Imported existing code
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183
indra/llrender/llrendersphere.cpp
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183
indra/llrender/llrendersphere.cpp
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/**
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* @file llrendersphere.cpp
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* @brief implementation of the LLRenderSphere class.
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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// Sphere creates a set of display lists that can then be called to create
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// a lit sphere at different LOD levels. You only need one instance of sphere
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// per viewer - then call the appropriate list.
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#include "linden_common.h"
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#include "llrendersphere.h"
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#include "llerror.h"
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#include "llglheaders.h"
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GLUquadricObj *gQuadObj2 = NULL;
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LLRenderSphere gSphere;
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void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks);
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void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks)
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{
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if (!gQuadObj2)
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{
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gQuadObj2 = gluNewQuadric();
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if (!gQuadObj2)
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{
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llwarns << "drawSolidSphere couldn't allocate quadric" << llendl;
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return;
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}
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}
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gluQuadricDrawStyle(gQuadObj2, GLU_FILL);
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gluQuadricNormals(gQuadObj2, GLU_SMOOTH);
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// If we ever changed/used the texture or orientation state
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// of quadObj, we'd need to change it to the defaults here
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// with gluQuadricTexture and/or gluQuadricOrientation.
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gluQuadricTexture(gQuadObj2, GL_TRUE);
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gluSphere(gQuadObj2, radius, slices, stacks);
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}
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// lat = 0 is Z-axis
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// lon = 0, lat = 90 at X-axis
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void lat2xyz(LLVector3 * result, F32 lat, F32 lon)
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{
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// Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
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F32 r;
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result->mV[VX] = (F32) (cos(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
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result->mV[VY] = (F32) (sin(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
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r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
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if (r == 1.0f)
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{
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result->mV[VZ] = 0.0f;
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}
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else
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{
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result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
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if (lat > 90.01)
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{
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result->mV[VZ] *= -1.0;
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}
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}
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}
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void lat2xyz_rad(LLVector3 * result, F32 lat, F32 lon)
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{
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// Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
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F32 r;
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result->mV[VX] = (F32) (cos(lon) * sin(lat));
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result->mV[VY] = (F32) (sin(lon) * sin(lat));
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r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
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if (r == 1.0f)
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result->mV[VZ] = 0.0f;
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else
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{
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result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
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if (lat > F_PI_BY_TWO) result->mV[VZ] *= -1.0;
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}
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}
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// A couple thoughts on sphere drawing:
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// 1) You need more slices than stacks, but little less than 2:1
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// 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother
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void LLRenderSphere::prerender()
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{
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// Create a series of display lists for different LODs
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mDList[0] = glGenLists(1);
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glNewList(mDList[0], GL_COMPILE);
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drawSolidSphere(1.0, 30, 20);
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glEndList();
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mDList[1] = glGenLists(1);
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glNewList(mDList[1], GL_COMPILE);
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drawSolidSphere(1.0, 20, 15);
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glEndList();
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mDList[2] = glGenLists(1);
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glNewList(mDList[2], GL_COMPILE);
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drawSolidSphere(1.0, 12, 8);
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glEndList();
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mDList[3] = glGenLists(1);
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glNewList(mDList[3], GL_COMPILE);
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drawSolidSphere(1.0, 8, 5);
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glEndList();
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}
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void LLRenderSphere::cleanupGL()
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{
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for (S32 detail = 0; detail < 4; detail++)
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{
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glDeleteLists(mDList[detail], 1);
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mDList[detail] = 0;
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}
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if (gQuadObj2)
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{
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gluDeleteQuadric(gQuadObj2);
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gQuadObj2 = NULL;
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}
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}
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// Constants here are empirically derived from my eyeballs, JNC
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//
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// The toughest adjustment is the cutoff for the lowest LOD
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// Maybe we should have more LODs at the low end?
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void LLRenderSphere::render(F32 pixel_area)
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{
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S32 level_of_detail;
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if (pixel_area > 10000.f)
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{
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level_of_detail = 0;
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}
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else if (pixel_area > 800.f)
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{
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level_of_detail = 1;
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}
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else if (pixel_area > 100.f)
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{
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level_of_detail = 2;
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}
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else
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{
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level_of_detail = 3;
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}
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glCallList(mDList[level_of_detail]);
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}
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void LLRenderSphere::render()
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{
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glCallList(mDList[0]);
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}
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