예제 #1
0
/*  Render the leaf with buffer objects.  */
void VertexBufferLeaf::renderBufferObject( VertexBufferState& state ) const
{
    GLuint buffers[4];
    for( int i = 0; i < 4; ++i )
        buffers[i] = 
            state.getBufferObject( reinterpret_cast< const char* >(this) + i );
    if( buffers[VERTEX_OBJECT] == state.INVALID || 
        buffers[NORMAL_OBJECT] == state.INVALID || 
        buffers[COLOR_OBJECT] == state.INVALID || 
        buffers[INDEX_OBJECT] == state.INVALID )

        setupRendering( state, buffers );
    
    if( state.useColors() )
    {
        glBindBuffer( GL_ARRAY_BUFFER, buffers[COLOR_OBJECT] );
        glColorPointer( 4, GL_UNSIGNED_BYTE, 0, 0 );
    }
    glBindBuffer( GL_ARRAY_BUFFER, buffers[NORMAL_OBJECT] );
    glNormalPointer( GL_FLOAT, 0, 0 );
    glBindBuffer( GL_ARRAY_BUFFER, buffers[VERTEX_OBJECT] );
    glVertexPointer( 3, GL_FLOAT, 0, 0 );
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, buffers[INDEX_OBJECT] );
    glDrawElements( GL_TRIANGLES, GLsizei( _indexLength ), GL_UNSIGNED_SHORT, 0 );
}
예제 #2
0
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 );
}
예제 #3
0
/*  Render the leaf with a display list.  */
inline
void VertexBufferLeaf::renderDisplayList( VertexBufferState& state ) const
{
    char* key = (char*)( this );
    if( state.useColors( ))
        ++key;

    GLuint displayList = state.getDisplayList( key );

    if( displayList == state.INVALID )
        setupRendering( state, &displayList );
    
    glCallList( displayList );
}
예제 #4
0
/*  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;
    }
    }
}
예제 #5
0
/*  Draw the node by rendering the children.  */
void VertexBufferNode::draw( VertexBufferState& state ) const
{
    if ( state.stopRendering( ))
        return;

    _left->draw( state );
    _right->draw( state );
}
예제 #6
0
/*  Set up the common OpenGL state for rendering of all nodes.  */
void VertexBufferRoot::_beginRendering( VertexBufferState& state ) const
{
    state.resetRegion();
    switch( state.getRenderMode() )
    {
#ifdef GL_ARB_vertex_buffer_object
    case RENDER_MODE_BUFFER_OBJECT:
        glPushClientAttrib( GL_CLIENT_VERTEX_ARRAY_BIT );
        glEnableClientState( GL_VERTEX_ARRAY );
        glEnableClientState( GL_NORMAL_ARRAY );
        if( state.useColors() )
            glEnableClientState( GL_COLOR_ARRAY );
#endif
    case RENDER_MODE_DISPLAY_LIST:
    case RENDER_MODE_IMMEDIATE:
    default:
        ;
    }
}
예제 #7
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;
    }
}
예제 #8
0
/*  Render the leaf with immediate mode primitives or vertex arrays.  */
inline
void VertexBufferLeaf::renderImmediate( VertexBufferState& state ) const
{
    glBegin( GL_TRIANGLES );
    for( Index offset = 0; offset < _indexLength; ++offset )
    {
        const Index i =_vertexStart + _globalData.indices[_indexStart + offset];
        if( state.useColors() )
            glColor3ubv( &_globalData.colors[i][0] );
        glNormal3fv( &_globalData.normals[i][0] );
        glVertex3fv( &_globalData.vertices[i][0] );
    }
    glEnd();
}
예제 #9
0
/*  Tear down the common OpenGL state for rendering of all nodes.  */
void VertexBufferRoot::_endRendering( VertexBufferState& state ) const
{
    switch( state.getRenderMode() )
    {
#ifdef GL_ARB_vertex_buffer_object
    case RENDER_MODE_BUFFER_OBJECT:
    {
        // deactivate VBO and EBO use
#define glewGetContext state.glewGetContext
        glBindBuffer( GL_ARRAY_BUFFER_ARB, 0);
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
        glPopClientAttrib();
    }
#endif
    case RENDER_MODE_DISPLAY_LIST:
    case RENDER_MODE_IMMEDIATE:
    default:
        ;
    }
}
예제 #10
0
/*  Render the leaf with immediate mode primitives or vertex arrays.  */
inline
void VertexBufferLeaf::renderImmediate( VertexBufferState& state ) const
{
    glBegin( GL_TRIANGLES );  
    for( Index offset = 0; offset < _indexLength; ++offset )
    {
        const Index i =_vertexStart + _globalData.indices[_indexStart + offset];
        if( state.useColors() )
            glColor4ubv( &_globalData.colors[i][0] );
        glNormal3fv( &_globalData.normals[i][0] );
        glVertex3fv( &_globalData.vertices[i][0] );
    }
    glEnd();
    
//    if( state.useColors() )
//        glColorPointer( 4, GL_UNSIGNED_BYTE, 0, 
//                        &_globalData.colors[_vertexStart] );
//    glNormalPointer( GL_FLOAT, 0, &_globalData.normals[_vertexStart] );
//    glVertexPointer( 3, GL_FLOAT, 0, &_globalData.vertices[_vertexStart] );
//    glDrawElements( GL_TRIANGLES, _indexLength, GL_UNSIGNED_SHORT, 
//                    &_globalData.indices[_indexStart] );
}
예제 #11
0
// #define LOGCULL
void VertexBufferRoot::cullDraw( VertexBufferState& state ) const
{
    _beginRendering( state );
    
#ifdef LOGCULL
    size_t verticesRendered = 0;
    size_t verticesOverlap  = 0;
#endif

    const Range& range = state.getRange();
    FrustumCuller culler;
    culler.setup( state.getProjectionModelViewMatrix( ));

    // start with root node
    std::vector< const mesh::VertexBufferBase* > candidates;
    candidates.push_back( this );

    while( !candidates.empty() )
    {
        if( state.stopRendering( ))
            return;

        const mesh::VertexBufferBase* treeNode = candidates.back();
        candidates.pop_back();
            
        // completely out of range check
        if( treeNode->getRange()[0] >= range[1] ||
            treeNode->getRange()[1] < range[0] )
        {
            continue;
        }

        // bounding sphere view frustum culling
        const vmml::Visibility visibility = state.useFrustumCulling() ?
                            culler.test_sphere( treeNode->getBoundingSphere( )) :
                            vmml::VISIBILITY_FULL;
        switch( visibility )
        {
            case vmml::VISIBILITY_FULL:
                // if fully visible and fully in range, render it
                if( treeNode->getRange()[0] >= range[0] && 
                    treeNode->getRange()[1] <  range[1] )
                {
                    treeNode->draw( state );
                    //treeNode->drawBoundingSphere( state );
#ifdef LOGCULL
                    verticesRendered += treeNode->getNumberOfVertices();
#endif
                    break;
                }
                // partial range, fall through to partial visibility

            case vmml::VISIBILITY_PARTIAL:
            {
                const mesh::VertexBufferBase* left  = treeNode->getLeft();
                const mesh::VertexBufferBase* right = treeNode->getRight();
            
                if( !left && !right )
                {
                    if( treeNode->getRange()[0] >= range[0] )
                    {
                        treeNode->draw( state );
                        //treeNode->drawBoundingSphere( state );
#ifdef LOGCULL
                        verticesRendered += treeNode->getNumberOfVertices();
                        if( visibility == vmml::VISIBILITY_PARTIAL )
                            verticesOverlap  += treeNode->getNumberOfVertices();
#endif
                    }
                    // else drop, to be drawn by 'previous' channel
                }
                else
                {
                    if( left )
                        candidates.push_back( left );
                    if( right )
                        candidates.push_back( right );
                }
                break;
            }
            case vmml::VISIBILITY_NONE:
                // do nothing
                break;
        }
    }
    
    _endRendering( state );

#ifdef LOGCULL
    const size_t verticesTotal = model->getNumberOfVertices();
    MESHINFO
        << getName() << " rendered " << verticesRendered * 100 / verticesTotal
        << "% of model, overlap <= " << verticesOverlap * 100 / verticesTotal
        << "%" << std::endl;
#endif    
}