diff options
Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rwxr-xr-x | indra/newview/llviewerparceloverlay.cpp | 102 |
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(); |