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/**
* @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<LLVector3> 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<U16> 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();
}
}
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