/* 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; } } }
/* 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 ); }
/* 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 ); }
/* 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(); }
/* 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: ; } }
/* 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] ); }