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/**
* @file llvoground.cpp
* @brief LLVOGround class implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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 "llviewerprecompiledheaders.h"
#include "llvoground.h"
#include "lldrawpoolground.h"
#include "llviewercontrol.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, TRUE)
{
mbCanSelect = FALSE;
}
LLVOGround::~LLVOGround()
{
}
void LLVOGround::idleUpdate(LLAgent &agent, const F64 &time)
{
}
void LLVOGround::updateTextures()
{
}
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;
}
// TO DO - this always returns TRUE,
BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
{
LLStrider<LLVector3> verticesp;
LLStrider<LLVector3> normalsp;
LLStrider<LLVector2> texCoordsp;
LLStrider<U16> 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)
return TRUE;
if (!face->getVertexBuffer())
{
face->setSize(5, 12);
LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolGround::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
if (!buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE))
{
LL_WARNS() << "Failed to allocate Vertex Buffer for VOGround to "
<< face->getGeomCount() << " vertices and "
<< face->getIndicesCount() << " indices" << LL_ENDL;
}
face->setGeomIndex(0);
face->setIndicesIndex(0);
face->setVertexBuffer(buff);
}
index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
if (-1 == index_offset)
{
return TRUE;
}
///////////////////////////////////////
//
//
//
LLVector3 at_dir = LLViewerCamera::getInstance()->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 = LLViewerCamera::getInstance()->getLeftAxis();
left_dir.mV[VZ] = 0.f;
left_dir.normVec();
// Our center top point
LLColor4 ground_color = gSky.getSkyFogColor();
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->getVertexBuffer()->flush();
LLPipeline::sCompiles++;
return TRUE;
}
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