1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
/**
* @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::renderLLSegment( const LLVector3& start, const LLVector3& end, const LLColor4U& color ) const
{
LLColor4 colorA( color );
gGL.color3fv( colorA.mV );
gGL.begin(LLRender::LINES);
{
gGL.vertex3fv( start.mV );
gGL.vertex3fv( end.mV );
}
gGL.end();
}
//=============================================================================
void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const
{
LLColor4 colorA( color );
colorA*=1.25f;
gGL.color4fv( colorA.mV );
gGL.begin(LLRender::TRIANGLES);
{
gGL.vertex3fv( a.mV );
gGL.vertex3fv( b.mV );
gGL.vertex3fv( c.mV );
}
gGL.end();
}
//=============================================================================
void LLRenderNavPrim::renderLLTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, const LLColor4U& color, const LLVector3& n ) const
{
LLColor4 cV(color);
gGL.color4fv( cV.mV );
gGL.begin(LLRender::TRIANGLES);
{
glNormal3f( n.mV[0],n.mV[1],n.mV[2] );
gGL.vertex3fv( a.mV );
gGL.vertex3fv( b.mV );
gGL.vertex3fv( c.mV );
}
gGL.end();
}
//=============================================================================
void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
{
pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_NORMAL );
pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
}
//=============================================================================
void LLRenderNavPrim::renderStar( const LLVector3& center, const float scale, const LLColor4U& 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;
renderLLSegment( pt1, pt2, color );
}
}
//=============================================================================
|