/** * @file llsphere.cpp * @brief implementation of the LLSphere class. * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "llviewerprecompiledheaders.h" #include "llsphere.h" #include "llerror.h" #include "llvertexbuffer.h" #include "llglheaders.h" GLUquadricObj *gQuadObj2 = NULL; LLSphere 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 LLSphere::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 LLSphere::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 LLSphere::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; } LLVertexBuffer::unbind(); glCallList(mDList[level_of_detail]); } void LLSphere::render() { LLVertexBuffer::unbind(); glCallList(mDList[0]); }