void VertexBufferBase::drawBoundingSphere(VertexBufferState& state ) const
{
    GLuint displayList = state.getDisplayList( &_boundingSphere );

    if( displayList == state.INVALID )
    {
        displayList = state.newDisplayList( &_boundingSphere );
        glNewList( displayList, GL_COMPILE );

        const float x  = _boundingSphere.x();
        const float y  = _boundingSphere.y();
        const float z  = _boundingSphere.z();
        const float x1 = x - _boundingSphere.w();
        const float x2 = x + _boundingSphere.w();
        const float y1 = y - _boundingSphere.w();
        const float y2 = y + _boundingSphere.w();
        const float z1 = z - _boundingSphere.w();
        const float z2 = z + _boundingSphere.w();
        const float size = _boundingSphere.w();

        glBegin( GL_QUADS );
            glNormal3f( 1.0f, 0.0f, 0.0f );
            glVertex3f( x1, y - size, z - size );
            glVertex3f( x1, y + size, z - size );
            glVertex3f( x1, y + size, z + size );
            glVertex3f( x1, y - size, z + size );
            glNormal3f( -1.0f, 0.0f, 0.0f );
            glVertex3f( x2, y - size, z - size );
            glVertex3f( x2, y - size, z + size );
            glVertex3f( x2, y + size, z + size );
            glVertex3f( x2, y + size, z - size );

            glNormal3f( 0.0f, -1.0f, 0.0f );
            glVertex3f( x - size, y2, z - size );
            glVertex3f( x + size, y2, z - size );
            glVertex3f( x + size, y2, z + size );
            glVertex3f( x - size, y2, z + size );
            glNormal3f( 0.0f, 1.0f, 0.0f );
            glVertex3f( x - size, y1, z - size );
            glVertex3f( x - size, y1, z + size );
            glVertex3f( x + size, y1, z + size );
            glVertex3f( x + size, y1, z - size );

            glNormal3f( 0.0f, 0.0f, -1.0f );
            glVertex3f( x - size, y - size, z2 );
            glVertex3f( x - size, y + size, z2 );
            glVertex3f( x + size, y + size, z2 );
            glVertex3f( x + size, y - size, z2 );
            glNormal3f( 0.0f, 0.0f, 1.0f );
            glVertex3f( x - size, y - size, z1 );
            glVertex3f( x + size, y - size, z1 );
            glVertex3f( x + size, y + size, z1 );
            glVertex3f( x - size, y + size, z1 );
        glEnd();

        glEndList();
    }

    glCallList( displayList );
}
Esempio n. 2
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/*  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;
    }
    }
}