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Diffstat (limited to 'indra/newview/lltracker.cpp')
-rwxr-xr-xindra/newview/lltracker.cpp87
1 files changed, 76 insertions, 11 deletions
diff --git a/indra/newview/lltracker.cpp b/indra/newview/lltracker.cpp
index cbd16e873d..1aa61cf50e 100755
--- a/indra/newview/lltracker.cpp
+++ b/indra/newview/lltracker.cpp
@@ -412,7 +412,7 @@ const std::string& LLTracker::getTrackedLocationName()
return instance()->mTrackedLocationName;
}
-F32 pulse_func(F32 t, F32 z)
+F32 pulse_func(F32 t, F32 z, bool tracking_avatar)
{
if (!LLTracker::sCheesyBeacon)
{
@@ -420,8 +420,15 @@ F32 pulse_func(F32 t, F32 z)
}
t *= F_PI;
- z -= t*64.f - 256.f;
-
+ if (tracking_avatar)
+ {
+ z += t*64.f - 256.f;
+ }
+ else
+ {
+ z -= t*64.f - 256.f;
+ }
+
F32 a = cosf(z*F_PI/512.f)*10.0f;
a = llmax(a, 9.9f);
a -= 9.9f;
@@ -497,9 +504,11 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
}
LLColor4 fogged_color = color_frac * color + (1 - color_frac)*gSky.getFogColor();
+ LLColor4 under_color = color_frac * LLColor4::blue + (1 - color_frac) * gSky.getFogColor();
F32 FADE_DIST = 3.f;
fogged_color.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));
+ under_color.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));
LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(pos_global);
@@ -508,22 +517,21 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
LLGLDisable cull_face(GL_CULL_FACE);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
-
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
{
gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
-
+
draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
gGL.color4fv(fogged_color.mV);
const U32 BEACON_VERTS = 256;
- const F32 step = 1024.0f/BEACON_VERTS;
-
+ const F32 step = (5020.0f - pos_agent.mV[2]) / BEACON_VERTS;
+
LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
F32 t = gRenderStartTime.getElapsedTimeF32();
F32 dr = dist/LLViewerCamera::getInstance()->getFar();
-
+
for (U32 i = 0; i < BEACON_VERTS; i++)
{
F32 x = x_axis.mV[0];
@@ -531,9 +539,10 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
F32 z = i * step;
F32 z_next = (i+1)*step;
-
- F32 a = pulse_func(t, z);
- F32 an = pulse_func(t, z_next);
+
+ bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
+ F32 a = pulse_func(t, z, tracking_avatar);
+ F32 an = pulse_func(t, z_next, tracking_avatar);
LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
@@ -561,7 +570,63 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
gGL.vertex3f(x*a,y*a,z);
gGL.color4fv(col_edge_next.mV);
gGL.vertex3f(x*an,y*an,z_next);
+ gGL.end();
+ }
+ }
+ gGL.popMatrix();
+
+ gGL.pushMatrix();
+ {
+ gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], 0);
+
+// draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, under_color);
+
+ gGL.color4fv(under_color.mV);
+ const U32 BEACON_VERTS = 256;
+ const F32 step = pos_agent.mV[2] / BEACON_VERTS;
+
+ LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
+ F32 t = gRenderStartTime.getElapsedTimeF32();
+ F32 dr = dist/LLViewerCamera::getInstance()->getFar();
+
+ for (U32 i = 0; i < BEACON_VERTS; i++)
+ {
+ F32 x = x_axis.mV[0];
+ F32 y = x_axis.mV[1];
+
+ F32 z = i * step;
+ F32 z_next = (i+1)*step;
+
+ bool tracking_avatar = getTrackingStatus() == TRACKING_AVATAR;
+ F32 a = pulse_func(t, z, tracking_avatar);
+ F32 an = pulse_func(t, z_next, tracking_avatar);
+
+ LLColor4 c_col = under_color + LLColor4(a,a,a,a);
+ LLColor4 col_next = under_color + LLColor4(an,an,an,an);
+ LLColor4 col_edge = under_color * LLColor4(a,a,a,0.0f);
+ LLColor4 col_edge_next = under_color * LLColor4(an,an,an,0.0f);
+
+ a *= 2.f;
+ a += 1.0f+dr;
+
+ an *= 2.f;
+ an += 1.0f+dr;
+
+ gGL.begin(LLRender::TRIANGLE_STRIP);
+ gGL.color4fv(col_edge.mV);
+ gGL.vertex3f(-x*a, -y*a, z);
+ gGL.color4fv(col_edge_next.mV);
+ gGL.vertex3f(-x*an, -y*an, z_next);
+ gGL.color4fv(c_col.mV);
+ gGL.vertex3f(0, 0, z);
+ gGL.color4fv(col_next.mV);
+ gGL.vertex3f(0, 0, z_next);
+
+ gGL.color4fv(col_edge.mV);
+ gGL.vertex3f(x*a,y*a,z);
+ gGL.color4fv(col_edge_next.mV);
+ gGL.vertex3f(x*an,y*an,z_next);
gGL.end();
}
}