/** * @file LLRenderNavPrim.cpp * @brief Renderable primitives used by the pathing library * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "linden_common.h" #include "llrendernavprim.h" #include "llerror.h" #include "llglheaders.h" #include "llvertexbuffer.h" #include "llglslshader.h" //============================================================================= LLRenderNavPrim gRenderNav; //============================================================================= void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color, bool overlayMode ) const { LLGLSLShader::sNoFixedFunction = false; LLGLEnable smooth(GL_LINE_SMOOTH); LLColor4 colorA( color ); glLineWidth(1.5f); gGL.color3fv( colorA.mV ); gGL.begin(LLRender::LINES); { gGL.vertex3fv( start.mV ); gGL.vertex3fv( end.mV ); } gGL.end(); gGL.flush(); LLGLSLShader::sNoFixedFunction = true; LLGLDisable smoothout(GL_LINE_SMOOTH); glLineWidth(1.0f); } //============================================================================= void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color, bool overlayMode ) const { glLineWidth(1.5f); if ( overlayMode ) { glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); } else { glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); } LLGLEnable cull(GL_CULL_FACE); LLColor4 colorA( color ); colorA*=1.25f; gGL.color4fv( colorA.mV ); LLGLSLShader::sNoFixedFunction = false; gGL.begin(LLRender::TRIANGLES); { gGL.vertex3fv( a.mV ); gGL.vertex3fv( b.mV ); gGL.vertex3fv( c.mV ); } gGL.end(); gGL.flush(); glLineWidth(1.0f); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); LLGLSLShader::sNoFixedFunction = true; } //============================================================================= void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt ) { LLGLSUIDefault gls_ui; LLGLEnable depth( GL_DEPTH_TEST ); LLGLEnable cull( GL_CULL_FACE ); glLineWidth(1.5f); LLGLSLShader::sNoFixedFunction = false; //pass 1 filled pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_NORMAL ); pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt ); glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); LLGLEnable smooth(GL_LINE_SMOOTH); //pass 2 outlined pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt ); LLGLSLShader::sNoFixedFunction = true; glLineWidth(1.0f); glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); LLGLDisable smoothout(GL_LINE_SMOOTH); } //============================================================================= void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, int color ) const { for (int k=0; k<3; k++) { LLVector3 star, pt1, pt2; star = LLVector3( 0.0f,0.0f,0.0f); star[k] = 0.5f; pt1 = center + star; pt2 = center - star; renderSegment( pt1, pt2, color, false ); } } //=============================================================================