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path: root/indra/newview/llviewerparceloverlay.cpp
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Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rwxr-xr-x[-rw-r--r--]indra/newview/llviewerparceloverlay.cpp64
1 files changed, 61 insertions, 3 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index 7c3dd00e1a..c170a240a8 100644..100755
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -907,8 +907,8 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
// Always fudge a little vertically.
pull_toward_camera.mV[VZ] += 0.01f;
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.pushMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
// Move to appropriate region coords
LLVector3 origin = mRegion->getOriginAgent();
@@ -1013,7 +1013,65 @@ S32 LLViewerParcelOverlay::renderPropertyLines ()
}
- gGL.popMatrix();
+ gGL.popMatrix();
return drawn;
}
+
+// Draw half of a single cell (no fill) in a grid drawn from left to right and from bottom to top
+void grid_2d_part_lines(const F32 left, const F32 top, const F32 right, const F32 bottom, bool has_left, bool has_bottom)
+{
+ gGL.begin(LLRender::LINES);
+
+ if (has_left)
+ {
+ gGL.vertex2f(left, bottom);
+ gGL.vertex2f(left, top);
+ }
+ if (has_bottom)
+ {
+ gGL.vertex2f(left, bottom);
+ gGL.vertex2f(right, bottom);
+ }
+
+ gGL.end();
+}
+
+void LLViewerParcelOverlay::renderPropertyLinesOnMinimap(F32 scale_pixels_per_meter, const F32 *parcel_outline_color)
+{
+ if (!mOwnership)
+ {
+ return;
+ }
+ if (!gSavedSettings.getBOOL("MiniMapShowPropertyLines"))
+ {
+ return;
+ }
+
+ LLVector3 origin_agent = mRegion->getOriginAgent();
+ LLVector3 rel_region_pos = origin_agent - gAgentCamera.getCameraPositionAgent();
+ F32 region_left = rel_region_pos.mV[0] * scale_pixels_per_meter;
+ F32 region_bottom = rel_region_pos.mV[1] * scale_pixels_per_meter;
+ F32 map_parcel_width = PARCEL_GRID_STEP_METERS * scale_pixels_per_meter;
+ const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ glLineWidth(1.0f);
+ gGL.color4fv(parcel_outline_color);
+ for (S32 i = 0; i < GRIDS_PER_EDGE + 1; i++)
+ {
+ F32 bottom = region_bottom + (i * map_parcel_width);
+ F32 top = bottom + map_parcel_width;
+ for (S32 j = 0; j < GRIDS_PER_EDGE + 1; j++)
+ {
+ F32 left = region_left + (j * map_parcel_width);
+ F32 right = left + map_parcel_width;
+ U8 overlay = mOwnership[(i * GRIDS_PER_EDGE) + j];
+ // The property line vertices are three-dimensional, but here we only care about the x and y coordinates, as we are drawing on a
+ // 2D map
+ const bool has_left = i != GRIDS_PER_EDGE && (j == GRIDS_PER_EDGE || (overlay & PARCEL_WEST_LINE));
+ const bool has_bottom = j != GRIDS_PER_EDGE && (i == GRIDS_PER_EDGE || (overlay & PARCEL_SOUTH_LINE));
+ grid_2d_part_lines(left, top, right, bottom, has_left, has_bottom);
+ }
+ }
+}