本文整理汇总了C++中VertexBufferState::getRenderMode方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexBufferState::getRenderMode方法的具体用法?C++ VertexBufferState::getRenderMode怎么用?C++ VertexBufferState::getRenderMode使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类VertexBufferState
的用法示例。
在下文中一共展示了VertexBufferState::getRenderMode方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: setupRendering
/* 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: _beginRendering
/* 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:
;
}
}
示例3: draw
/* 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: _endRendering
/* 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:
;
}
}