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-rw-r--r--indra/newview/llglsandbox.cpp165
1 files changed, 40 insertions, 125 deletions
diff --git a/indra/newview/llglsandbox.cpp b/indra/newview/llglsandbox.cpp
index 0248f5710f..112008172e 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);
@@ -338,118 +338,23 @@ void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,
gGL.end();
gGL.color4f(1.f, 1.f, 0.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);
-}
-
-/*
-void LLViewerParcelMgr::renderParcel(LLParcel* parcel )
-{
- S32 i;
- S32 count = parcel->getBoxCount();
- for (i = 0; i < count; i++)
+ gGL.begin(LLRender::TRIANGLE_STRIP);
{
- 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);
}
+ gGL.end();
+
+ LLUI::setLineWidth(1.f);
}
-*/
// north = a wall going north/south. Need that info to set up texture
@@ -493,6 +398,10 @@ void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 hei
gGL.vertex3f(x2, y2, z2);
+ gGL.vertex3f(x1, y1, z);
+
+ gGL.vertex3f(x2, y2, z2);
+
z = z2+height;
gGL.vertex3f(x2, y2, z);
}
@@ -523,18 +432,24 @@ void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 hei
}
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f);
+ gGL.texCoord2f(tex_coord1 * 0.5f + 0.5f, z1 * 0.5f);
gGL.vertex3f(x1, y1, z1);
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f);
+ gGL.texCoord2f(tex_coord2 * 0.5f + 0.5f, z2 * 0.5f);
gGL.vertex3f(x2, y2, z2);
// top edge stairsteps
- z = llmax(z2+height, z1+height);
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f);
+ z = llmax(z2 + height, z1 + height);
+ gGL.texCoord2f(tex_coord2 * 0.5f + 0.5f, z * 0.5f);
+ gGL.vertex3f(x2, y2, z);
+
+ gGL.texCoord2f(tex_coord1 * 0.5f + 0.5f, z1 * 0.5f);
+ gGL.vertex3f(x1, y1, z1);
+
+ gGL.texCoord2f(tex_coord2 * 0.5f + 0.5f, z * 0.5f);
gGL.vertex3f(x2, y2, z);
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f);
+ gGL.texCoord2f(tex_coord1 * 0.5f + 0.5f, z * 0.5f);
gGL.vertex3f(x1, y1, z);
}
}
@@ -575,7 +490,7 @@ void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegi
if (!has_segments)
{
has_segments = true;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
}
renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp);
}
@@ -591,7 +506,7 @@ void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegi
if (!has_segments)
{
has_segments = true;
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
}
renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp);
}
@@ -647,7 +562,7 @@ void LLViewerParcelMgr::renderCollisionSegments(U8* segments, bool use_pass, LLV
gGL.getTexUnit(0)->bind(mBlockedImage);
}
- gGL.begin(LLRender::QUADS);
+ gGL.begin(LLRender::TRIANGLES);
for (y = 0; y < STRIDE; y++)
{
@@ -923,7 +838,7 @@ struct ShaderProfileHelper
}
~ShaderProfileHelper()
{
- LLGLSLShader::finishProfile(false);
+ LLGLSLShader::finishProfile();
}
};