/* 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; } } }
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; } }