/* This file is part of the Pangolin Project. * http://github.com/stevenlovegrove/Pangolin * * Copyright (c) 2011 Steven Lovegrove * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include namespace pangolin { //////////////////////////////////////////////// // Interface //////////////////////////////////////////////// void MakeTriangleStripIboForVbo(GlBuffer& ibo, int w, int h); GlBuffer MakeTriangleStripIboForVbo(int w, int h); void RenderVbo(GlBuffer& vbo, GLenum mode = GL_POINTS); void RenderVboCbo(GlBuffer& vbo, GlBuffer& cbo, bool draw_color = true, GLenum mode = GL_POINTS); void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh = true); void RenderVboIboCbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, bool draw_mesh = true, bool draw_color = true); void RenderVboIboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& nbo, bool draw_mesh = true, bool draw_normals = true); void RenderVboIboCboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, GlBuffer& nbo, bool draw_mesh = true, bool draw_color = true, bool draw_normals = true); //////////////////////////////////////////////// // Implementation //////////////////////////////////////////////// inline void MakeTriangleStripIboForVbo(GlBuffer& ibo, int w, int h) { const int num_elements = w*(h-1)*2; unsigned int* buffer = new unsigned int[num_elements]; unsigned int* ptr = buffer; for(int y=0; y < (h-1);) { for(int x=0; x=(h-1)) break; for(int x=w-1; x>=0; --x) { (*ptr++) = y*w+x; (*ptr++) = (y+1)*w+x; } ++y; } ibo.Reinitialise(GlElementArrayBuffer, num_elements, GL_UNSIGNED_INT, 1, GL_STATIC_DRAW ); ibo.Upload(buffer, sizeof(unsigned int)*num_elements ); delete[] buffer; } inline GlBuffer MakeTriangleStripIboForVbo(int w, int h) { GlBuffer ibo; MakeTriangleStripIboForVbo(ibo,w,h); return ibo; } inline void RenderVbo(GlBuffer& vbo, GLenum mode) { vbo.Bind(); glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); glDrawArrays(mode, 0, vbo.num_elements); glDisableClientState(GL_VERTEX_ARRAY); vbo.Unbind(); } inline void RenderVboCbo(GlBuffer& vbo, GlBuffer& cbo, bool draw_color, GLenum mode ) { if(draw_color) { cbo.Bind(); glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0); glEnableClientState(GL_COLOR_ARRAY); } RenderVbo(vbo,mode); if(draw_color) { glDisableClientState(GL_COLOR_ARRAY); cbo.Unbind(); } } inline void RenderVboIbo(GlBuffer& vbo, GlBuffer& ibo, bool draw_mesh) { vbo.Bind(); glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); if(draw_mesh) { ibo.Bind(); glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0); ibo.Unbind(); }else{ glDrawArrays(GL_POINTS, 0, vbo.num_elements); } glDisableClientState(GL_VERTEX_ARRAY); vbo.Unbind(); } inline void RenderVboIboCbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, bool draw_mesh, bool draw_color ) { if(draw_color) { cbo.Bind(); glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0); glEnableClientState(GL_COLOR_ARRAY); } RenderVboIbo(vbo,ibo,draw_mesh); if(draw_color) { glDisableClientState(GL_COLOR_ARRAY); cbo.Unbind(); } } inline void RenderVboIboCboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& cbo, GlBuffer& nbo, bool draw_mesh, bool draw_color, bool draw_normals) { if(draw_color) { cbo.Bind(); glColorPointer(cbo.count_per_element, cbo.datatype, 0, 0); glEnableClientState(GL_COLOR_ARRAY); } if(draw_normals) { nbo.Bind(); glNormalPointer(nbo.datatype, (GLsizei)(nbo.count_per_element * GlDataTypeBytes(nbo.datatype)),0); glEnableClientState(GL_NORMAL_ARRAY); } vbo.Bind(); glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); if(draw_mesh) { ibo.Bind(); glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0); ibo.Unbind(); }else{ glDrawArrays(GL_POINTS, 0, vbo.num_elements); } if(draw_color) { glDisableClientState(GL_COLOR_ARRAY); cbo.Unbind(); } if(draw_normals) { glDisableClientState(GL_NORMAL_ARRAY); nbo.Unbind(); } glDisableClientState(GL_VERTEX_ARRAY); vbo.Unbind(); } inline void RenderVboIboNbo(GlBuffer& vbo, GlBuffer& ibo, GlBuffer& nbo, bool draw_mesh, bool draw_normals) { vbo.Bind(); glVertexPointer(vbo.count_per_element, vbo.datatype, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); if(draw_normals) { nbo.Bind(); glNormalPointer(nbo.datatype, (GLsizei)(nbo.count_per_element * GlDataTypeBytes(nbo.datatype)), 0); glEnableClientState(GL_NORMAL_ARRAY); } if(draw_mesh) { ibo.Bind(); glDrawElements(GL_TRIANGLE_STRIP,ibo.num_elements, ibo.datatype, 0); ibo.Unbind(); }else{ glDrawArrays(GL_POINTS, 0, vbo.num_elements); } if(draw_normals) { glDisableClientState(GL_NORMAL_ARRAY); nbo.Unbind(); } glDisableClientState(GL_VERTEX_ARRAY); vbo.Unbind(); } }