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+/**
+ * @file llrendersphere.cpp
+ * @brief implementation of the LLRenderSphere class.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+// 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);
+}
+
+
+// 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]);
+}
+
+inline LLVector3 polar_to_cart(F32 latitude, F32 longitude)
+{
+ return LLVector3(sin(F_TWO_PI * latitude) * cos(F_TWO_PI * longitude),
+ sin(F_TWO_PI * latitude) * sin(F_TWO_PI * longitude),
+ cos(F_TWO_PI * latitude));
+}
+
+
+void LLRenderSphere::renderGGL()
+{
+ S32 const LATITUDE_SLICES = 20;
+ S32 const LONGITUDE_SLICES = 30;
+
+ if (mSpherePoints.empty())
+ {
+ mSpherePoints.resize(LATITUDE_SLICES + 1);
+ for (S32 lat_i = 0; lat_i < LATITUDE_SLICES + 1; lat_i++)
+ {
+ mSpherePoints[lat_i].resize(LONGITUDE_SLICES + 1);
+ for (S32 lon_i = 0; lon_i < LONGITUDE_SLICES + 1; lon_i++)
+ {
+ F32 lat = (F32)lat_i / LATITUDE_SLICES;
+ F32 lon = (F32)lon_i / LONGITUDE_SLICES;
+
+ mSpherePoints[lat_i][lon_i] = polar_to_cart(lat, lon);
+ }
+ }
+ }
+
+ gGL.begin(LLRender::TRIANGLES);
+
+ for (S32 lat_i = 0; lat_i < LATITUDE_SLICES; lat_i++)
+ {
+ for (S32 lon_i = 0; lon_i < LONGITUDE_SLICES; lon_i++)
+ {
+ gGL.vertex3fv(mSpherePoints[lat_i][lon_i].mV);
+ gGL.vertex3fv(mSpherePoints[lat_i][lon_i+1].mV);
+ gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i].mV);
+
+ gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i].mV);
+ gGL.vertex3fv(mSpherePoints[lat_i][lon_i+1].mV);
+ gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i+1].mV);
+ }
+ }
+ gGL.end();
+}