-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/**
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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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LLRenderSphere gSphere;
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void LLRenderSphere::render()
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{
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renderGGL();
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gGL.flush();
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}
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inline LLVector3 polar_to_cart(F32 latitude, F32 longitude)
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{
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return LLVector3(sin(F_TWO_PI * latitude) * cos(F_TWO_PI * longitude),
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sin(F_TWO_PI * latitude) * sin(F_TWO_PI * longitude),
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cos(F_TWO_PI * latitude));
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}
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void LLRenderSphere::renderGGL()
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{
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S32 const LATITUDE_SLICES = 20;
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S32 const LONGITUDE_SLICES = 30;
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if (mSpherePoints.empty())
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{
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mSpherePoints.resize(LATITUDE_SLICES + 1);
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for (S32 lat_i = 0; lat_i < LATITUDE_SLICES + 1; lat_i++)
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{
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mSpherePoints[lat_i].resize(LONGITUDE_SLICES + 1);
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for (S32 lon_i = 0; lon_i < LONGITUDE_SLICES + 1; lon_i++)
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{
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F32 lat = (F32)lat_i / LATITUDE_SLICES;
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F32 lon = (F32)lon_i / LONGITUDE_SLICES;
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mSpherePoints[lat_i][lon_i] = polar_to_cart(lat, lon);
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}
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}
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}
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gGL.begin(LLRender::TRIANGLES);
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for (S32 lat_i = 0; lat_i < LATITUDE_SLICES; lat_i++)
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{
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for (S32 lon_i = 0; lon_i < LONGITUDE_SLICES; lon_i++)
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{
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gGL.vertex3fv(mSpherePoints[lat_i][lon_i].mV);
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gGL.vertex3fv(mSpherePoints[lat_i][lon_i+1].mV);
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gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i].mV);
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gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i].mV);
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gGL.vertex3fv(mSpherePoints[lat_i][lon_i+1].mV);
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gGL.vertex3fv(mSpherePoints[lat_i+1][lon_i+1].mV);
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}
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}
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gGL.end();
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}
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