From Pavel Moloshtan, added support for storing primitive sets in VBO's
This commit is contained in:
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342444d5bb
commit
888d9e2a25
@ -130,7 +130,7 @@ class PrimitiveSet : public Object
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void setMode(GLenum mode) { _mode = mode; }
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GLenum getMode() const { return _mode; }
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virtual void draw() const = 0;
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virtual void draw(State& state, bool useVertexBufferObjects) const = 0;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const = 0;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const = 0;
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@ -204,7 +204,7 @@ class SG_EXPORT DrawArrays : public PrimitiveSet
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void setCount(GLsizei count) { _count = count; }
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GLsizei getCount() const { return _count; }
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virtual void draw() const;
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virtual void draw(State& state, bool useVertexBufferObjects) const;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
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@ -260,7 +260,7 @@ class SG_EXPORT DrawArrayLengths : public PrimitiveSet, public VectorSizei
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void setFirst(GLint first) { _first = first; }
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GLint getFirst() const { return _first; }
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virtual void draw() const;
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virtual void draw(State& state, bool useVertexBufferObjects) const;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
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@ -319,7 +319,7 @@ class SG_EXPORT DrawElementsUByte : public PrimitiveSet, public VectorUByte
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "DrawElementsUByte"; }
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virtual void draw() const ;
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virtual void draw(State& state, bool useVertexBufferObjects) const ;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
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@ -330,6 +330,9 @@ class SG_EXPORT DrawElementsUByte : public PrimitiveSet, public VectorUByte
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protected:
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typedef osg::buffered_value<GLuint> GLObjectList;
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mutable GLObjectList _vboList;
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virtual ~DrawElementsUByte() {}
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};
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@ -364,7 +367,7 @@ class SG_EXPORT DrawElementsUShort : public PrimitiveSet, public VectorUShort
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "DrawElementsUShort"; }
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virtual void draw() const;
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virtual void draw(State& state, bool useVertexBufferObjects) const;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
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@ -375,6 +378,9 @@ class SG_EXPORT DrawElementsUShort : public PrimitiveSet, public VectorUShort
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protected:
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typedef osg::buffered_value<GLuint> GLObjectList;
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mutable GLObjectList _vboList;
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virtual ~DrawElementsUShort() {}
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};
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@ -408,7 +414,7 @@ class SG_EXPORT DrawElementsUInt : public PrimitiveSet, public VectorUInt
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "DrawElementsUInt"; }
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virtual void draw() const;
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virtual void draw(State& state, bool useVertexBufferObjects) const;
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virtual void accept(Drawable::PrimitiveFunctor& functor) const;
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virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
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@ -419,6 +425,9 @@ class SG_EXPORT DrawElementsUInt : public PrimitiveSet, public VectorUInt
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protected:
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typedef osg::buffered_value<GLuint> GLObjectList;
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mutable GLObjectList _vboList;
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virtual ~DrawElementsUInt() {}
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};
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186
include/osg/Quat
186
include/osg/Quat
@ -33,11 +33,11 @@ class SG_EXPORT Quat
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typedef double value_type;
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value_type _v[4]; // a four-vector
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value_type _v[4]; // a four-vector
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inline Quat() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=1.0; }
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inline Quat() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=1.0; }
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inline Quat( value_type x, value_type y, value_type z, value_type w )
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inline Quat( value_type x, value_type y, value_type z, value_type w )
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{
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_v[0]=x;
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_v[1]=y;
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@ -45,7 +45,7 @@ class SG_EXPORT Quat
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_v[3]=w;
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}
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inline Quat( const Vec4f& v )
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inline Quat( const Vec4f& v )
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{
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_v[0]=v.x();
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_v[1]=v.y();
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@ -53,7 +53,7 @@ class SG_EXPORT Quat
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_v[3]=v.w();
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}
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inline Quat( const Vec4d& v )
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inline Quat( const Vec4d& v )
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{
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_v[0]=v.x();
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_v[1]=v.y();
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@ -100,18 +100,18 @@ class SG_EXPORT Quat
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}
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/* ----------------------------------
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Methods to access data members
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---------------------------------- */
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Methods to access data members
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---------------------------------- */
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inline Vec4d asVec4() const
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{
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return Vec4d(_v[0], _v[1], _v[2], _v[3]);
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}
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inline Vec4d asVec4() const
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{
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return Vec4d(_v[0], _v[1], _v[2], _v[3]);
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}
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inline Vec3d asVec3() const
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{
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return Vec3d(_v[0], _v[1], _v[2]);
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}
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inline Vec3d asVec3() const
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{
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return Vec3d(_v[0], _v[1], _v[2]);
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}
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inline void set(value_type x, value_type y, value_type z, value_type w)
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{
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@ -159,65 +159,65 @@ class SG_EXPORT Quat
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inline value_type z() const { return _v[2]; }
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inline value_type w() const { return _v[3]; }
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/** return true if the Quat represents a zero rotation, and therefore can be ignored in computations.*/
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bool zeroRotation() const { return _v[0]==0.0 && _v[1]==0.0 && _v[2]==0.0 && _v[3]==1.0; }
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/** return true if the Quat represents a zero rotation, and therefore can be ignored in computations.*/
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bool zeroRotation() const { return _v[0]==0.0 && _v[1]==0.0 && _v[2]==0.0 && _v[3]==1.0; }
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/* -------------------------------------------------------------
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BASIC ARITHMETIC METHODS
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Implemented in terms of Vec4s. Some Vec4 operators, e.g.
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operator* are not appropriate for quaternions (as
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mathematical objects) so they are implemented differently.
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Also define methods for conjugate and the multiplicative inverse.
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------------------------------------------------------------- */
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/// Multiply by scalar
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BASIC ARITHMETIC METHODS
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Implemented in terms of Vec4s. Some Vec4 operators, e.g.
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operator* are not appropriate for quaternions (as
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mathematical objects) so they are implemented differently.
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Also define methods for conjugate and the multiplicative inverse.
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------------------------------------------------------------- */
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/// Multiply by scalar
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inline const Quat operator * (value_type rhs) const
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{
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return Quat(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
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}
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/// Unary multiply by scalar
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/// Unary multiply by scalar
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inline Quat& operator *= (value_type rhs)
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{
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_v[0]*=rhs;
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_v[1]*=rhs;
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_v[2]*=rhs;
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_v[3]*=rhs;
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return *this; // enable nesting
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return *this; // enable nesting
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}
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/// Binary multiply
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inline const Quat operator*(const Quat& rhs) const
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{
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return Quat( rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1],
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rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0],
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rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3],
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rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2] );
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}
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/// Binary multiply
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inline const Quat operator*(const Quat& rhs) const
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{
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return Quat( rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1],
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rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0],
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rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3],
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rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2] );
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}
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/// Unary multiply
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inline Quat& operator*=(const Quat& rhs)
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{
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value_type x = rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1];
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value_type y = rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0];
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value_type z = rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3];
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_v[3] = rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2];
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/// Unary multiply
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inline Quat& operator*=(const Quat& rhs)
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{
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value_type x = rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1];
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value_type y = rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0];
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value_type z = rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3];
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_v[3] = rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2];
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_v[2] = z;
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_v[1] = y;
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_v[0] = x;
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_v[2] = z;
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_v[1] = y;
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_v[0] = x;
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return (*this); // enable nesting
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}
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return (*this); // enable nesting
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}
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/// Divide by scalar
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/// Divide by scalar
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inline Quat operator / (value_type rhs) const
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{
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value_type div = 1.0/rhs;
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return Quat(_v[0]*div, _v[1]*div, _v[2]*div, _v[3]*div);
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}
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/// Unary divide by scalar
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/// Unary divide by scalar
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inline Quat& operator /= (value_type rhs)
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{
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value_type div = 1.0/rhs;
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@ -228,41 +228,41 @@ class SG_EXPORT Quat
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return *this;
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}
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/// Binary divide
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inline const Quat operator/(const Quat& denom) const
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{
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return ( (*this) * denom.inverse() );
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}
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/// Binary divide
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inline const Quat operator/(const Quat& denom) const
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{
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return ( (*this) * denom.inverse() );
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}
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/// Unary divide
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inline Quat& operator/=(const Quat& denom)
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{
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(*this) = (*this) * denom.inverse();
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return (*this); // enable nesting
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}
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/// Unary divide
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inline Quat& operator/=(const Quat& denom)
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{
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(*this) = (*this) * denom.inverse();
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return (*this); // enable nesting
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}
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/// Binary addition
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/// Binary addition
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inline const Quat operator + (const Quat& rhs) const
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{
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return Quat(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
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_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
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_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
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}
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/// Unary addition
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/// Unary addition
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inline Quat& operator += (const Quat& rhs)
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{
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_v[0] += rhs._v[0];
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_v[1] += rhs._v[1];
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_v[2] += rhs._v[2];
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_v[3] += rhs._v[3];
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return *this; // enable nesting
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return *this; // enable nesting
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}
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/// Binary subtraction
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inline const Quat operator - (const Quat& rhs) const
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{
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return Quat(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
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_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
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_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
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}
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/// Unary subtraction
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@ -272,11 +272,11 @@ class SG_EXPORT Quat
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_v[1]-=rhs._v[1];
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_v[2]-=rhs._v[2];
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_v[3]-=rhs._v[3];
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return *this; // enable nesting
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return *this; // enable nesting
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}
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/** Negation operator - returns the negative of the quaternion.
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Basically just calls operator - () on the Vec4 */
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Basically just calls operator - () on the Vec4 */
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inline const Quat operator - () const
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{
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return Quat (-_v[0], -_v[1], -_v[2], -_v[3]);
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@ -307,15 +307,15 @@ class SG_EXPORT Quat
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}
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/* --------------------------------------------------------
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METHODS RELATED TO ROTATIONS
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Set a quaternion which will perform a rotation of an
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angle around the axis given by the vector (x,y,z).
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Should be written to also accept an angle and a Vec3?
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METHODS RELATED TO ROTATIONS
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Set a quaternion which will perform a rotation of an
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angle around the axis given by the vector (x,y,z).
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Should be written to also accept an angle and a Vec3?
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Define Spherical Linear interpolation method also
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Define Spherical Linear interpolation method also
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Not inlined - see the Quat.cpp file for implementation
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-------------------------------------------------------- */
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Not inlined - see the Quat.cpp file for implementation
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-------------------------------------------------------- */
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void makeRotate( value_type angle,
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value_type x, value_type y, value_type z );
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void makeRotate ( value_type angle, const Vec3f& vec );
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@ -351,24 +351,50 @@ class SG_EXPORT Quat
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void getRotate ( value_type & angle, Vec3d& vec ) const;
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/** Spherical Linear Interpolation.
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As t goes from 0 to 1, the Quat object goes from "from" to "to". */
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As t goes from 0 to 1, the Quat object goes from "from" to "to". */
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void slerp ( value_type t, const Quat& from, const Quat& to);
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/** Rotate a vector by this quaternion.*/
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Vec3f operator* (const Vec3f& v) const
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{
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// nVidia SDK implementation
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Vec3f uv, uuv;
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Vec3f qvec(_v[0], _v[1], _v[2]);
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uv = qvec ^ v;
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uuv = qvec ^ uv;
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uv *= ( 2.0f * _v[3] );
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uuv *= 2.0f;
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return v + uv + uuv;
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}
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/** Rotate a vector by this quaternion.*/
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Vec3d operator* (const Vec3d& v) const
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{
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// nVidia SDK implementation
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Vec3d uv, uuv;
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Vec3d qvec(_v[0], _v[1], _v[2]);
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uv = qvec ^ v;
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uuv = qvec ^ uv;
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uv *= ( 2.0f * _v[3] );
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uuv *= 2.0f;
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return v + uv + uuv;
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}
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friend inline std::ostream& operator << (std::ostream& output, const Quat& vec);
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protected:
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}; // end of class prototype
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}; // end of class prototype
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inline std::ostream& operator << (std::ostream& output, const Quat& vec)
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{
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output << vec._v[0] << " "
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<< vec._v[1] << " "
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<< vec._v[2] << " "
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<< vec._v[3];
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return output; // to enable cascading
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<< vec._v[1] << " "
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<< vec._v[2] << " "
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<< vec._v[3];
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return output; // to enable cascading
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}
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} // end of namespace
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} // end of namespace
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#endif
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@ -1148,7 +1148,7 @@ void Geometry::drawImplementation(State& state) const
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}
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}
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(*itr)->draw();
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(*itr)->draw(state, usingVertexBufferObjects);
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}
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@ -14,7 +14,7 @@
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using namespace osg;
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void DrawArrays::draw() const
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void DrawArrays::draw(State&, bool) const
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{
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glDrawArrays(_mode,_first,_count);
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}
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@ -29,7 +29,7 @@ void DrawArrays::accept(Drawable::PrimitiveIndexFunctor& functor) const
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functor.drawArrays(_mode,_first,_count);
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}
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void DrawArrayLengths::draw() const
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void DrawArrayLengths::draw(State&, bool) const
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{
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GLint first = _first;
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for(VectorSizei::const_iterator itr=begin();
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@ -77,9 +77,31 @@ unsigned int DrawArrayLengths::getNumIndices() const
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return count;
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}
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void DrawElementsUByte::draw() const
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void DrawElementsUByte::draw(State& state, bool useVertexBufferObjects) const
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{
|
||||
glDrawElements(_mode,size(),GL_UNSIGNED_BYTE,&front());
|
||||
if (useVertexBufferObjects)
|
||||
{
|
||||
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
|
||||
|
||||
GLuint& buffer = _vboList[state.getContextID()];
|
||||
if (!buffer)
|
||||
{
|
||||
extensions->glGenBuffers(1, &buffer);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_BYTE), &front(), GL_STATIC_DRAW_ARB);
|
||||
}
|
||||
else
|
||||
{
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
}
|
||||
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, 0);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, &front());
|
||||
}
|
||||
}
|
||||
|
||||
void DrawElementsUByte::accept(Drawable::PrimitiveFunctor& functor) const
|
||||
@ -103,9 +125,31 @@ void DrawElementsUByte::offsetIndices(int offset)
|
||||
}
|
||||
|
||||
|
||||
void DrawElementsUShort::draw() const
|
||||
void DrawElementsUShort::draw(State& state, bool useVertexBufferObjects) const
|
||||
{
|
||||
glDrawElements(_mode,size(),GL_UNSIGNED_SHORT,&front());
|
||||
if (useVertexBufferObjects)
|
||||
{
|
||||
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
|
||||
|
||||
GLuint& buffer = _vboList[state.getContextID()];
|
||||
if (!buffer)
|
||||
{
|
||||
extensions->glGenBuffers(1, &buffer);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_SHORT), &front(), GL_STATIC_DRAW_ARB);
|
||||
}
|
||||
else
|
||||
{
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
}
|
||||
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, 0);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, &front());
|
||||
}
|
||||
}
|
||||
|
||||
void DrawElementsUShort::accept(Drawable::PrimitiveFunctor& functor) const
|
||||
@ -129,9 +173,31 @@ void DrawElementsUShort::offsetIndices(int offset)
|
||||
}
|
||||
|
||||
|
||||
void DrawElementsUInt::draw() const
|
||||
void DrawElementsUInt::draw(State& state, bool useVertexBufferObjects) const
|
||||
{
|
||||
glDrawElements(_mode,size(),GL_UNSIGNED_INT,&front());
|
||||
if (useVertexBufferObjects)
|
||||
{
|
||||
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
|
||||
|
||||
GLuint& buffer = _vboList[state.getContextID()];
|
||||
if (!buffer)
|
||||
{
|
||||
extensions->glGenBuffers(1, &buffer);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_INT), &front(), GL_STATIC_DRAW_ARB);
|
||||
}
|
||||
else
|
||||
{
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
|
||||
}
|
||||
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_INT, 0);
|
||||
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glDrawElements(_mode, size(), GL_UNSIGNED_INT, &front());
|
||||
}
|
||||
}
|
||||
|
||||
void DrawElementsUInt::accept(Drawable::PrimitiveFunctor& functor) const
|
||||
|
Loading…
Reference in New Issue
Block a user