If i understand correct you want to draw many textures (same image) at points that the user touched the screen . For my particle system i use this:
float squarevData[12]={
-1,1,
1,1,
-1,-1,
1,1,
1,-1,
-1,-1,
};
float squarevData2[12]={
-1,1,
1,1,
-1,-1,
1,1,
1,-1,
-1,-1,
};
class BatchRenderer
{
public:
float* partVdata;
float* partCdata;
float* partTdata;
int counter1,counter2,counter3;
int count;
bool isz;
BatchRenderer(int maxTextures,bool iszi)
{
isz=iszi;
if(isz)partVdata=(float*)malloc(maxTextures*18*4);
else partVdata=(float*)malloc(maxTextures*12*4);
partCdata=(float*)malloc(maxTextures*24*4);
partTdata=(float*)malloc(maxTextures*12*4);
}
void Draw(float x,float y,float z,float scalex,float scaley,float angle,float r,float g,float b,float a)
{
angle*=0.017453f;
for(int c2=0;c2<12;c2+=2)
{
float x=squarevData[c2]*scalex;
float y=squarevData[c2+1]*scaley;
float cos1=cos(angle);
float sin1=sin(angle);
squarevData2[c2] = (cos1*x) - ( sin1*y);
squarevData2[c2+1] = (sin1*x) + ( cos1*y);
}
partVdata[counter1++]=x+squarevData2[0];
partVdata[counter1++]=y+squarevData2[1];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[2];
partVdata[counter1++]=y+squarevData2[3];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[4];
partVdata[counter1++]=y+squarevData2[5];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=0;
partVdata[counter1++]=x+squarevData2[6];
partVdata[counter1++]=y+squarevData2[7];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=1;
partVdata[counter1++]=x+squarevData2[8];
partVdata[counter1++]=y+squarevData2[9];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=1;
partTdata[counter3++]=0;
partVdata[counter1++]=x+squarevData2[10];
partVdata[counter1++]=y+squarevData2[11];
if(isz)partVdata[counter1++]=z;
partCdata[counter2++]=r;
partCdata[counter2++]=g;
partCdata[counter2++]=b;
partCdata[counter2++]=a;
partTdata[counter3++]=0;
partTdata[counter3++]=0;
count++;
}
void RenderStart()
{
counter1=counter2=count=counter3=0;
}
void RenderStop(int textureid)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, textureid);
glTexCoordPointer(2, GL_FLOAT, 0, partTdata);
glColorPointer(4, GL_FLOAT, 0,partCdata );
if(isz)glVertexPointer(3, GL_FLOAT, 0, partVdata);
else glVertexPointer(2, GL_FLOAT, 0, partVdata);
glDrawArrays(GL_TRIANGLES, 0, count*6);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
};
How to use it?
BatchRenderer* br=new BatchRenderer(500,false)//the max number of textures that can be drawn , and if you want z axis
void Render()
{
br->RenderStart();
for(int c=0;c<POINTS;c++)
{
br->Draw(p[c].x,p[c].y,0,p[c].scalex,p[c].scaly,p[c].angle,p[c].r,p[c].g,p[c].b,p[c].a);
}
br->RenderStop(yourtextureid);
}
You can draw more than 500 textures in 60 fps with a mid device and you can have unique scale,rotation and color for each