WIP: Implementing VB manager for complex physics shapes
parent
0539b08370
commit
0b99da8ba5
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@ -29,11 +29,11 @@
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#include "llrendernavprim.h"
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#include "llerror.h"
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#include "llglheaders.h"
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#include "llvertexbuffer.h"
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//=============================================================================
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LLRenderNavPrim gRenderNav;
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//=============================================================================
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color )
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void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& end, int color ) const
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{
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LLColor4 colorA( color );
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@ -49,13 +49,13 @@ void LLRenderNavPrim::renderSegment( const LLVector3& start, const LLVector3& en
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glLineWidth(1.0f);
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}
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//=============================================================================
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void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color )
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void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const
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{
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LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glLineWidth(1.5f);
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LLColor4 colorA( color );
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gGL.color4fv( colorA.mV );
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gGL.color4fv( colorA.mV );
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gGL.begin(LLRender::TRIANGLES);
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{
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gGL.vertex3fv( a.mV );
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@ -66,4 +66,10 @@ void LLRenderNavPrim::renderTri( const LLVector3& a, const LLVector3& b, const L
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glLineWidth(1.f);
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}
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//=============================================================================
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void LLRenderNavPrim::renderNavMeshVB( const LLVertexBuffer* pVBO, int vertCnt ) const
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{
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//pVBO->setBuffer( LLVertexBuffer::MAP_VERTEX );
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pVBO->drawArrays( LLRender::TRIANGLES, 0, vertCnt );
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}
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//=============================================================================
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@ -39,8 +39,12 @@
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class LLRenderNavPrim
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{
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public:
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void renderSegment( const LLVector3& start, const LLVector3& end, int color );
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void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color );
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//Draw a line
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void renderSegment( const LLVector3& start, const LLVector3& end, int color ) const;
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//Draw simple tri
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void renderTri( const LLVector3& a, const LLVector3& b, const LLVector3& c, int color ) const;
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//Draw the contents of vertex buffer
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void renderNavMeshVB( const LLVertexBuffer* pVBO, int vertCnt ) const;
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private:
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};
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