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path: root/indra/newview/llspatialpartition.cpp
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Diffstat (limited to 'indra/newview/llspatialpartition.cpp')
-rw-r--r--indra/newview/llspatialpartition.cpp51
1 files changed, 22 insertions, 29 deletions
diff --git a/indra/newview/llspatialpartition.cpp b/indra/newview/llspatialpartition.cpp
index 5e7af6bbb3..65f7d299bc 100644
--- a/indra/newview/llspatialpartition.cpp
+++ b/indra/newview/llspatialpartition.cpp
@@ -2961,31 +2961,21 @@ S32 get_physics_detail(const LLVolumeParams& volume_params, const LLVector3& sca
void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLColor4& line_color)
{
LLUUID mesh_id = volume->getVolume()->getParams().getSculptID();
- const LLMeshDecomposition* decomp = gMeshRepo.getDecomposition(mesh_id);
+ LLModel::Decomposition* decomp = gMeshRepo.getDecomposition(mesh_id);
const LLVector3 center(0,0,0);
const LLVector3 size(0.25f,0.25f,0.25f);
if (decomp)
{
- LLVertexBuffer* buff = decomp->mBaseHullMesh;
-
- if (buff && buff->getNumVerts() > 0)
+ if (!decomp->mBaseHullMesh.empty())
{
- buff->setBuffer(data_mask);
-
- /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glColor4fv(line_color.mV);
- buff->drawArrays(LLRender::TRIANGLES, 0, buff->getNumVerts());
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);*/
-
- {
- glColor4fv(color.mV);
- buff->drawArrays(LLRender::TRIANGLES, 0, buff->getNumVerts());
- }
+ glColor4fv(color.mV);
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mBaseHullMesh.mPositions, decomp->mBaseHullMesh.mNormals);
}
else
{
+ gMeshRepo.buildPhysicsMesh(*decomp);
gGL.color3f(0,1,1);
drawBoxOutline(center, size);
}
@@ -2998,19 +2988,16 @@ void renderMeshBaseHull(LLVOVolume* volume, U32 data_mask, LLColor4& color, LLCo
}
}
-void render_hull(LLVertexBuffer* buff, U32 data_mask, const LLColor4& color, const LLColor4& line_color)
+void render_hull(LLModel::PhysicsMesh& mesh, const LLColor4& color, const LLColor4& line_color)
{
- buff->setBuffer(data_mask);
-
glColor4fv(color.mV);
- buff->drawArrays(LLRender::TRIANGLES, 0, buff->getNumVerts());
-
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPolygonOffset(3.f, 3.f);
glLineWidth(3.f);
glColor4fv(line_color.mV);
- buff->drawArrays(LLRender::TRIANGLES, 0, buff->getNumVerts());
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, mesh.mPositions, mesh.mNormals);
glLineWidth(1.f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
@@ -3075,7 +3062,7 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
if (type == LLPhysicsShapeBuilderUtil::PhysicsShapeSpecification::USER_MESH)
{
LLUUID mesh_id = volume->getVolume()->getParams().getSculptID();
- const LLMeshDecomposition* decomp = gMeshRepo.getDecomposition(mesh_id);
+ LLModel::Decomposition* decomp = gMeshRepo.getDecomposition(mesh_id);
if (decomp)
{ //render a physics based mesh
@@ -3084,27 +3071,33 @@ void renderPhysicsShape(LLDrawable* drawable, LLVOVolume* volume)
if (!decomp->mHull.empty())
{ //decomposition exists, use that
- for (U32 i = 0; i < decomp->mHull.size(); ++i)
+
+ if (decomp->mMesh.empty())
+ {
+ gMeshRepo.buildPhysicsMesh(*decomp);
+ }
+
+ for (U32 i = 0; i < decomp->mMesh.size(); ++i)
{
- render_hull(decomp->mMesh[i], data_mask, color, line_color);
+ render_hull(decomp->mMesh[i], color, line_color);
}
}
- else if (decomp->mPhysicsShapeMesh.notNull() && decomp->mPhysicsShapeMesh->getNumVerts() > 0)
+ else if (!decomp->mPhysicsShapeMesh.empty())
{
//decomp has physics mesh, render that mesh
glColor4fv(color.mV);
- pushBufferVerts(decomp->mPhysicsShapeMesh, data_mask);
-
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
+
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glColor4fv(line_color.mV);
- pushBufferVerts(decomp->mPhysicsShapeMesh, data_mask);
+ LLVertexBuffer::drawArrays(LLRender::TRIANGLES, decomp->mPhysicsShapeMesh.mPositions, decomp->mPhysicsShapeMesh.mNormals);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
else
{ //no mesh or decomposition, render base hull
renderMeshBaseHull(volume, data_mask, color, line_color);
- if (decomp->mPhysicsShapeMesh.isNull())
+ if (decomp->mPhysicsShapeMesh.empty())
{
//attempt to fetch physics shape mesh if available
gMeshRepo.fetchPhysicsShape(mesh_id);