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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/newview/llviewerparceloverlay.cpp
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff)
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rwxr-xr-xindra/newview/llviewerparceloverlay.cpp1600
1 files changed, 800 insertions, 800 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index 785c84c38d..6eb6bd8424 100755
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file llviewerparceloverlay.cpp
* @brief LLViewerParcelOverlay class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -53,64 +53,64 @@
const U8 OVERLAY_IMG_COMPONENTS = 4;
LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters)
-: mRegion( region ),
- mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
- mDirty( FALSE ),
- mTimeSinceLastUpdate(),
- mOverlayTextureIdx(-1),
- mVertexCount(0),
- mVertexArray(NULL),
- mColorArray(NULL)
-// mTexCoordArray(NULL),
+: mRegion( region ),
+ mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
+ mDirty( FALSE ),
+ mTimeSinceLastUpdate(),
+ mOverlayTextureIdx(-1),
+ mVertexCount(0),
+ mVertexArray(NULL),
+ mColorArray(NULL)
+// mTexCoordArray(NULL),
{
- // Create a texture to hold color information.
- // 4 components
- // Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
- mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
- mTexture = LLViewerTextureManager::getLocalTexture(mImageRaw.get(), FALSE);
- mTexture->setAddressMode(LLTexUnit::TAM_CLAMP);
- mTexture->setFilteringOption(LLTexUnit::TFO_POINT);
-
- //
- // Initialize the GL texture with empty data.
- //
- // Create the base texture.
- U8 *raw = mImageRaw->getData();
- const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge * OVERLAY_IMG_COMPONENTS;
- for (S32 i = 0; i < COUNT; i++)
- {
- raw[i] = 0;
- }
- //mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
-
- // Create storage for ownership information from simulator
- // and initialize it.
- mOwnership = new U8[ mParcelGridsPerEdge * mParcelGridsPerEdge ];
- for (S32 i = 0; i < mParcelGridsPerEdge * mParcelGridsPerEdge; i++)
- {
- mOwnership[i] = PARCEL_PUBLIC;
- }
-
- gPipeline.markGLRebuild(this);
+ // Create a texture to hold color information.
+ // 4 components
+ // Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
+ mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
+ mTexture = LLViewerTextureManager::getLocalTexture(mImageRaw.get(), FALSE);
+ mTexture->setAddressMode(LLTexUnit::TAM_CLAMP);
+ mTexture->setFilteringOption(LLTexUnit::TFO_POINT);
+
+ //
+ // Initialize the GL texture with empty data.
+ //
+ // Create the base texture.
+ U8 *raw = mImageRaw->getData();
+ const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge * OVERLAY_IMG_COMPONENTS;
+ for (S32 i = 0; i < COUNT; i++)
+ {
+ raw[i] = 0;
+ }
+ //mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
+
+ // Create storage for ownership information from simulator
+ // and initialize it.
+ mOwnership = new U8[ mParcelGridsPerEdge * mParcelGridsPerEdge ];
+ for (S32 i = 0; i < mParcelGridsPerEdge * mParcelGridsPerEdge; i++)
+ {
+ mOwnership[i] = PARCEL_PUBLIC;
+ }
+
+ gPipeline.markGLRebuild(this);
}
LLViewerParcelOverlay::~LLViewerParcelOverlay()
{
- delete[] mOwnership;
- mOwnership = NULL;
+ delete[] mOwnership;
+ mOwnership = NULL;
- delete[] mVertexArray;
- mVertexArray = NULL;
+ delete[] mVertexArray;
+ mVertexArray = NULL;
- delete[] mColorArray;
- mColorArray = NULL;
+ delete[] mColorArray;
+ mColorArray = NULL;
// JC No textures.
-// delete mTexCoordArray;
-// mTexCoordArray = NULL;
+// delete mTexCoordArray;
+// mTexCoordArray = NULL;
- mImageRaw = NULL;
+ mImageRaw = NULL;
}
//---------------------------------------------------------------------------
@@ -118,160 +118,160 @@ LLViewerParcelOverlay::~LLViewerParcelOverlay()
//---------------------------------------------------------------------------
BOOL LLViewerParcelOverlay::isOwned(const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
- return (PARCEL_PUBLIC != ownership(row, column));
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ return (PARCEL_PUBLIC != ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedSelf(const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
- return (PARCEL_SELF == ownership(row, column));
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ return (PARCEL_SELF == ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedGroup(const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
- return (PARCEL_GROUP == ownership(row, column));
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ return (PARCEL_GROUP == ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedOther(const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
- U8 overlay = ownership(row, column);
- return (PARCEL_OWNED == overlay || PARCEL_FOR_SALE == overlay);
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ U8 overlay = ownership(row, column);
+ return (PARCEL_OWNED == overlay || PARCEL_FOR_SALE == overlay);
}
bool LLViewerParcelOverlay::encroachesOwned(const std::vector<LLBBox>& boxes) const
{
- // boxes are expected to already be axis aligned
- for (U32 i = 0; i < boxes.size(); ++i)
- {
- LLVector3 min = boxes[i].getMinAgent();
- LLVector3 max = boxes[i].getMaxAgent();
-
- S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
-
- for (S32 row = top; row <= bottom; row++)
- {
- for (S32 column = left; column <= right; column++)
- {
- U8 type = ownership(row, column);
- if ((PARCEL_SELF == type)
- || (PARCEL_GROUP == type))
- {
- return true;
- }
- }
- }
- }
- return false;
+ // boxes are expected to already be axis aligned
+ for (U32 i = 0; i < boxes.size(); ++i)
+ {
+ LLVector3 min = boxes[i].getMinAgent();
+ LLVector3 max = boxes[i].getMaxAgent();
+
+ S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+
+ for (S32 row = top; row <= bottom; row++)
+ {
+ for (S32 column = left; column <= right; column++)
+ {
+ U8 type = ownership(row, column);
+ if ((PARCEL_SELF == type)
+ || (PARCEL_GROUP == type))
+ {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
}
bool LLViewerParcelOverlay::encroachesOnUnowned(const std::vector<LLBBox>& boxes) const
{
- // boxes are expected to already be axis aligned
- for (U32 i = 0; i < boxes.size(); ++i)
- {
- LLVector3 min = boxes[i].getMinAgent();
- LLVector3 max = boxes[i].getMaxAgent();
-
- S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
-
- for (S32 row = top; row <= bottom; row++)
- {
- for (S32 column = left; column <= right; column++)
- {
- U8 type = ownership(row, column);
- if ((PARCEL_SELF != type))
- {
- return true;
- }
- }
- }
- }
- return false;
+ // boxes are expected to already be axis aligned
+ for (U32 i = 0; i < boxes.size(); ++i)
+ {
+ LLVector3 min = boxes[i].getMinAgent();
+ LLVector3 max = boxes[i].getMaxAgent();
+
+ S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+
+ for (S32 row = top; row <= bottom; row++)
+ {
+ for (S32 column = left; column <= right; column++)
+ {
+ U8 type = ownership(row, column);
+ if ((PARCEL_SELF != type))
+ {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
}
bool LLViewerParcelOverlay::encroachesOnNearbyParcel(const std::vector<LLBBox>& boxes) const
{
- // boxes are expected to already be axis aligned
- for (U32 i = 0; i < boxes.size(); ++i)
- {
- LLVector3 min = boxes[i].getMinAgent();
- LLVector3 max = boxes[i].getMaxAgent();
-
- // If an object crosses region borders it crosses a parcel
- if ( min.mV[VX] < 0
- || min.mV[VY] < 0
- || max.mV[VX] > REGION_WIDTH_METERS
- || max.mV[VY] > REGION_WIDTH_METERS)
- {
- return true;
- }
-
- S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 bottom = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
- S32 top = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
-
- const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
-
- for (S32 row = bottom; row <= top; row++)
- {
- for (S32 col = left; col <= right; col++)
- {
- // This is not the rightmost column
- if (col < GRIDS_PER_EDGE-1)
- {
- U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
- // If the column to the east of the current one marks
- // the other parcel's west edge and the box extends
- // to the west it crosses the parcel border.
- if ((east_overlay & PARCEL_WEST_LINE) && col < right)
- {
- return true;
- }
- }
-
- // This is not the topmost column
- if (row < GRIDS_PER_EDGE-1)
- {
- U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
- // If the row to the north of the current one marks
- // the other parcel's south edge and the box extends
- // to the south it crosses the parcel border.
- if ((north_overlay & PARCEL_SOUTH_LINE) && row < top)
- {
- return true;
- }
- }
- }
- }
- }
- return false;
+ // boxes are expected to already be axis aligned
+ for (U32 i = 0; i < boxes.size(); ++i)
+ {
+ LLVector3 min = boxes[i].getMinAgent();
+ LLVector3 max = boxes[i].getMaxAgent();
+
+ // If an object crosses region borders it crosses a parcel
+ if ( min.mV[VX] < 0
+ || min.mV[VY] < 0
+ || max.mV[VX] > REGION_WIDTH_METERS
+ || max.mV[VY] > REGION_WIDTH_METERS)
+ {
+ return true;
+ }
+
+ S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 bottom = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+ S32 top = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
+
+ const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
+
+ for (S32 row = bottom; row <= top; row++)
+ {
+ for (S32 col = left; col <= right; col++)
+ {
+ // This is not the rightmost column
+ if (col < GRIDS_PER_EDGE-1)
+ {
+ U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
+ // If the column to the east of the current one marks
+ // the other parcel's west edge and the box extends
+ // to the west it crosses the parcel border.
+ if ((east_overlay & PARCEL_WEST_LINE) && col < right)
+ {
+ return true;
+ }
+ }
+
+ // This is not the topmost column
+ if (row < GRIDS_PER_EDGE-1)
+ {
+ U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
+ // If the row to the north of the current one marks
+ // the other parcel's south edge and the box extends
+ // to the south it crosses the parcel border.
+ if ((north_overlay & PARCEL_SOUTH_LINE) && row < top)
+ {
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
}
BOOL LLViewerParcelOverlay::isSoundLocal(const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return parcelFlags(row, column, PARCEL_SOUND_LOCAL);
}
U8 LLViewerParcelOverlay::ownership( const LLVector3& pos) const
{
- S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
- S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
- return ownership(row, column);
+ S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
+ S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
+ return ownership(row, column);
}
U8 LLViewerParcelOverlay::parcelLineFlags(const LLVector3& pos) const
@@ -300,18 +300,18 @@ U8 LLViewerParcelOverlay::parcelFlags(S32 row, S32 col, U8 flags) const
F32 LLViewerParcelOverlay::getOwnedRatio() const
{
- S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
- S32 total = 0;
+ S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
+ S32 total = 0;
- for (S32 i = 0; i < size; i++)
- {
- if ((mOwnership[i] & PARCEL_COLOR_MASK) != PARCEL_PUBLIC)
- {
- total++;
- }
- }
+ for (S32 i = 0; i < size; i++)
+ {
+ if ((mOwnership[i] & PARCEL_COLOR_MASK) != PARCEL_PUBLIC)
+ {
+ total++;
+ }
+ }
- return (F32)total / (F32)size;
+ return (F32)total / (F32)size;
}
@@ -326,704 +326,704 @@ F32 LLViewerParcelOverlay::getOwnedRatio() const
// Self = index 3
// Make sure the texture colors match the ownership data.
-// Note: Assumes that the ownership array and
+// Note: Assumes that the ownership array and
void LLViewerParcelOverlay::updateOverlayTexture()
{
- if (mOverlayTextureIdx < 0 && mDirty)
- {
- mOverlayTextureIdx = 0;
- }
- if (mOverlayTextureIdx < 0)
- {
- return;
- }
- const LLColor4U avail = LLUIColorTable::instance().getColor("PropertyColorAvail").get();
- const LLColor4U owned = LLUIColorTable::instance().getColor("PropertyColorOther").get();
- const LLColor4U group = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
- const LLColor4U self = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
- const LLColor4U for_sale = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
- const LLColor4U auction = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
-
- // Create the base texture.
- U8 *raw = mImageRaw->getData();
- const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge;
- S32 max = mOverlayTextureIdx + mParcelGridsPerEdge;
- if (max > COUNT) max = COUNT;
- S32 pixel_index = mOverlayTextureIdx*OVERLAY_IMG_COMPONENTS;
- S32 i;
- for (i = mOverlayTextureIdx; i < max; i++)
- {
- U8 ownership = mOwnership[i];
-
- F32 r,g,b,a;
-
- // Color stored in low three bits
- switch( ownership & 0x7 )
- {
- case PARCEL_PUBLIC:
- r = avail.mV[VRED];
- g = avail.mV[VGREEN];
- b = avail.mV[VBLUE];
- a = avail.mV[VALPHA];
- break;
- case PARCEL_OWNED:
- r = owned.mV[VRED];
- g = owned.mV[VGREEN];
- b = owned.mV[VBLUE];
- a = owned.mV[VALPHA];
- break;
- case PARCEL_GROUP:
- r = group.mV[VRED];
- g = group.mV[VGREEN];
- b = group.mV[VBLUE];
- a = group.mV[VALPHA];
- break;
- case PARCEL_SELF:
- r = self.mV[VRED];
- g = self.mV[VGREEN];
- b = self.mV[VBLUE];
- a = self.mV[VALPHA];
- break;
- case PARCEL_FOR_SALE:
- r = for_sale.mV[VRED];
- g = for_sale.mV[VGREEN];
- b = for_sale.mV[VBLUE];
- a = for_sale.mV[VALPHA];
- break;
- case PARCEL_AUCTION:
- r = auction.mV[VRED];
- g = auction.mV[VGREEN];
- b = auction.mV[VBLUE];
- a = auction.mV[VALPHA];
- break;
- default:
- r = self.mV[VRED];
- g = self.mV[VGREEN];
- b = self.mV[VBLUE];
- a = self.mV[VALPHA];
- break;
- }
-
- raw[pixel_index + 0] = (U8)r;
- raw[pixel_index + 1] = (U8)g;
- raw[pixel_index + 2] = (U8)b;
- raw[pixel_index + 3] = (U8)a;
-
- pixel_index += OVERLAY_IMG_COMPONENTS;
- }
-
- // Copy data into GL texture from raw data
- if (i >= COUNT)
- {
- if (!mTexture->hasGLTexture())
- {
- mTexture->createGLTexture(0, mImageRaw);
- }
- mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
- mOverlayTextureIdx = -1;
- }
- else
- {
- mOverlayTextureIdx = i;
- }
+ if (mOverlayTextureIdx < 0 && mDirty)
+ {
+ mOverlayTextureIdx = 0;
+ }
+ if (mOverlayTextureIdx < 0)
+ {
+ return;
+ }
+ const LLColor4U avail = LLUIColorTable::instance().getColor("PropertyColorAvail").get();
+ const LLColor4U owned = LLUIColorTable::instance().getColor("PropertyColorOther").get();
+ const LLColor4U group = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
+ const LLColor4U self = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
+ const LLColor4U for_sale = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
+ const LLColor4U auction = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
+
+ // Create the base texture.
+ U8 *raw = mImageRaw->getData();
+ const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge;
+ S32 max = mOverlayTextureIdx + mParcelGridsPerEdge;
+ if (max > COUNT) max = COUNT;
+ S32 pixel_index = mOverlayTextureIdx*OVERLAY_IMG_COMPONENTS;
+ S32 i;
+ for (i = mOverlayTextureIdx; i < max; i++)
+ {
+ U8 ownership = mOwnership[i];
+
+ F32 r,g,b,a;
+
+ // Color stored in low three bits
+ switch( ownership & 0x7 )
+ {
+ case PARCEL_PUBLIC:
+ r = avail.mV[VRED];
+ g = avail.mV[VGREEN];
+ b = avail.mV[VBLUE];
+ a = avail.mV[VALPHA];
+ break;
+ case PARCEL_OWNED:
+ r = owned.mV[VRED];
+ g = owned.mV[VGREEN];
+ b = owned.mV[VBLUE];
+ a = owned.mV[VALPHA];
+ break;
+ case PARCEL_GROUP:
+ r = group.mV[VRED];
+ g = group.mV[VGREEN];
+ b = group.mV[VBLUE];
+ a = group.mV[VALPHA];
+ break;
+ case PARCEL_SELF:
+ r = self.mV[VRED];
+ g = self.mV[VGREEN];
+ b = self.mV[VBLUE];
+ a = self.mV[VALPHA];
+ break;
+ case PARCEL_FOR_SALE:
+ r = for_sale.mV[VRED];
+ g = for_sale.mV[VGREEN];
+ b = for_sale.mV[VBLUE];
+ a = for_sale.mV[VALPHA];
+ break;
+ case PARCEL_AUCTION:
+ r = auction.mV[VRED];
+ g = auction.mV[VGREEN];
+ b = auction.mV[VBLUE];
+ a = auction.mV[VALPHA];
+ break;
+ default:
+ r = self.mV[VRED];
+ g = self.mV[VGREEN];
+ b = self.mV[VBLUE];
+ a = self.mV[VALPHA];
+ break;
+ }
+
+ raw[pixel_index + 0] = (U8)r;
+ raw[pixel_index + 1] = (U8)g;
+ raw[pixel_index + 2] = (U8)b;
+ raw[pixel_index + 3] = (U8)a;
+
+ pixel_index += OVERLAY_IMG_COMPONENTS;
+ }
+
+ // Copy data into GL texture from raw data
+ if (i >= COUNT)
+ {
+ if (!mTexture->hasGLTexture())
+ {
+ mTexture->createGLTexture(0, mImageRaw);
+ }
+ mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
+ mOverlayTextureIdx = -1;
+ }
+ else
+ {
+ mOverlayTextureIdx = i;
+ }
}
void LLViewerParcelOverlay::uncompressLandOverlay(S32 chunk, U8 *packed_overlay)
{
- // Unpack the message data into the ownership array
- S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
- S32 chunk_size = size / PARCEL_OVERLAY_CHUNKS;
+ // Unpack the message data into the ownership array
+ S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
+ S32 chunk_size = size / PARCEL_OVERLAY_CHUNKS;
- memcpy(mOwnership + chunk*chunk_size, packed_overlay, chunk_size); /*Flawfinder: ignore*/
+ memcpy(mOwnership + chunk*chunk_size, packed_overlay, chunk_size); /*Flawfinder: ignore*/
- // Force property lines and overlay texture to update
- setDirty();
+ // Force property lines and overlay texture to update
+ setDirty();
}
void LLViewerParcelOverlay::updatePropertyLines()
{
- if (!gSavedSettings.getBOOL("ShowPropertyLines"))
- return;
-
- S32 row, col;
-
- const LLColor4U self_coloru = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
- const LLColor4U other_coloru = LLUIColorTable::instance().getColor("PropertyColorOther").get();
- const LLColor4U group_coloru = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
- const LLColor4U for_sale_coloru = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
- const LLColor4U auction_coloru = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
-
- // Build into dynamic arrays, then copy into static arrays.
- std::vector<LLVector3> new_vertex_array;
- new_vertex_array.reserve(256);
- std::vector<LLColor4U> new_color_array;
- new_color_array.reserve(256);
- std::vector<LLVector2> new_coord_array;
- new_coord_array.reserve(256);
-
- U8 overlay = 0;
- BOOL add_edge = FALSE;
- const F32 GRID_STEP = PARCEL_GRID_STEP_METERS;
- const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
-
- for (row = 0; row < GRIDS_PER_EDGE; row++)
- {
- for (col = 0; col < GRIDS_PER_EDGE; col++)
- {
- overlay = mOwnership[row*GRIDS_PER_EDGE+col];
-
- F32 left = col*GRID_STEP;
- F32 right = left+GRID_STEP;
-
- F32 bottom = row*GRID_STEP;
- F32 top = bottom+GRID_STEP;
-
- // West edge
- if (overlay & PARCEL_WEST_LINE)
- {
- switch(overlay & PARCEL_COLOR_MASK)
- {
- case PARCEL_SELF:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, WEST, self_coloru);
- break;
- case PARCEL_GROUP:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, WEST, group_coloru);
- break;
- case PARCEL_OWNED:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, WEST, other_coloru);
- break;
- case PARCEL_FOR_SALE:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, WEST, for_sale_coloru);
- break;
- case PARCEL_AUCTION:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, WEST, auction_coloru);
- break;
- default:
- break;
- }
- }
-
- // East edge
- if (col < GRIDS_PER_EDGE-1)
- {
- U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
- add_edge = east_overlay & PARCEL_WEST_LINE;
- }
- else
- {
- add_edge = TRUE;
- }
-
- if (add_edge)
- {
- switch(overlay & PARCEL_COLOR_MASK)
- {
- case PARCEL_SELF:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- right, bottom, EAST, self_coloru);
- break;
- case PARCEL_GROUP:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- right, bottom, EAST, group_coloru);
- break;
- case PARCEL_OWNED:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- right, bottom, EAST, other_coloru);
- break;
- case PARCEL_FOR_SALE:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- right, bottom, EAST, for_sale_coloru);
- break;
- case PARCEL_AUCTION:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- right, bottom, EAST, auction_coloru);
- break;
- default:
- break;
- }
- }
-
- // South edge
- if (overlay & PARCEL_SOUTH_LINE)
- {
- switch(overlay & PARCEL_COLOR_MASK)
- {
- case PARCEL_SELF:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, SOUTH, self_coloru);
- break;
- case PARCEL_GROUP:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, SOUTH, group_coloru);
- break;
- case PARCEL_OWNED:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, SOUTH, other_coloru);
- break;
- case PARCEL_FOR_SALE:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, SOUTH, for_sale_coloru);
- break;
- case PARCEL_AUCTION:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, bottom, SOUTH, auction_coloru);
- break;
- default:
- break;
- }
- }
-
-
- // North edge
- if (row < GRIDS_PER_EDGE-1)
- {
- U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
- add_edge = north_overlay & PARCEL_SOUTH_LINE;
- }
- else
- {
- add_edge = TRUE;
- }
-
- if (add_edge)
- {
- switch(overlay & PARCEL_COLOR_MASK)
- {
- case PARCEL_SELF:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, top, NORTH, self_coloru);
- break;
- case PARCEL_GROUP:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, top, NORTH, group_coloru);
- break;
- case PARCEL_OWNED:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, top, NORTH, other_coloru);
- break;
- case PARCEL_FOR_SALE:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, top, NORTH, for_sale_coloru);
- break;
- case PARCEL_AUCTION:
- addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
- left, top, NORTH, auction_coloru);
- break;
- default:
- break;
- }
- }
- }
- }
-
- // Now copy into static arrays for faster rendering.
- // Attempt to recycle old arrays if possible to avoid memory
- // shuffling.
- S32 new_vertex_count = new_vertex_array.size();
-
- if (!(mVertexArray && mColorArray && new_vertex_count == mVertexCount))
- {
- // ...need new arrays
- delete[] mVertexArray;
- mVertexArray = NULL;
- delete[] mColorArray;
- mColorArray = NULL;
-
- mVertexCount = new_vertex_count;
-
- if (new_vertex_count > 0)
- {
- mVertexArray = new F32[3 * mVertexCount];
- mColorArray = new U8 [4 * mVertexCount];
- }
- }
-
- // Copy the new data into the arrays
- S32 i;
- F32* vertex = mVertexArray;
- for (i = 0; i < mVertexCount; i++)
- {
- const LLVector3& point = new_vertex_array.at(i);
- *vertex = point.mV[VX];
- vertex++;
- *vertex = point.mV[VY];
- vertex++;
- *vertex = point.mV[VZ];
- vertex++;
- }
-
- U8* colorp = mColorArray;
- for (i = 0; i < mVertexCount; i++)
- {
- const LLColor4U& color = new_color_array.at(i);
- *colorp = color.mV[VRED];
- colorp++;
- *colorp = color.mV[VGREEN];
- colorp++;
- *colorp = color.mV[VBLUE];
- colorp++;
- *colorp = color.mV[VALPHA];
- colorp++;
- }
-
- // Everything's clean now
- mDirty = FALSE;
+ if (!gSavedSettings.getBOOL("ShowPropertyLines"))
+ return;
+
+ S32 row, col;
+
+ const LLColor4U self_coloru = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
+ const LLColor4U other_coloru = LLUIColorTable::instance().getColor("PropertyColorOther").get();
+ const LLColor4U group_coloru = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
+ const LLColor4U for_sale_coloru = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
+ const LLColor4U auction_coloru = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
+
+ // Build into dynamic arrays, then copy into static arrays.
+ std::vector<LLVector3> new_vertex_array;
+ new_vertex_array.reserve(256);
+ std::vector<LLColor4U> new_color_array;
+ new_color_array.reserve(256);
+ std::vector<LLVector2> new_coord_array;
+ new_coord_array.reserve(256);
+
+ U8 overlay = 0;
+ BOOL add_edge = FALSE;
+ const F32 GRID_STEP = PARCEL_GRID_STEP_METERS;
+ const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
+
+ for (row = 0; row < GRIDS_PER_EDGE; row++)
+ {
+ for (col = 0; col < GRIDS_PER_EDGE; col++)
+ {
+ overlay = mOwnership[row*GRIDS_PER_EDGE+col];
+
+ F32 left = col*GRID_STEP;
+ F32 right = left+GRID_STEP;
+
+ F32 bottom = row*GRID_STEP;
+ F32 top = bottom+GRID_STEP;
+
+ // West edge
+ if (overlay & PARCEL_WEST_LINE)
+ {
+ switch(overlay & PARCEL_COLOR_MASK)
+ {
+ case PARCEL_SELF:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, WEST, self_coloru);
+ break;
+ case PARCEL_GROUP:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, WEST, group_coloru);
+ break;
+ case PARCEL_OWNED:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, WEST, other_coloru);
+ break;
+ case PARCEL_FOR_SALE:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, WEST, for_sale_coloru);
+ break;
+ case PARCEL_AUCTION:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, WEST, auction_coloru);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // East edge
+ if (col < GRIDS_PER_EDGE-1)
+ {
+ U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
+ add_edge = east_overlay & PARCEL_WEST_LINE;
+ }
+ else
+ {
+ add_edge = TRUE;
+ }
+
+ if (add_edge)
+ {
+ switch(overlay & PARCEL_COLOR_MASK)
+ {
+ case PARCEL_SELF:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ right, bottom, EAST, self_coloru);
+ break;
+ case PARCEL_GROUP:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ right, bottom, EAST, group_coloru);
+ break;
+ case PARCEL_OWNED:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ right, bottom, EAST, other_coloru);
+ break;
+ case PARCEL_FOR_SALE:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ right, bottom, EAST, for_sale_coloru);
+ break;
+ case PARCEL_AUCTION:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ right, bottom, EAST, auction_coloru);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // South edge
+ if (overlay & PARCEL_SOUTH_LINE)
+ {
+ switch(overlay & PARCEL_COLOR_MASK)
+ {
+ case PARCEL_SELF:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, SOUTH, self_coloru);
+ break;
+ case PARCEL_GROUP:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, SOUTH, group_coloru);
+ break;
+ case PARCEL_OWNED:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, SOUTH, other_coloru);
+ break;
+ case PARCEL_FOR_SALE:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, SOUTH, for_sale_coloru);
+ break;
+ case PARCEL_AUCTION:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, bottom, SOUTH, auction_coloru);
+ break;
+ default:
+ break;
+ }
+ }
+
+
+ // North edge
+ if (row < GRIDS_PER_EDGE-1)
+ {
+ U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
+ add_edge = north_overlay & PARCEL_SOUTH_LINE;
+ }
+ else
+ {
+ add_edge = TRUE;
+ }
+
+ if (add_edge)
+ {
+ switch(overlay & PARCEL_COLOR_MASK)
+ {
+ case PARCEL_SELF:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, top, NORTH, self_coloru);
+ break;
+ case PARCEL_GROUP:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, top, NORTH, group_coloru);
+ break;
+ case PARCEL_OWNED:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, top, NORTH, other_coloru);
+ break;
+ case PARCEL_FOR_SALE:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, top, NORTH, for_sale_coloru);
+ break;
+ case PARCEL_AUCTION:
+ addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
+ left, top, NORTH, auction_coloru);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+
+ // Now copy into static arrays for faster rendering.
+ // Attempt to recycle old arrays if possible to avoid memory
+ // shuffling.
+ S32 new_vertex_count = new_vertex_array.size();
+
+ if (!(mVertexArray && mColorArray && new_vertex_count == mVertexCount))
+ {
+ // ...need new arrays
+ delete[] mVertexArray;
+ mVertexArray = NULL;
+ delete[] mColorArray;
+ mColorArray = NULL;
+
+ mVertexCount = new_vertex_count;
+
+ if (new_vertex_count > 0)
+ {
+ mVertexArray = new F32[3 * mVertexCount];
+ mColorArray = new U8 [4 * mVertexCount];
+ }
+ }
+
+ // Copy the new data into the arrays
+ S32 i;
+ F32* vertex = mVertexArray;
+ for (i = 0; i < mVertexCount; i++)
+ {
+ const LLVector3& point = new_vertex_array.at(i);
+ *vertex = point.mV[VX];
+ vertex++;
+ *vertex = point.mV[VY];
+ vertex++;
+ *vertex = point.mV[VZ];
+ vertex++;
+ }
+
+ U8* colorp = mColorArray;
+ for (i = 0; i < mVertexCount; i++)
+ {
+ const LLColor4U& color = new_color_array.at(i);
+ *colorp = color.mV[VRED];
+ colorp++;
+ *colorp = color.mV[VGREEN];
+ colorp++;
+ *colorp = color.mV[VBLUE];
+ colorp++;
+ *colorp = color.mV[VALPHA];
+ colorp++;
+ }
+
+ // Everything's clean now
+ mDirty = FALSE;
}
void LLViewerParcelOverlay::addPropertyLine(
- std::vector<LLVector3>& vertex_array,
- std::vector<LLColor4U>& color_array,
- std::vector<LLVector2>& coord_array,
- const F32 start_x, const F32 start_y,
- const U32 edge,
- const LLColor4U& color)
+ std::vector<LLVector3>& vertex_array,
+ std::vector<LLColor4U>& color_array,
+ std::vector<LLVector2>& coord_array,
+ const F32 start_x, const F32 start_y,
+ const U32 edge,
+ const LLColor4U& color)
{
- LLColor4U underwater( color );
- underwater.mV[VALPHA] /= 2;
-
- vertex_array.reserve(16);
- color_array.reserve(16);
- coord_array.reserve(16);
-
- LLSurface& land = mRegion->getLand();
-
- F32 dx;
- F32 dy;
- F32 tick_dx;
- F32 tick_dy;
- //const F32 LINE_WIDTH = 0.125f;
- const F32 LINE_WIDTH = 0.0625f;
-
- switch(edge)
- {
- case WEST:
- dx = 0.f;
- dy = 1.f;
- tick_dx = LINE_WIDTH;
- tick_dy = 0.f;
- break;
-
- case EAST:
- dx = 0.f;
- dy = 1.f;
- tick_dx = -LINE_WIDTH;
- tick_dy = 0.f;
- break;
-
- case NORTH:
- dx = 1.f;
- dy = 0.f;
- tick_dx = 0.f;
- tick_dy = -LINE_WIDTH;
- break;
+ LLColor4U underwater( color );
+ underwater.mV[VALPHA] /= 2;
- case SOUTH:
- dx = 1.f;
- dy = 0.f;
- tick_dx = 0.f;
- tick_dy = LINE_WIDTH;
- break;
+ vertex_array.reserve(16);
+ color_array.reserve(16);
+ coord_array.reserve(16);
- default:
- LL_ERRS() << "Invalid edge in addPropertyLine" << LL_ENDL;
- return;
- }
+ LLSurface& land = mRegion->getLand();
+
+ F32 dx;
+ F32 dy;
+ F32 tick_dx;
+ F32 tick_dy;
+ //const F32 LINE_WIDTH = 0.125f;
+ const F32 LINE_WIDTH = 0.0625f;
+
+ switch(edge)
+ {
+ case WEST:
+ dx = 0.f;
+ dy = 1.f;
+ tick_dx = LINE_WIDTH;
+ tick_dy = 0.f;
+ break;
+
+ case EAST:
+ dx = 0.f;
+ dy = 1.f;
+ tick_dx = -LINE_WIDTH;
+ tick_dy = 0.f;
+ break;
+
+ case NORTH:
+ dx = 1.f;
+ dy = 0.f;
+ tick_dx = 0.f;
+ tick_dy = -LINE_WIDTH;
+ break;
+
+ case SOUTH:
+ dx = 1.f;
+ dy = 0.f;
+ tick_dx = 0.f;
+ tick_dy = LINE_WIDTH;
+ break;
+
+ default:
+ LL_ERRS() << "Invalid edge in addPropertyLine" << LL_ENDL;
+ return;
+ }
- F32 outside_x = start_x;
- F32 outside_y = start_y;
- F32 outside_z = 0.f;
- F32 inside_x = start_x + tick_dx;
- F32 inside_y = start_y + tick_dy;
- F32 inside_z = 0.f;
+ F32 outside_x = start_x;
+ F32 outside_y = start_y;
+ F32 outside_z = 0.f;
+ F32 inside_x = start_x + tick_dx;
+ F32 inside_y = start_y + tick_dy;
+ F32 inside_z = 0.f;
- // First part, only one vertex
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+ // First part, only one vertex
+ outside_z = land.resolveHeightRegion( outside_x, outside_y );
- if (outside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (outside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
- coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
+ vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
- inside_x += dx * LINE_WIDTH;
- inside_y += dy * LINE_WIDTH;
+ inside_x += dx * LINE_WIDTH;
+ inside_y += dy * LINE_WIDTH;
- outside_x += dx * LINE_WIDTH;
- outside_y += dy * LINE_WIDTH;
+ outside_x += dx * LINE_WIDTH;
+ outside_y += dy * LINE_WIDTH;
- // Then the "actual edge"
- inside_z = land.resolveHeightRegion( inside_x, inside_y );
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+ // Then the "actual edge"
+ inside_z = land.resolveHeightRegion( inside_x, inside_y );
+ outside_z = land.resolveHeightRegion( outside_x, outside_y );
- if (inside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (inside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- if (outside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (outside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
- vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
+ vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
+ vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
- coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
- coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
- inside_x += dx * (dx - LINE_WIDTH);
- inside_y += dy * (dy - LINE_WIDTH);
+ inside_x += dx * (dx - LINE_WIDTH);
+ inside_y += dy * (dy - LINE_WIDTH);
- outside_x += dx * (dx - LINE_WIDTH);
- outside_y += dy * (dy - LINE_WIDTH);
+ outside_x += dx * (dx - LINE_WIDTH);
+ outside_y += dy * (dy - LINE_WIDTH);
- // Middle part, full width
- S32 i;
- const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
- for (i = 1; i < GRID_STEP; i++)
- {
- inside_z = land.resolveHeightRegion( inside_x, inside_y );
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+ // Middle part, full width
+ S32 i;
+ const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
+ for (i = 1; i < GRID_STEP; i++)
+ {
+ inside_z = land.resolveHeightRegion( inside_x, inside_y );
+ outside_z = land.resolveHeightRegion( outside_x, outside_y );
- if (inside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (inside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- if (outside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (outside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
- vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
+ vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
+ vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
- coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
- coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
- inside_x += dx;
- inside_y += dy;
+ inside_x += dx;
+ inside_y += dy;
- outside_x += dx;
- outside_y += dy;
- }
+ outside_x += dx;
+ outside_y += dy;
+ }
- // Extra buffer for edge
- inside_x -= dx * LINE_WIDTH;
- inside_y -= dy * LINE_WIDTH;
+ // Extra buffer for edge
+ inside_x -= dx * LINE_WIDTH;
+ inside_y -= dy * LINE_WIDTH;
- outside_x -= dx * LINE_WIDTH;
- outside_y -= dy * LINE_WIDTH;
+ outside_x -= dx * LINE_WIDTH;
+ outside_y -= dy * LINE_WIDTH;
- inside_z = land.resolveHeightRegion( inside_x, inside_y );
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+ inside_z = land.resolveHeightRegion( inside_x, inside_y );
+ outside_z = land.resolveHeightRegion( outside_x, outside_y );
- if (inside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (inside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- if (outside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (outside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
- vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
+ vertex_array.push_back( LLVector3(inside_x, inside_y, inside_z) );
+ vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
- coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
- coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 1.f) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
- inside_x += dx * LINE_WIDTH;
- inside_y += dy * LINE_WIDTH;
+ inside_x += dx * LINE_WIDTH;
+ inside_y += dy * LINE_WIDTH;
- outside_x += dx * LINE_WIDTH;
- outside_y += dy * LINE_WIDTH;
+ outside_x += dx * LINE_WIDTH;
+ outside_y += dy * LINE_WIDTH;
- // Last edge is not drawn to the edge
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+ // Last edge is not drawn to the edge
+ outside_z = land.resolveHeightRegion( outside_x, outside_y );
- if (outside_z > 20.f) color_array.push_back( color );
- else color_array.push_back( underwater );
+ if (outside_z > 20.f) color_array.push_back( color );
+ else color_array.push_back( underwater );
- vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
- coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
+ vertex_array.push_back( LLVector3(outside_x, outside_y, outside_z) );
+ coord_array.push_back( LLVector2(outside_x - start_x, 0.f) );
}
void LLViewerParcelOverlay::setDirty()
{
- mDirty = TRUE;
+ mDirty = TRUE;
}
void LLViewerParcelOverlay::updateGL()
{
- LL_PROFILE_ZONE_SCOPED
- updateOverlayTexture();
+ LL_PROFILE_ZONE_SCOPED
+ updateOverlayTexture();
}
void LLViewerParcelOverlay::idleUpdate(bool force_update)
{
- if (gGLManager.mIsDisabled)
- {
- return;
- }
- if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update)))
- {
- // We are in the middle of updating the overlay texture
- gPipeline.markGLRebuild(this);
- return;
- }
- // Only if we're dirty and it's been a while since the last update.
- if (mDirty)
- {
- if (force_update || mTimeSinceLastUpdate.getElapsedTimeF32() > 4.0f)
- {
- updateOverlayTexture();
- updatePropertyLines();
- mTimeSinceLastUpdate.reset();
- }
- }
+ if (gGLManager.mIsDisabled)
+ {
+ return;
+ }
+ if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update)))
+ {
+ // We are in the middle of updating the overlay texture
+ gPipeline.markGLRebuild(this);
+ return;
+ }
+ // Only if we're dirty and it's been a while since the last update.
+ if (mDirty)
+ {
+ if (force_update || mTimeSinceLastUpdate.getElapsedTimeF32() > 4.0f)
+ {
+ updateOverlayTexture();
+ updatePropertyLines();
+ mTimeSinceLastUpdate.reset();
+ }
+ }
}
-S32 LLViewerParcelOverlay::renderPropertyLines ()
+S32 LLViewerParcelOverlay::renderPropertyLines ()
{
- if (!gSavedSettings.getBOOL("ShowPropertyLines"))
- {
- return 0;
- }
- if (!mVertexArray || !mColorArray)
- {
- return 0;
- }
+ if (!gSavedSettings.getBOOL("ShowPropertyLines"))
+ {
+ return 0;
+ }
+ if (!mVertexArray || !mColorArray)
+ {
+ return 0;
+ }
- LLSurface& land = mRegion->getLand();
+ LLSurface& land = mRegion->getLand();
- LLGLSUIDefault gls_ui; // called from pipeline
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest mDepthTest(GL_TRUE);
+ LLGLSUIDefault gls_ui; // called from pipeline
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ LLGLDepthTest mDepthTest(GL_TRUE);
- // Find camera height off the ground (not from zero)
- F32 ground_height_at_camera = land.resolveHeightGlobal( gAgentCamera.getCameraPositionGlobal() );
- F32 camera_z = LLViewerCamera::getInstance()->getOrigin().mV[VZ];
- F32 camera_height = camera_z - ground_height_at_camera;
+ // Find camera height off the ground (not from zero)
+ F32 ground_height_at_camera = land.resolveHeightGlobal( gAgentCamera.getCameraPositionGlobal() );
+ F32 camera_z = LLViewerCamera::getInstance()->getOrigin().mV[VZ];
+ F32 camera_height = camera_z - ground_height_at_camera;
- camera_height = llclamp(camera_height, 0.f, 100.f);
+ camera_height = llclamp(camera_height, 0.f, 100.f);
- // Pull lines toward camera by 1 cm per meter off the ground.
- const LLVector3& CAMERA_AT = LLViewerCamera::getInstance()->getAtAxis();
- F32 pull_toward_camera_scale = 0.01f * camera_height;
- LLVector3 pull_toward_camera = CAMERA_AT;
- pull_toward_camera *= -pull_toward_camera_scale;
+ // Pull lines toward camera by 1 cm per meter off the ground.
+ const LLVector3& CAMERA_AT = LLViewerCamera::getInstance()->getAtAxis();
+ F32 pull_toward_camera_scale = 0.01f * camera_height;
+ LLVector3 pull_toward_camera = CAMERA_AT;
+ pull_toward_camera *= -pull_toward_camera_scale;
- // Always fudge a little vertically.
- pull_toward_camera.mV[VZ] += 0.01f;
+ // Always fudge a little vertically.
+ pull_toward_camera.mV[VZ] += 0.01f;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- // Move to appropriate region coords
- LLVector3 origin = mRegion->getOriginAgent();
- gGL.translatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
-
- gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
- pull_toward_camera.mV[VZ]);
-
- // Include +1 because vertices are fenceposts.
- // *2 because it's a quad strip
- const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
- const S32 vertex_per_edge = 3 + 2 * (GRID_STEP-1) + 3;
-
- // Stomp the camera into two dimensions
- LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgentCamera.getCameraPositionGlobal() );
-
- // Set up a cull plane 2 * PARCEL_GRID_STEP_METERS behind
- // the camera. The cull plane normal is the camera's at axis.
- LLVector3 cull_plane_point = LLViewerCamera::getInstance()->getAtAxis();
- cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
- cull_plane_point += camera_region;
-
- LLVector3 vertex;
-
- const S32 BYTES_PER_COLOR = 4;
- const S32 FLOATS_PER_VERTEX = 3;
- //const S32 FLOATS_PER_TEX_COORD = 2;
- S32 i, j;
- S32 drawn = 0;
- F32* vertexp;
- U8* colorp;
- bool render_hidden = LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build");
-
- const F32 PROPERTY_LINE_CLIP_DIST_SQUARED = 256.f * 256.f;
-
- for (i = 0; i < mVertexCount; i += vertex_per_edge)
- {
- colorp = mColorArray + BYTES_PER_COLOR * i;
- vertexp = mVertexArray + FLOATS_PER_VERTEX * i;
-
- vertex.mV[VX] = *(vertexp);
- vertex.mV[VY] = *(vertexp+1);
- vertex.mV[VZ] = *(vertexp+2);
-
- if (dist_vec_squared2D(vertex, camera_region) > PROPERTY_LINE_CLIP_DIST_SQUARED)
- {
- continue;
- }
-
- // Destroy vertex, transform to plane-local.
- vertex -= cull_plane_point;
-
- // negative dot product means it is in back of the plane
- if ( vertex * CAMERA_AT < 0.f )
- {
- continue;
- }
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
-
- for (j = 0; j < vertex_per_edge; j++)
- {
- gGL.color4ubv(colorp);
- gGL.vertex3fv(vertexp);
-
- colorp += BYTES_PER_COLOR;
- vertexp += FLOATS_PER_VERTEX;
- }
-
- drawn += vertex_per_edge;
-
- gGL.end();
-
- if (render_hidden)
- {
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
-
- colorp = mColorArray + BYTES_PER_COLOR * i;
- vertexp = mVertexArray + FLOATS_PER_VERTEX * i;
-
- gGL.begin(LLRender::TRIANGLE_STRIP);
-
- for (j = 0; j < vertex_per_edge; j++)
- {
- U8 color[4];
- color[0] = colorp[0];
- color[1] = colorp[1];
- color[2] = colorp[2];
- color[3] = colorp[3]/4;
-
- gGL.color4ubv(color);
- gGL.vertex3fv(vertexp);
-
- colorp += BYTES_PER_COLOR;
- vertexp += FLOATS_PER_VERTEX;
- }
-
- drawn += vertex_per_edge;
-
- gGL.end();
- }
-
- }
+ // Move to appropriate region coords
+ LLVector3 origin = mRegion->getOriginAgent();
+ gGL.translatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
+
+ gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
+ pull_toward_camera.mV[VZ]);
+
+ // Include +1 because vertices are fenceposts.
+ // *2 because it's a quad strip
+ const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
+ const S32 vertex_per_edge = 3 + 2 * (GRID_STEP-1) + 3;
+
+ // Stomp the camera into two dimensions
+ LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgentCamera.getCameraPositionGlobal() );
+
+ // Set up a cull plane 2 * PARCEL_GRID_STEP_METERS behind
+ // the camera. The cull plane normal is the camera's at axis.
+ LLVector3 cull_plane_point = LLViewerCamera::getInstance()->getAtAxis();
+ cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
+ cull_plane_point += camera_region;
+
+ LLVector3 vertex;
+
+ const S32 BYTES_PER_COLOR = 4;
+ const S32 FLOATS_PER_VERTEX = 3;
+ //const S32 FLOATS_PER_TEX_COORD = 2;
+ S32 i, j;
+ S32 drawn = 0;
+ F32* vertexp;
+ U8* colorp;
+ bool render_hidden = LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build");
+
+ const F32 PROPERTY_LINE_CLIP_DIST_SQUARED = 256.f * 256.f;
+
+ for (i = 0; i < mVertexCount; i += vertex_per_edge)
+ {
+ colorp = mColorArray + BYTES_PER_COLOR * i;
+ vertexp = mVertexArray + FLOATS_PER_VERTEX * i;
+
+ vertex.mV[VX] = *(vertexp);
+ vertex.mV[VY] = *(vertexp+1);
+ vertex.mV[VZ] = *(vertexp+2);
+
+ if (dist_vec_squared2D(vertex, camera_region) > PROPERTY_LINE_CLIP_DIST_SQUARED)
+ {
+ continue;
+ }
+
+ // Destroy vertex, transform to plane-local.
+ vertex -= cull_plane_point;
+
+ // negative dot product means it is in back of the plane
+ if ( vertex * CAMERA_AT < 0.f )
+ {
+ continue;
+ }
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+
+ for (j = 0; j < vertex_per_edge; j++)
+ {
+ gGL.color4ubv(colorp);
+ gGL.vertex3fv(vertexp);
+
+ colorp += BYTES_PER_COLOR;
+ vertexp += FLOATS_PER_VERTEX;
+ }
+
+ drawn += vertex_per_edge;
+
+ gGL.end();
+
+ if (render_hidden)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+
+ colorp = mColorArray + BYTES_PER_COLOR * i;
+ vertexp = mVertexArray + FLOATS_PER_VERTEX * i;
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+
+ for (j = 0; j < vertex_per_edge; j++)
+ {
+ U8 color[4];
+ color[0] = colorp[0];
+ color[1] = colorp[1];
+ color[2] = colorp[2];
+ color[3] = colorp[3]/4;
+
+ gGL.color4ubv(color);
+ gGL.vertex3fv(vertexp);
+
+ colorp += BYTES_PER_COLOR;
+ vertexp += FLOATS_PER_VERTEX;
+ }
+
+ drawn += vertex_per_edge;
+
+ gGL.end();
+ }
+
+ }
gGL.popMatrix();
- return drawn;
+ return drawn;
}
// Draw half of a single cell (no fill) in a grid drawn from left to right and from bottom to top