llrendersphere.cpp
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- /**
- * @file llrendersphere.cpp
- * @brief implementation of the LLRenderSphere class.
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- // 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"
- GLUquadricObj *gQuadObj2 = NULL;
- LLRenderSphere gSphere;
- void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks);
- void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks)
- {
- if (!gQuadObj2)
- {
- gQuadObj2 = gluNewQuadric();
- if (!gQuadObj2)
- {
- llwarns << "drawSolidSphere couldn't allocate quadric" << llendl;
- return;
- }
- }
- gluQuadricDrawStyle(gQuadObj2, GLU_FILL);
- gluQuadricNormals(gQuadObj2, GLU_SMOOTH);
- // If we ever changed/used the texture or orientation state
- // of quadObj, we'd need to change it to the defaults here
- // with gluQuadricTexture and/or gluQuadricOrientation.
- gluQuadricTexture(gQuadObj2, GL_TRUE);
- gluSphere(gQuadObj2, radius, slices, stacks);
- }
- // lat = 0 is Z-axis
- // lon = 0, lat = 90 at X-axis
- void lat2xyz(LLVector3 * result, F32 lat, F32 lon)
- {
- // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
- F32 r;
- result->mV[VX] = (F32) (cos(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
- result->mV[VY] = (F32) (sin(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD));
- r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
- if (r == 1.0f)
- {
- result->mV[VZ] = 0.0f;
- }
- else
- {
- result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
- if (lat > 90.01)
- {
- result->mV[VZ] *= -1.0;
- }
- }
- }
- void lat2xyz_rad(LLVector3 * result, F32 lat, F32 lon)
- {
- // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result
- F32 r;
- result->mV[VX] = (F32) (cos(lon) * sin(lat));
- result->mV[VY] = (F32) (sin(lon) * sin(lat));
- r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f);
- if (r == 1.0f)
- result->mV[VZ] = 0.0f;
- else
- {
- result->mV[VZ] = (F32) pow(1 - r*r, 0.5f);
- if (lat > F_PI_BY_TWO) result->mV[VZ] *= -1.0;
- }
- }
- // A couple thoughts on sphere drawing:
- // 1) You need more slices than stacks, but little less than 2:1
- // 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother
- void LLRenderSphere::prerender()
- {
- // Create a series of display lists for different LODs
- mDList[0] = glGenLists(1);
- glNewList(mDList[0], GL_COMPILE);
- drawSolidSphere(1.0, 30, 20);
- glEndList();
- mDList[1] = glGenLists(1);
- glNewList(mDList[1], GL_COMPILE);
- drawSolidSphere(1.0, 20, 15);
- glEndList();
- mDList[2] = glGenLists(1);
- glNewList(mDList[2], GL_COMPILE);
- drawSolidSphere(1.0, 12, 8);
- glEndList();
- mDList[3] = glGenLists(1);
- glNewList(mDList[3], GL_COMPILE);
- drawSolidSphere(1.0, 8, 5);
- glEndList();
- }
- void LLRenderSphere::cleanupGL()
- {
- for (S32 detail = 0; detail < 4; detail++)
- {
- glDeleteLists(mDList[detail], 1);
- mDList[detail] = 0;
- }
-
- if (gQuadObj2)
- {
- gluDeleteQuadric(gQuadObj2);
- gQuadObj2 = NULL;
- }
- }
- // Constants here are empirically derived from my eyeballs, JNC
- //
- // The toughest adjustment is the cutoff for the lowest LOD
- // Maybe we should have more LODs at the low end?
- void LLRenderSphere::render(F32 pixel_area)
- {
- S32 level_of_detail;
- if (pixel_area > 10000.f)
- {
- level_of_detail = 0;
- }
- else if (pixel_area > 800.f)
- {
- level_of_detail = 1;
- }
- else if (pixel_area > 100.f)
- {
- level_of_detail = 2;
- }
- else
- {
- level_of_detail = 3;
- }
- glCallList(mDList[level_of_detail]);
- }
- void LLRenderSphere::render()
- {
- glCallList(mDList[0]);
- }