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-rw-r--r--indra/llrender/llrendersphere.cpp159
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+/**
+ * @file llrendersphere.cpp
+ * @brief implementation of the LLRenderSphere class.
+ *
+ * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+// Sphere creates a set of display lists that can then be called to create
+// a lit sphere at different LOD levels. You only need one instance of sphere
+// per viewer - then call the appropriate list.
+
+#include "linden_common.h"
+
+#include "llrendersphere.h"
+#include "llerror.h"
+
+#include "llglheaders.h"
+
+GLUquadricObj *gQuadObj2 = NULL;
+LLRenderSphere gSphere;
+
+void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks);
+
+void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ if (!gQuadObj2)
+ {
+ gQuadObj2 = gluNewQuadric();
+ if (!gQuadObj2)
+ {
+ llwarns << "drawSolidSphere couldn't allocate quadric" << llendl;
+ return;
+ }
+ }
+
+ gluQuadricDrawStyle(gQuadObj2, GLU_FILL);
+ gluQuadricNormals(gQuadObj2, GLU_SMOOTH);
+ // If we ever changed/used the texture or orientation state
+ // of quadObj, we'd need to change it to the defaults here
+ // with gluQuadricTexture and/or gluQuadricOrientation.
+ gluQuadricTexture(gQuadObj2, GL_TRUE);
+ gluSphere(gQuadObj2, radius, slices, stacks);
+}
+
+
+// lat = 0 is Z-axis
+// lon = 0, lat = 90 at X-axis
+void lat2xyz(LLVector3 * result, F32 lat, F32 lon)
+{
+ // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
+ F32 r;
+ result->mV[VX] = (F32) (cos(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
+ result->mV[VY] = (F32) (sin(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
+ r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
+ if (r == 1.0f)
+ {
+ result->mV[VZ] = 0.0f;
+ }
+ else
+ {
+ result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
+ if (lat > 90.01)
+ {
+ result->mV[VZ] *= -1.0;
+ }
+ }
+}
+
+void lat2xyz_rad(LLVector3 * result, F32 lat, F32 lon)
+{
+ // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
+ F32 r;
+ result->mV[VX] = (F32) (cos(lon) * sin(lat));
+ result->mV[VY] = (F32) (sin(lon) * sin(lat));
+ r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
+ if (r == 1.0f)
+ result->mV[VZ] = 0.0f;
+ else
+ {
+ result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
+ if (lat > F_PI_BY_TWO) result->mV[VZ] *= -1.0;
+ }
+}
+
+// A couple thoughts on sphere drawing:
+// 1) You need more slices than stacks, but little less than 2:1
+// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother
+void LLRenderSphere::prerender()
+{
+ // Create a series of display lists for different LODs
+ mDList[0] = glGenLists(1);
+ glNewList(mDList[0], GL_COMPILE);
+ drawSolidSphere(1.0, 30, 20);
+ glEndList();
+
+ mDList[1] = glGenLists(1);
+ glNewList(mDList[1], GL_COMPILE);
+ drawSolidSphere(1.0, 20, 15);
+ glEndList();
+
+ mDList[2] = glGenLists(1);
+ glNewList(mDList[2], GL_COMPILE);
+ drawSolidSphere(1.0, 12, 8);
+ glEndList();
+
+ mDList[3] = glGenLists(1);
+ glNewList(mDList[3], GL_COMPILE);
+ drawSolidSphere(1.0, 8, 5);
+ glEndList();
+}
+
+void LLRenderSphere::cleanupGL()
+{
+ for (S32 detail = 0; detail < 4; detail++)
+ {
+ glDeleteLists(mDList[detail], 1);
+ mDList[detail] = 0;
+ }
+
+ if (gQuadObj2)
+ {
+ gluDeleteQuadric(gQuadObj2);
+ gQuadObj2 = NULL;
+ }
+}
+
+// Constants here are empirically derived from my eyeballs, JNC
+//
+// The toughest adjustment is the cutoff for the lowest LOD
+// Maybe we should have more LODs at the low end?
+void LLRenderSphere::render(F32 pixel_area)
+{
+ S32 level_of_detail;
+
+ if (pixel_area > 10000.f)
+ {
+ level_of_detail = 0;
+ }
+ else if (pixel_area > 800.f)
+ {
+ level_of_detail = 1;
+ }
+ else if (pixel_area > 100.f)
+ {
+ level_of_detail = 2;
+ }
+ else
+ {
+ level_of_detail = 3;
+ }
+ glCallList(mDList[level_of_detail]);
+}
+
+
+void LLRenderSphere::render()
+{
+ glCallList(mDList[0]);
+}