/** * @file llvoground.cpp * @brief LLVOGround class implementation * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llvoground.h" #include "lldrawpoolground.h" #include "llviewercontrol.h" #include "llagent.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerregion.h" #include "pipeline.h" LLVOGround::LLVOGround(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) : LLStaticViewerObject(id, pcode, regionp) { mbCanSelect = FALSE; } LLVOGround::~LLVOGround() { } BOOL LLVOGround::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) { if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_GROUND))) { return TRUE; } /*if (mDrawable) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); }*/ return TRUE; } void LLVOGround::updateTextures(LLAgent &agent) { } LLDrawable *LLVOGround::createDrawable(LLPipeline *pipeline) { pipeline->allocDrawable(this); mDrawable->setLit(FALSE); mDrawable->setRenderType(LLPipeline::RENDER_TYPE_GROUND); LLDrawPoolGround *poolp = (LLDrawPoolGround*) gPipeline.getPool(LLDrawPool::POOL_GROUND); mDrawable->addFace(poolp, NULL); return mDrawable; } BOOL LLVOGround::updateGeometry(LLDrawable *drawable) { LLStrider verticesp; LLStrider normalsp; LLStrider texCoordsp; LLStrider indicesp; S32 index_offset; LLFace *face; LLDrawPoolGround *poolp = (LLDrawPoolGround*) gPipeline.getPool(LLDrawPool::POOL_GROUND); if (drawable->getNumFaces() < 1) drawable->addFace(poolp, NULL); face = drawable->getFace(0); if (face->mVertexBuffer.isNull()) { face->setSize(5, 12); face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolGround::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE); face->setGeomIndex(0); face->setIndicesIndex(0); } index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) { return TRUE; } /////////////////////////////////////// // // // LLVector3 at_dir = gCamera->getAtAxis(); at_dir.mV[VZ] = 0.f; if (at_dir.normVec() < 0.01) { // We really don't care, as we're not looking anywhere near the horizon. } LLVector3 left_dir = gCamera->getLeftAxis(); left_dir.mV[VZ] = 0.f; left_dir.normVec(); // Our center top point LLColor4 ground_color = gSky.getFogColor(); ground_color.mV[3] = 1.f; face->setFaceColor(ground_color); *(verticesp++) = LLVector3(64, 64, 0); *(verticesp++) = LLVector3(-64, 64, 0); *(verticesp++) = LLVector3(-64, -64, 0); *(verticesp++) = LLVector3(64, -64, 0); *(verticesp++) = LLVector3(0, 0, -1024); // Triangles for each side *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 4; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 4; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 4; *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 4; *(texCoordsp++) = LLVector2(0.f, 0.f); *(texCoordsp++) = LLVector2(1.f, 0.f); *(texCoordsp++) = LLVector2(1.f, 1.f); *(texCoordsp++) = LLVector2(0.f, 1.f); *(texCoordsp++) = LLVector2(0.5f, 0.5f); face->mVertexBuffer->setBuffer(0); LLPipeline::sCompiles++; return TRUE; }