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/**
* @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
{
bool ff = LLGLSLShader::sNoFixedFunction;
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 = ff;
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 );
bool ff = LLGLSLShader::sNoFixedFunction;
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 = ff;
}
//=============================================================================
void LLRenderNavPrim::renderNavMeshVB( LLVertexBuffer* pVBO, int vertCnt )
{
LLGLEnable blend( GL_BLEND );
LLGLEnable cull( GL_CULL_FACE );
glLineWidth(1.5f);
bool ff = LLGLSLShader::sNoFixedFunction;
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 = ff;
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 );
}
}
//=============================================================================
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