/* 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; } } }
/* 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: ; } }
/* 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; } }
/* 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: ; } }