/*  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;
    }
    }
}
示例#2
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:
        ;
    }
}
/*  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;
    }
}
示例#4
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:
        ;
    }
}