Exemple #1
0
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 );	
	}
}