/*  Set up rendering of the leaf nodes.  */
void VertexBufferLeaf::setupRendering( VertexBufferState& state,
                                       GLuint* data ) const
{
    switch( state.getRenderMode() )
    {
    case RENDER_MODE_IMMEDIATE:
        break;

    case RENDER_MODE_BUFFER_OBJECT:
    {
        const char* charThis = reinterpret_cast< const char* >( this );
        
        if( data[VERTEX_OBJECT] == state.INVALID )
            data[VERTEX_OBJECT] = state.newBufferObject( charThis + 0 );
        glBindBuffer( GL_ARRAY_BUFFER, data[VERTEX_OBJECT] );
        glBufferData( GL_ARRAY_BUFFER, _vertexLength * sizeof( Vertex ),
                        &_globalData.vertices[_vertexStart], GL_STATIC_DRAW );
        
        if( data[NORMAL_OBJECT] == state.INVALID )
            data[NORMAL_OBJECT] = state.newBufferObject( charThis + 1 );
        glBindBuffer( GL_ARRAY_BUFFER, data[NORMAL_OBJECT] );
        glBufferData( GL_ARRAY_BUFFER, _vertexLength * sizeof( Normal ),
                        &_globalData.normals[_vertexStart], GL_STATIC_DRAW );
        
        if( data[COLOR_OBJECT] == state.INVALID )
            data[COLOR_OBJECT] = state.newBufferObject( charThis + 2 );
        if( state.useColors() )
        {
            glBindBuffer( GL_ARRAY_BUFFER, data[COLOR_OBJECT] );
            glBufferData( GL_ARRAY_BUFFER, _vertexLength * sizeof( Color ),
                            &_globalData.colors[_vertexStart], GL_STATIC_DRAW );
        }
        
        if( data[INDEX_OBJECT] == state.INVALID )
            data[INDEX_OBJECT] = state.newBufferObject( charThis + 3 );
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, data[INDEX_OBJECT] );
        glBufferData( GL_ELEMENT_ARRAY_BUFFER, 
                        _indexLength * sizeof( ShortIndex ),
                        &_globalData.indices[_indexStart], GL_STATIC_DRAW );
        
        break;
    }        
    case RENDER_MODE_DISPLAY_LIST:
    default:
    {
        if( data[0] == state.INVALID )
        {
            char* key = (char*)( this );
            if( state.useColors( ))
                ++key;
            data[0] = state.newDisplayList( key );
        }
        glNewList( data[0], GL_COMPILE );
        renderImmediate( state );
        glEndList();
        break;
    }
    }
}
Exemple #2
0
int main()
{

    fprintf(stderr, "Running smug VBO test. Switch rendering mode with F1 and F2\n");
    
    Graphics_init();
   
    generateLayers();

    double time = glfwGetTime();
    double lastfps = time;
    int fps = 0;
    int rendermode = 0;

    while(!done)
    {
        time = glfwGetTime();
    
        if (glfwGetKey(GLFW_KEY_ESC))
        {
            done = 1;
        }
        if (glfwGetKey(GLFW_KEY_F1))
        {
            fprintf(stderr, "Rendermode: immediate\n");
            rendermode = 0;
        }
        if (glfwGetKey(GLFW_KEY_F2))
        {
            fprintf(stderr, "Rendermode: retained\n");
            rendermode = 1;
        }    
        
        
        if (rendermode)
            renderRetained();
        else
            renderImmediate();
    
        fps++;
        if (time - lastfps >= 1.0)
        {
            fprintf(stderr, "FPS: %i, objects: %i\n", (int)((double)fps /(time-lastfps)), LAYERS*BOXES);
            fps = 0;
            lastfps += 1.0;
        }
        glfwSwapBuffers();
    }

    glfwTerminate();
    
    fprintf(stderr, "Done.\n");
    
    return 0;
}
/*  Draw the leaf.  */
void VertexBufferLeaf::draw( VertexBufferState& state ) const
{
    if ( state.stopRendering( ))
        return;
    
    switch( state.getRenderMode() )
    {
    case RENDER_MODE_IMMEDIATE:
        renderImmediate( state );
        return;
    case RENDER_MODE_BUFFER_OBJECT:
        renderBufferObject( state );
        return;
    case RENDER_MODE_DISPLAY_LIST:
    default:
        renderDisplayList( state );
        return;
    }
}