4fv("u_model_matrix", model_matrix.getPtr()); | |
glDrawArrays(GL_QUADS, 0, 4); | |
} | |
} | |
gd.shader->disable(); | |
glBindVertexArrayAPPLE(0); eglGetError(); | |
} | |
glDepthMask(GL_TRUE); | |
} |
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Result w/o disabling depth mask:
Result with disabling depth mask.
Using particle image: