/** * @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" #include "llvertexbuffer.h" #include "llglslshader.h" LLRenderSphere gSphere; void LLRenderSphere::render() { renderGGL(); gGL.flush(); } 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() { LL_PROFILE_ZONE_SCOPED; S32 const LATITUDE_SLICES = 20; S32 const LONGITUDE_SLICES = 30; if (mVertexBuffer.isNull()) { mSpherePoints.resize(LATITUDE_SLICES + 1); mVertexBuffer = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX); mVertexBuffer->allocateBuffer((U32)(LATITUDE_SLICES + 1) * (LONGITUDE_SLICES + 1), LATITUDE_SLICES * LONGITUDE_SLICES * 6); LLStrider v; mVertexBuffer->getVertexStrider(v); 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); v[lat_i * (LONGITUDE_SLICES + 1) + lon_i] = mSpherePoints[lat_i][lon_i]; } } LLStrider i; mVertexBuffer->getIndexStrider(i); for (S32 lat_i = 0; lat_i < LATITUDE_SLICES; lat_i++) { for (S32 lon_i = 0; lon_i < LONGITUDE_SLICES; lon_i++) { i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 0] = lat_i * (LONGITUDE_SLICES + 1) + lon_i; i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 1] = lat_i * (LONGITUDE_SLICES + 1) + lon_i + 1; i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 2] = (lat_i + 1) * (LONGITUDE_SLICES + 1) + lon_i; i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 3] = (lat_i + 1) * (LONGITUDE_SLICES + 1) + lon_i; i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 4] = lat_i * (LONGITUDE_SLICES + 1) + lon_i + 1; i[(lat_i * LONGITUDE_SLICES + lon_i) * 6 + 5] = (lat_i + 1) * (LONGITUDE_SLICES + 1) + lon_i + 1; } } mVertexBuffer->unmapBuffer(); } if (LLGLSLShader::sCurBoundShaderPtr->mAttributeMask == LLVertexBuffer::MAP_VERTEX) { // shader expects only vertex positions in vertex buffer, use fast path mVertexBuffer->setBuffer(); mVertexBuffer->drawRange(LLRender::TRIANGLES, 0, mVertexBuffer->getNumVerts(), mVertexBuffer->getNumIndices(), 0); } else { //shader wants colors in the vertex stream, use slow path 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(); } }