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-rw-r--r--indra/llrender/llrendersphere.cpp86
1 files changed, 47 insertions, 39 deletions
diff --git a/indra/llrender/llrendersphere.cpp b/indra/llrender/llrendersphere.cpp
index e22b753923..212963f270 100644
--- a/indra/llrender/llrendersphere.cpp
+++ b/indra/llrender/llrendersphere.cpp
@@ -68,45 +68,6 @@ void drawSolidSphere(GLdouble radius, GLint slices, GLint 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
@@ -181,3 +142,50 @@ 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();
+}