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path: root/indra/newview/llviewerparceloverlay.cpp
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Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rwxr-xr-xindra/newview/llviewerparceloverlay.cpp102
1 files changed, 57 insertions, 45 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index 2077cbdd08..019e870829 100755
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -555,51 +555,52 @@ void LLViewerParcelOverlay::addPropertyLine(F32 start_x, F32 start_y, F32 dx, F3
inside_z = land.resolveHeightRegion(inside_x, inside_y);
};
- auto split = [&](U32 lod, const LLVector3& start, F32 x, F32 y, F32 z, F32 part)
+ auto split = [&](U32 lod, const LLVector4a& start, F32 x, F32 y, F32 z, F32 part)
{
- F32 new_x = start.mV[VX] + (x - start.mV[VX]) * part;
- F32 new_y = start.mV[VY] + (y - start.mV[VY]) * part;
- F32 new_z = start.mV[VZ] + (z - start.mV[VZ]) * part;
- edge.vertices[lod].emplace_back(new_x, new_y, new_z);
+ F32 new_x = start[VX] + (x - start[VX]) * part;
+ F32 new_y = start[VY] + (y - start[VY]) * part;
+ F32 new_z = start[VZ] + (z - start[VZ]) * part;
+ edge.pushVertex(lod, new_x, new_y, new_z, water_z);
};
auto checkForSplit = [&](U32 lod)
{
- const std::vector<LLVector3>& vertices = edge.vertices[lod];
- const LLVector3& last_outside = vertices.back();
- F32 z0 = last_outside.mV[VZ];
+ const std::vector<LLVector4a>& vertices = edge.verticesUnderWater[lod];
+ const LLVector4a& last_outside = vertices.back();
+ F32 z0 = last_outside[VZ];
F32 z1 = outside_z;
if ((z0 >= water_z && z1 >= water_z) || (z0 < water_z && z1 < water_z))
return;
F32 part = (water_z - z0) / (z1 - z0);
- const LLVector3& last_inside = vertices[vertices.size() - 2];
+ const LLVector4a& last_inside = vertices[vertices.size() - 2];
split(lod, last_inside, inside_x, inside_y, inside_z, part);
split(lod, last_outside, outside_x, outside_y, outside_z, part);
};
auto pushTwoVertices = [&](U32 lod)
{
+ LLVector3 out(outside_x, outside_y, outside_z);
+ LLVector3 in(inside_x, inside_y, inside_z);
if (fabs(inside_z - outside_z) < LINE_WIDTH / 5)
{
- edge.vertices[lod].emplace_back(inside_x, inside_y, inside_z);
+ edge.pushVertex(lod, inside_x, inside_y, inside_z, water_z);
}
else
{
// Make the line thinner if heights differ too much
- LLVector3 out(outside_x, outside_y, outside_z);
- LLVector3 in(inside_x, inside_y, inside_z);
LLVector3 dist(in - out);
F32 coef = dist.length() / LINE_WIDTH;
- edge.vertices[lod].emplace_back(out + dist / coef);
+ LLVector3 new_in(out + dist / coef);
+ edge.pushVertex(lod, new_in[VX], new_in[VY], new_in[VZ], water_z);
}
- edge.vertices[lod].emplace_back(outside_x, outside_y, outside_z);
+ edge.pushVertex(lod, outside_x, outside_y, outside_z, water_z);
};
// Point A simplified (first two vertices)
pushTwoVertices(1);
// Point A detailized (only one vertex)
- edge.vertices[0].emplace_back(outside_x, outside_y, outside_z);
+ edge.pushVertex(0, outside_x, outside_y, outside_z, water_z);
// Point B (two vertices)
move(LINE_WIDTH);
@@ -627,7 +628,23 @@ void LLViewerParcelOverlay::addPropertyLine(F32 start_x, F32 start_y, F32 dx, F3
pushTwoVertices(1);
// Point G detailized (only one vertex)
- edge.vertices[0].emplace_back(outside_x, outside_y, outside_z);
+ edge.pushVertex(0, outside_x, outside_y, outside_z, water_z);
+}
+
+void LLViewerParcelOverlay::Edge::pushVertex(U32 lod, F32 x, F32 y, F32 z, F32 water_z)
+{
+ verticesUnderWater[lod].emplace_back(x, y, z);
+ gGL.transform(verticesUnderWater[lod].back());
+
+ if (z >= water_z)
+ {
+ verticesAboveWater[lod].push_back(verticesUnderWater[lod].back());
+ }
+ else
+ {
+ verticesAboveWater[lod].emplace_back(x, y, water_z);
+ gGL.transform(verticesAboveWater[lod].back());
+ }
}
void LLViewerParcelOverlay::setDirty()
@@ -707,6 +724,8 @@ void LLViewerParcelOverlay::renderPropertyLines()
// Stomp the camera into two dimensions
LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgentCamera.getCameraPositionGlobal() );
+ bool draw_underwater = camera_region.mV[VZ] < water_z ||
+ !gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER);
// Set up a cull plane 2 * PARCEL_GRID_STEP_METERS behind
// the camera. The cull plane normal is the camera's at axis.
@@ -714,17 +733,22 @@ void LLViewerParcelOverlay::renderPropertyLines()
cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
cull_plane_point += camera_region;
- bool render_hidden = LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build");
+ bool render_hidden = !draw_underwater &&
+ LLSelectMgr::sRenderHiddenSelections &&
+ LLFloaterReg::instanceVisible("build");
constexpr F32 PROPERTY_LINE_CLIP_DIST_SQUARED = 256.f * 256.f;
constexpr F32 PROPERTY_LINE_LOD0_DIST_SQUARED = PROPERTY_LINE_CLIP_DIST_SQUARED / 25.f;
for (const Edge& edge : mEdges)
{
- const std::vector<LLVector3>& vertices0 = edge.vertices[0];
- LLVector3 center = (vertices0.front() + vertices0.back()) / 2;
- F32 dist_squared = dist_vec_squared(center, camera_region);
+ const std::vector<LLVector4a>& vertices0 = edge.verticesAboveWater[0];
+ const F32* first = vertices0.front().getF32ptr();
+ const F32* last = vertices0.back().getF32ptr();
+ LLVector3 center((first[VX] + last[VX]) / 2, (first[VY] + last[VY]) / 2, (first[VZ] + last[VZ]) / 2);
+ gGL.untransform(center);
+ F32 dist_squared = dist_vec_squared(center, camera_region);
if (dist_squared > PROPERTY_LINE_CLIP_DIST_SQUARED)
{
continue;
@@ -745,39 +769,27 @@ void LLViewerParcelOverlay::renderPropertyLines()
gGL.color4ubv(edge.color.mV);
- for (const LLVector3& vertex : edge.vertices[lod])
+ if (draw_underwater)
{
- if (render_hidden || camera_z < water_z || vertex.mV[2] >= water_z)
- {
- gGL.vertex3fv(vertex.mV);
- }
- else
- {
- LLVector3 visible = vertex;
- visible.mV[VZ] = water_z;
- gGL.vertex3fv(visible.mV);
- }
+ gGL.vertexBatchPreTransformed(edge.verticesUnderWater[lod]);
}
-
- gGL.end();
-
- if (render_hidden)
+ else
{
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+ gGL.vertexBatchPreTransformed(edge.verticesAboveWater[lod]);
- gGL.begin(LLRender::TRIANGLE_STRIP);
+ if (render_hidden)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
- LLColor4U color = edge.color;
- color.mV[VALPHA] /= 4;
- gGL.color4ubv(color.mV);
+ LLColor4U color = edge.color;
+ color.mV[VALPHA] /= 4;
+ gGL.color4ubv(color.mV);
- for (const LLVector3& vertex : edge.vertices[lod])
- {
- gGL.vertex3fv(vertex.mV);
+ gGL.vertexBatchPreTransformed(edge.verticesUnderWater[lod]);
}
-
- gGL.end();
}
+
+ gGL.end();
}
gGL.popMatrix();