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 ); }
/* 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; } } }