void OpenGLRenderManager::doRender(IVertexBuffer* _buffer, ITexture* _texture, size_t _count)
	{
		OpenGLVertexBuffer* buffer = static_cast<OpenGLVertexBuffer*>(_buffer);
		unsigned int buffer_id = buffer->getBufferID();
		MYGUI_PLATFORM_ASSERT(buffer_id, "Vertex buffer is not created");

		unsigned int texture_id = 0;
		if (_texture)
		{
			OpenGLTexture* texture = static_cast<OpenGLTexture*>(_texture);
			texture_id = texture->getTextureID();
			//MYGUI_PLATFORM_ASSERT(texture_id, "Texture is not created");
		}

		glBindTexture(GL_TEXTURE_2D, texture_id);

		glBindBuffer(GL_ARRAY_BUFFER, buffer_id);

		// enable vertex arrays
		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);

		// before draw, specify vertex and index arrays with their offsets
		size_t offset = 0;
		glVertexPointer(3, GL_FLOAT, sizeof(Vertex), (void*)offset);
		offset += (sizeof(float) * 3);
		glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), (void*)offset);
		offset += (4);
		glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (void*)offset);

		glDrawArrays(GL_TRIANGLES, 0, _count);

		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);
		glDisableClientState(GL_VERTEX_ARRAY);

		glBindBuffer(GL_ARRAY_BUFFER, 0);
		glBindTexture(GL_TEXTURE_2D, 0);
	}
Exemple #2
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void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer, bool enableColorBuffer) {
	OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;

	glEnableClientState(GL_VERTEX_ARRAY);		
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);	
	
	if(enableColorBuffer)  {
		glEnableClientState(GL_COLOR_ARRAY);				
		
		glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
		glColorPointer( 4, GL_FLOAT, 0, (char *) NULL );	
	}
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID());
	glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );	
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID());
	glNormalPointer(GL_FLOAT, 0, (char *) NULL );			
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID());
	glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );

	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTangentBufferID());	
	glEnableVertexAttribArrayARB(6);	
	glVertexAttribPointer(6, 3, GL_FLOAT, 0, 0,  (char *)NULL);
	
	GLenum mode = GL_TRIANGLES;
	
	switch(buffer->meshType) {
		case Mesh::TRI_MESH:
            mode = GL_TRIANGLES;
			break;
		case Mesh::TRIFAN_MESH:
            mode = GL_TRIANGLE_FAN;
			break;
		case Mesh::QUAD_MESH:
            mode = GL_QUADS;
			break;
		case Mesh::LINE_STRIP_MESH:
			mode = GL_LINE_STRIP;
			break;	
		case Mesh::LINE_LOOP_MESH:
			mode = GL_LINE_LOOP;
			break;				
		case Mesh::LINE_MESH:
			mode = GL_LINES;
			break;				
		case Mesh::POINT_MESH:
			mode = GL_POINTS;
			break;
	}	
	
	glDrawArrays( mode, 0, buffer->getVertexCount() );
	
	glDisableClientState( GL_VERTEX_ARRAY);	
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );		
	glDisableClientState( GL_NORMAL_ARRAY );
	
	if(enableColorBuffer) {
		glDisableClientState( GL_COLOR_ARRAY );	
	}
}
Exemple #3
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void OpenGLRenderer::drawVertexBuffer(VertexBuffer *buffer) {
	OpenGLVertexBuffer *glVertexBuffer = (OpenGLVertexBuffer*)buffer;

	glEnableClientState(GL_VERTEX_ARRAY);		
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glEnableClientState(GL_NORMAL_ARRAY);	
//	glEnableClientState(GL_COLOR_ARRAY);		
		
//	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getColorBufferID());
//	glTexCoordPointer( 4, GL_FLOAT, 0, (char *) NULL );	
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getVertexBufferID());
	glVertexPointer( 3, GL_FLOAT, 0, (char *) NULL );	
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getNormalBufferID());
	glNormalPointer(GL_FLOAT, 0, (char *) NULL );			
	glBindBufferARB( GL_ARRAY_BUFFER_ARB, glVertexBuffer->getTextCoordBufferID());
	glTexCoordPointer( 2, GL_FLOAT, 0, (char *) NULL );
	
	
	GLenum mode = GL_TRIANGLES;
	
	switch(buffer->meshType) {
		case Mesh::TRI_MESH:
			switch(renderMode) {
				case RENDER_MODE_NORMAL:
					mode = GL_TRIANGLES;
					break;
				case RENDER_MODE_WIREFRAME:
					mode = GL_LINE_LOOP;
					break;
			}
			break;
		case Mesh::TRIFAN_MESH:
			switch(renderMode) {
				case RENDER_MODE_NORMAL:
					mode = GL_TRIANGLE_FAN;
					break;
				case RENDER_MODE_WIREFRAME:
					mode = GL_LINE_LOOP;
					break;
			}
			break;
		case Mesh::QUAD_MESH:
			switch(renderMode) {
				case RENDER_MODE_NORMAL:
					mode = GL_QUADS;
					break;
				case RENDER_MODE_WIREFRAME:
					mode = GL_LINE_LOOP;
					break;
			}
			break;
		case Mesh::LINE_MESH:
			mode = GL_LINES;
			break;	
		case Mesh::POINT_MESH:
			mode = GL_POINTS;
			break;
	}	
	
	glDrawArrays( mode, 0, buffer->getVertexCount() );
	
	glDisableClientState( GL_VERTEX_ARRAY);	
	glDisableClientState( GL_TEXTURE_COORD_ARRAY );		
	glDisableClientState( GL_NORMAL_ARRAY );
//	glDisableClientState( GL_COLOR_ARRAY );	
}