diff options
| -rw-r--r-- | indra/newview/llglsandbox.cpp | 120 | 
1 files changed, 17 insertions, 103 deletions
| diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp index 731e711cd1..af025d5879 100644 --- a/indra/newview/llglsandbox.cpp +++ b/indra/newview/llglsandbox.cpp @@ -68,7 +68,7 @@  #include <vector>  // Height of the yellow selection highlight posts for land -const F32 PARCEL_POST_HEIGHT = 0.666f; +constexpr F32 PARCEL_POST_HEIGHT = 0.666f;  // Returns true if you got at least one object  void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) @@ -178,27 +178,27 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)      {          std::vector<LLDrawable*> potentials; -        for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin(); -            iter != LLWorld::getInstance()->getRegionList().end(); ++iter) +        for (LLViewerRegion* region : LLWorld::getInstance()->getRegionList())          { -            LLViewerRegion* region = *iter;              for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)              { -                LLSpatialPartition* part = region->getSpatialPartition(i); -                if (part) +                if (LLSpatialPartition* part = region->getSpatialPartition(i))                  {                      part->cull(*LLViewerCamera::getInstance(), &potentials, true);                  }              }          } -        for (std::vector<LLDrawable*>::iterator iter = potentials.begin(); -             iter != potentials.end(); iter++) +        for (LLDrawable* drawable : potentials)          { -            LLDrawable* drawable = *iter; +            if (!drawable) +            { +                continue; +            } +              LLViewerObject* vobjp = drawable->getVObj(); -            if (!drawable || !vobjp || +            if (!vobjp ||                  vobjp->getPCode() != LL_PCODE_VOLUME ||                  vobjp->isAttachment() ||                  (deselect && !vobjp->isSelected())) @@ -244,7 +244,7 @@ void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask)      gViewerWindow->setup3DRender();  } -const F32 WIND_RELATIVE_ALTITUDE            = 25.f; +constexpr F32 WIND_RELATIVE_ALTITUDE = 25.f;  void LLWind::renderVectors()  { @@ -266,14 +266,14 @@ void LLWind::renderVectors()              x = mVelX[i + j*mSize] * WIND_SCALE_HACK;              y = mVelY[i + j*mSize] * WIND_SCALE_HACK;              gGL.pushMatrix(); -            gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0); -            gGL.color3f(0,1,0); +            gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.f); +            gGL.color3f(0.f, 1.f, 0.f);              gGL.begin(LLRender::POINTS); -                gGL.vertex3f(0,0,0); +                gGL.vertex3f(0.f, 0.f, 0.f);              gGL.end(); -            gGL.color3f(1,0,0); +            gGL.color3f(1.f, 0.f, 0.f);              gGL.begin(LLRender::LINES); -                gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f); +                gGL.vertex3f(x * 0.1f, y * 0.1f, 0.f);                  gGL.vertex3f(x, y, 0.f);              gGL.end();              gGL.popMatrix(); @@ -287,7 +287,7 @@ void LLWind::renderVectors()  // Used by lltoolselectland  void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global, -                                   const LLVector3d &east_north_top_global ) +                                   const LLVector3d &east_north_top_global)  {      LLGLSUIDefault gls_ui;      gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -356,92 +356,6 @@ void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,      LLUI::setLineWidth(1.f);  } -/* -void LLViewerParcelMgr::renderParcel(LLParcel* parcel ) -{ -    S32 i; -    S32 count = parcel->getBoxCount(); -    for (i = 0; i < count; i++) -    { -        const LLParcelBox& box = parcel->getBox(i); - -        F32 west = box.mMin.mV[VX]; -        F32 south = box.mMin.mV[VY]; - -        F32 east = box.mMax.mV[VX]; -        F32 north = box.mMax.mV[VY]; - -        // HACK: At edge of last region of world, we need to make sure the region -        // resolves correctly so we can get a height value. -        const F32 FUDGE = 0.01f; - -        F32 sw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); -        F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); -        F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); -        F32 nw_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); - -        // little hack to make nearby lines not Z-fight -        east -= 0.1f; -        north -= 0.1f; - -        F32 sw_top = sw_bottom + POST_HEIGHT; -        F32 se_top = se_bottom + POST_HEIGHT; -        F32 ne_top = ne_bottom + POST_HEIGHT; -        F32 nw_top = nw_bottom + POST_HEIGHT; - -        gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); -        LLGLDepthTest gls_depth(GL_TRUE); - -        LLUI::setLineWidth(2.f); -        gGL.color4f(0.f, 1.f, 1.f, 1.f); - -        // Cheat and give this the same pick-name as land -        gGL.begin(LLRender::LINES); - -        gGL.vertex3f(west, north, nw_bottom); -        gGL.vertex3f(west, north, nw_top); - -        gGL.vertex3f(east, north, ne_bottom); -        gGL.vertex3f(east, north, ne_top); - -        gGL.vertex3f(east, south, se_bottom); -        gGL.vertex3f(east, south, se_top); - -        gGL.vertex3f(west, south, sw_bottom); -        gGL.vertex3f(west, south, sw_top); - -        gGL.end(); - -        gGL.color4f(0.f, 1.f, 1.f, 0.2f); -        gGL.begin(LLRender::QUADS); - -        gGL.vertex3f(west, north, nw_bottom); -        gGL.vertex3f(west, north, nw_top); -        gGL.vertex3f(east, north, ne_top); -        gGL.vertex3f(east, north, ne_bottom); - -        gGL.vertex3f(east, north, ne_bottom); -        gGL.vertex3f(east, north, ne_top); -        gGL.vertex3f(east, south, se_top); -        gGL.vertex3f(east, south, se_bottom); - -        gGL.vertex3f(east, south, se_bottom); -        gGL.vertex3f(east, south, se_top); -        gGL.vertex3f(west, south, sw_top); -        gGL.vertex3f(west, south, sw_bottom); - -        gGL.vertex3f(west, south, sw_bottom); -        gGL.vertex3f(west, south, sw_top); -        gGL.vertex3f(west, north, nw_top); -        gGL.vertex3f(west, north, nw_bottom); - -        gGL.end(); - -        LLUI::setLineWidth(1.f); -    } -} -*/ -  // north = a wall going north/south.  Need that info to set up texture  // coordinates correctly. | 
