/** * @file llglsandbox.cpp * @brief GL functionality access * * Copyright (c) 2003-$CurrentYear$, Linden Research, Inc. * $License$ */ /** * Contains ALL methods which directly access GL functionality * except for core rendering engine functionality. */ #include "llviewerprecompiledheaders.h" #include "llviewercontrol.h" #include "llgl.h" #include "llglheaders.h" #include "llparcel.h" #include "llui.h" #include "lldrawable.h" #include "lltextureentry.h" #include "llviewercamera.h" #include "llvoavatar.h" #include "llagent.h" #include "lltoolmgr.h" #include "llselectmgr.h" #include "llhudmanager.h" #include "llsphere.h" #include "llviewerobjectlist.h" #include "lltoolselectrect.h" #include "llviewerwindow.h" #include "viewer.h" #include "llcompass.h" #include "llsurface.h" #include "llwind.h" #include "llworld.h" #include "llviewerparcelmgr.h" #include "llviewerregion.h" #include "llpreviewtexture.h" #include "llresmgr.h" #include "pipeline.h" BOOL LLAgent::setLookAt(ELookAtType target_type, LLViewerObject *object, LLVector3 position) { if(object && object->isAttachment()) { LLViewerObject* parent = object; while(parent) { if (parent == mAvatarObject) { // looking at an attachment on ourselves, which we don't want to do object = mAvatarObject; position.clearVec(); } parent = (LLViewerObject*)parent->getParent(); } } if(!mLookAt || mLookAt->isDead()) { mLookAt = (LLHUDEffectLookAt *)gHUDManager->createViewerEffect(LLHUDObject::LL_HUD_EFFECT_LOOKAT); mLookAt->setSourceObject(mAvatarObject); } return mLookAt->setLookAt(target_type, object, position); } BOOL LLAgent::setPointAt(EPointAtType target_type, LLViewerObject *object, LLVector3 position) { // disallow pointing at attachments and avatars if (object && (object->isAttachment() || object->isAvatar())) { return FALSE; } if(!mPointAt || mPointAt->isDead()) { mPointAt = (LLHUDEffectPointAt *)gHUDManager->createViewerEffect(LLHUDObject::LL_HUD_EFFECT_POINTAT); mPointAt->setSourceObject(mAvatarObject); } return mPointAt->setPointAt(target_type, object, position); } ELookAtType LLAgent::getLookAtType() { if (mLookAt) { return mLookAt->getLookAtType(); } return LOOKAT_TARGET_NONE; } EPointAtType LLAgent::getPointAtType() { if (mPointAt) { return mPointAt->getPointAtType(); } return POINTAT_TARGET_NONE; } // Draw a representation of current autopilot target void LLAgent::renderAutoPilotTarget() { if (mAutoPilot) { F32 height_meters; LLVector3d target_global; glMatrixMode(GL_MODELVIEW); glPushMatrix(); // not textured LLGLSNoTexture no_texture; // lovely green glColor4f(0.f, 1.f, 1.f, 1.f); target_global = mAutoPilotTargetGlobal; glTranslatef((F32)(target_global.mdV[VX]), (F32)(target_global.mdV[VY]), (F32)(target_global.mdV[VZ])); /* LLVector3 offset = target_global - mCamera.getOrigin(); F32 range = offset.magVec(); if (range > 0.001f) { // range != zero F32 fraction_of_fov = height_pixels / (F32) mCamera.getViewHeightInPixels(); F32 apparent_angle = fraction_of_fov * mCamera.getView(); height_meters = range * tan(apparent_angle); } else { // range == zero height_meters = 1.0f; } */ height_meters = 1.f; glScalef(height_meters, height_meters, height_meters); gSphere.render(1500.f); glPopMatrix(); } } extern BOOL gDebugSelect; // Returns true if you got at least one object void LLToolSelectRect::handleRectangleSelection(S32 x, S32 y, MASK mask) { LLVector3 av_pos = gAgent.getPositionAgent(); F32 select_dist_squared = gSavedSettings.getF32("MaxSelectDistance"); select_dist_squared = select_dist_squared * select_dist_squared; BOOL deselect = (mask == MASK_CONTROL); S32 left = llmin(x, mDragStartX); S32 right = llmax(x, mDragStartX); S32 top = llmax(y, mDragStartY); S32 bottom =llmin(y, mDragStartY); left = llround((F32) left * LLUI::sGLScaleFactor.mV[VX]); right = llround((F32) right * LLUI::sGLScaleFactor.mV[VX]); top = llround((F32) top * LLUI::sGLScaleFactor.mV[VY]); bottom = llround((F32) bottom * LLUI::sGLScaleFactor.mV[VY]); F32 old_far_plane = gCamera->getFar(); F32 old_near_plane = gCamera->getNear(); S32 width = right - left + 1; S32 height = top - bottom + 1; BOOL grow_selection = FALSE; BOOL shrink_selection = FALSE; if (height > mDragLastHeight || width > mDragLastWidth) { grow_selection = TRUE; } if (height < mDragLastHeight || width < mDragLastWidth) { shrink_selection = TRUE; } if (!grow_selection && !shrink_selection) { // nothing to do return; } mDragLastHeight = height; mDragLastWidth = width; S32 center_x = (left + right) / 2; S32 center_y = (top + bottom) / 2; // save drawing mode glMatrixMode(GL_PROJECTION); glPushMatrix(); BOOL limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance"); if (limit_select_distance) { // ...select distance from control LLVector3 relative_av_pos = av_pos; relative_av_pos -= gCamera->getOrigin(); F32 new_far = relative_av_pos * gCamera->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance"); F32 new_near = relative_av_pos * gCamera->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance"); new_near = llmax(new_near, 0.1f); gCamera->setFar(new_far); gCamera->setNear(new_near); } gCamera->setPerspective(FOR_SELECTION, center_x-width/2, center_y-height/2, width, height, limit_select_distance); if (shrink_selection) { LLObjectSelectionHandle highlighted_objects = gSelectMgr->getHighlightedObjects(); for (LLViewerObject* vobjp = highlighted_objects->getFirstObject(); vobjp; vobjp = highlighted_objects->getNextObject()) { LLDrawable* drawable = vobjp->mDrawable; if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment()) { continue; } S32 result = gCamera->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); switch (result) { case 0: gSelectMgr->unhighlightObjectOnly(vobjp); break; case 1: // check vertices if (!gCamera->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) { gSelectMgr->unhighlightObjectOnly(vobjp); } break; default: break; } } } if (grow_selection) { std::vector potentials; for (U32 i = 0; i < LLPipeline::NUM_PARTITIONS-1; i++) { LLSpatialPartition* part = gPipeline.getSpatialPartition(i); if (part) { part->cull(*gCamera, &potentials, TRUE); } } for (std::vector::iterator iter = potentials.begin(); iter != potentials.end(); iter++) { LLDrawable* drawable = *iter; LLViewerObject* vobjp = drawable->getVObj(); if (!drawable || !vobjp || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment() || (deselect && !vobjp->isSelected())) { continue; } if (limit_select_distance && dist_vec_squared(drawable->getWorldPosition(), av_pos) > select_dist_squared) { continue; } S32 result = gCamera->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius()); if (result) { switch (result) { case 1: // check vertices if (gCamera->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive)) { gSelectMgr->highlightObjectOnly(vobjp); } break; case 2: gSelectMgr->highlightObjectOnly(vobjp); break; default: break; } } } } // restore drawing mode glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); // restore camera gCamera->setFar(old_far_plane); gCamera->setNear(old_near_plane); gViewerWindow->setup3DRender(); } const F32 COMPASS_SIZE = 64; static const F32 COMPASS_RANGE = 0.33f; void LLCompass::draw() { // S32 left, top, right, bottom; if (!getVisible()) return; glMatrixMode(GL_MODELVIEW); glPushMatrix(); S32 width = 32; S32 height = 32; LLGLSUIDefault gls_ui; glTranslatef( COMPASS_SIZE/2.f, COMPASS_SIZE/2.f, 0.f); if (mBkgndTexture) { mBkgndTexture->bind(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(1.f, 1.f); glVertex2i(width, height); glTexCoord2f(0.f, 1.f); glVertex2i(-width, height); glTexCoord2f(0.f, 0.f); glVertex2i(-width, -height); glTexCoord2f(1.f, 0.f); glVertex2i(width, -height); glEnd(); } // rotate subsequent draws to agent rotation F32 rotation = atan2( gAgent.getFrameAgent().getAtAxis().mV[VX], gAgent.getFrameAgent().getAtAxis().mV[VY] ); glRotatef( - rotation * RAD_TO_DEG, 0.f, 0.f, -1.f); if (mTexture) { mTexture->bind(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); glTexCoord2f(1.f, 1.f); glVertex2i(width, height); glTexCoord2f(0.f, 1.f); glVertex2i(-width, height); glTexCoord2f(0.f, 0.f); glVertex2i(-width, -height); glTexCoord2f(1.f, 0.f); glVertex2i(width, -height); glEnd(); } glPopMatrix(); } void LLHorizontalCompass::draw() { if (!getVisible()) return; LLGLSUIDefault gls_ui; S32 width = mRect.getWidth(); S32 height = mRect.getHeight(); S32 half_width = width / 2; if( mTexture ) { const LLVector3& at_axis = gCamera->getAtAxis(); F32 center = atan2( at_axis.mV[VX], at_axis.mV[VY] ); center += F_PI; center = llclamp( center, 0.0f, F_TWO_PI ); // probably not necessary... center /= F_TWO_PI; F32 left = center - COMPASS_RANGE; F32 right = center + COMPASS_RANGE; mTexture->bind(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f ); glBegin( GL_QUADS ); glTexCoord2f(right, 1.f); glVertex2i(width, height); glTexCoord2f(left, 1.f); glVertex2i(0, height); glTexCoord2f(left, 0.f); glVertex2i(0, 0); glTexCoord2f(right, 0.f); glVertex2i(width, 0); glEnd(); } // Draw the focus line { LLGLSNoTexture gls_no_texture; glColor4fv( mFocusColor.mV ); gl_line_2d( half_width, 0, half_width, height ); } } const F32 WIND_ALTITUDE = 180.f; void LLWind::renderVectors() { // Renders the wind as vectors (used for debug) S32 i,j; F32 x,y; F32 region_width_meters = gWorldPointer->getRegionWidthInMeters(); LLGLSNoTexture gls_no_texture; glPushMatrix(); LLVector3 origin_agent; origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal); glTranslatef(origin_agent.mV[VX], origin_agent.mV[VY], WIND_ALTITUDE); for (j = 0; j < mSize; j++) { for (i = 0; i < mSize; i++) { x = mCloudVelX[i + j*mSize] * WIND_SCALE_HACK; y = mCloudVelY[i + j*mSize] * WIND_SCALE_HACK; glPushMatrix(); glTranslatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0); glColor3f(0,1,0); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glColor3f(1,0,0); glBegin(GL_LINES); glVertex3f(x * 0.1f, y * 0.1f ,0.f); glVertex3f(x, y, 0.f); glEnd(); glPopMatrix(); } } glPopMatrix(); } // Used by lltoolselectland void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global, const LLVector3d &east_north_top_global ) { LLGLSUIDefault gls_ui; LLGLSNoTexture gls_no_texture; LLGLDepthTest gls_depth(GL_TRUE); LLVector3 west_south_bottom_agent = gAgent.getPosAgentFromGlobal(west_south_bottom_global); F32 west = west_south_bottom_agent.mV[VX]; F32 south = west_south_bottom_agent.mV[VY]; // F32 bottom = west_south_bottom_agent.mV[VZ] - 1.f; LLVector3 east_north_top_agent = gAgent.getPosAgentFromGlobal(east_north_top_global); F32 east = east_north_top_agent.mV[VX]; F32 north = east_north_top_agent.mV[VY]; // F32 top = east_north_top_agent.mV[VZ] + 1.f; // 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 = gWorldp->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); F32 se_bottom = gWorldp->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); F32 ne_bottom = gWorldp->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); F32 nw_bottom = gWorldp->resolveLandHeightAgent( LLVector3( west, north-FUDGE, 0.f ) ); F32 sw_top = sw_bottom + PARCEL_POST_HEIGHT; F32 se_top = se_bottom + PARCEL_POST_HEIGHT; F32 ne_top = ne_bottom + PARCEL_POST_HEIGHT; F32 nw_top = nw_bottom + PARCEL_POST_HEIGHT; LLUI::setLineWidth(2.f); glColor4f(1.f, 1.f, 0.f, 1.f); // Cheat and give this the same pick-name as land glBegin(GL_LINES); glVertex3f(west, north, nw_bottom); glVertex3f(west, north, nw_top); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_top); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_top); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_top); glEnd(); glColor4f(1.f, 1.f, 0.f, 0.2f); glBegin(GL_QUADS); glVertex3f(west, north, nw_bottom); glVertex3f(west, north, nw_top); glVertex3f(east, north, ne_top); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_top); glVertex3f(east, south, se_top); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_top); glVertex3f(west, south, sw_top); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_top); glVertex3f(west, north, nw_top); glVertex3f(west, north, nw_bottom); glEnd(); LLUI::setLineWidth(1.f); } /* void LLViewerParcelMgr::renderParcel(LLParcel* parcel ) { S32 i; S32 count = parcel->getBoxCount(); for (i = 0; i < count; i++) { 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 = gWorldp->resolveLandHeightAgent( LLVector3( west, south, 0.f ) ); F32 se_bottom = gWorldp->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) ); F32 ne_bottom = gWorldp->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) ); F32 nw_bottom = gWorldp->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; LLGLSNoTexture gls_no_texture; LLGLDepthTest gls_depth(GL_TRUE); LLUI::setLineWidth(2.f); glColor4f(0.f, 1.f, 1.f, 1.f); // Cheat and give this the same pick-name as land glBegin(GL_LINES); glVertex3f(west, north, nw_bottom); glVertex3f(west, north, nw_top); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_top); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_top); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_top); glEnd(); glColor4f(0.f, 1.f, 1.f, 0.2f); glBegin(GL_QUADS); glVertex3f(west, north, nw_bottom); glVertex3f(west, north, nw_top); glVertex3f(east, north, ne_top); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_bottom); glVertex3f(east, north, ne_top); glVertex3f(east, south, se_top); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_bottom); glVertex3f(east, south, se_top); glVertex3f(west, south, sw_top); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_bottom); glVertex3f(west, south, sw_top); glVertex3f(west, north, nw_top); glVertex3f(west, north, nw_bottom); glEnd(); LLUI::setLineWidth(1.f); } } */ // north = a wall going north/south. Need that info to set up texture // coordinates correctly. void LLViewerParcelMgr::renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp) { // 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 BORDER = REGION_WIDTH_METERS - 0.1f; F32 clamped_x1 = x1; F32 clamped_y1 = y1; F32 clamped_x2 = x2; F32 clamped_y2 = y2; if (clamped_x1 > BORDER) clamped_x1 = BORDER; if (clamped_y1 > BORDER) clamped_y1 = BORDER; if (clamped_x2 > BORDER) clamped_x2 = BORDER; if (clamped_y2 > BORDER) clamped_y2 = BORDER; F32 z; F32 z1; F32 z2; z1 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x1, clamped_y1, 0.f ) ); z2 = regionp->getLand().resolveHeightRegion( LLVector3( clamped_x2, clamped_y2, 0.f ) ); // Convert x1 and x2 from region-local to agent coords. LLVector3 origin = regionp->getOriginAgent(); x1 += origin.mV[VX]; x2 += origin.mV[VX]; y1 += origin.mV[VY]; y2 += origin.mV[VY]; if (height < 1.f) { z = z1+height; glVertex3f(x1, y1, z); glVertex3f(x1, y1, z1); glVertex3f(x2, y2, z2); z = z2+height; glVertex3f(x2, y2, z); } else { F32 tex_coord1; F32 tex_coord2; if (WEST_MASK == direction) { tex_coord1 = y1; tex_coord2 = y2; } else if (SOUTH_MASK == direction) { tex_coord1 = x1; tex_coord2 = x2; } else if (EAST_MASK == direction) { tex_coord1 = y2; tex_coord2 = y1; } else /* (NORTH_MASK == direction) */ { tex_coord1 = x2; tex_coord2 = x1; } glTexCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f); glVertex3f(x1, y1, z1); glTexCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f); glVertex3f(x2, y2, z2); // top edge stairsteps z = llmax(z2+height, z1+height); glTexCoord2f(tex_coord2*0.5f+0.5f, z*0.5f); glVertex3f(x2, y2, z); glTexCoord2f(tex_coord1*0.5f+0.5f, z*0.5f); glVertex3f(x1, y1, z); } } void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp) { S32 x, y; F32 x1, y1; // start point F32 x2, y2; // end point LLGLSUIDefault gls_ui; LLGLSNoTexture gls_no_texture; LLGLDepthTest gls_depth(GL_TRUE); glColor4f(1.f, 1.f, 0.f, 0.2f); // Cheat and give this the same pick-name as land glBegin(GL_QUADS); const S32 STRIDE = (mParcelsPerEdge+1); for (y = 0; y < STRIDE; y++) { for (x = 0; x < STRIDE; x++) { U8 segment_mask = segments[x + y*STRIDE]; if (segment_mask & SOUTH_MASK) { x1 = x * PARCEL_GRID_STEP_METERS; y1 = y * PARCEL_GRID_STEP_METERS; x2 = x1 + PARCEL_GRID_STEP_METERS; y2 = y1; renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, SOUTH_MASK, regionp); } if (segment_mask & WEST_MASK) { x1 = x * PARCEL_GRID_STEP_METERS; y1 = y * PARCEL_GRID_STEP_METERS; x2 = x1; y2 = y1 + PARCEL_GRID_STEP_METERS; renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp); } } } glEnd(); } void LLViewerParcelMgr::renderCollisionSegments(U8* segments, BOOL use_pass, LLViewerRegion* regionp) { S32 x, y; F32 x1, y1; // start point F32 x2, y2; // end point F32 alpha = 0; F32 dist = 0; F32 dx, dy; F32 collision_height; const S32 STRIDE = (mParcelsPerEdge+1); LLVector3 pos = gAgent.getPositionAgent(); F32 pos_x = pos.mV[VX]; F32 pos_y = pos.mV[VY]; LLGLSUIDefault gls_ui; LLGLDepthTest gls_depth(GL_TRUE); LLGLDisable cull(GL_CULL_FACE); if (mCollisionBanned == BA_BANNED) { collision_height = BAN_HEIGHT; } else { collision_height = PARCEL_HEIGHT; } if (use_pass && (mCollisionBanned == BA_NOT_ON_LIST)) { LLViewerImage::bindTexture(mPassImage); } else { LLViewerImage::bindTexture(mBlockedImage); } glBegin(GL_QUADS); for (y = 0; y < STRIDE; y++) { for (x = 0; x < STRIDE; x++) { U8 segment_mask = segments[x + y*STRIDE]; U8 direction; const F32 MAX_ALPHA = 0.95f; const S32 DIST_OFFSET = 5; const S32 MIN_DIST_SQ = DIST_OFFSET*DIST_OFFSET; const S32 MAX_DIST_SQ = 169; if (segment_mask & SOUTH_MASK) { x1 = x * PARCEL_GRID_STEP_METERS; y1 = y * PARCEL_GRID_STEP_METERS; x2 = x1 + PARCEL_GRID_STEP_METERS; y2 = y1; if (gRenderForSelect) { LLColor4U color((U8)(GL_NAME_PARCEL_WALL >> 16), (U8)(GL_NAME_PARCEL_WALL >> 8), (U8)GL_NAME_PARCEL_WALL); glColor4ubv(color.mV); } else { dy = (pos_y - y1) + DIST_OFFSET; if (pos_x < x1) dx = pos_x - x1; else if (pos_x > x2) dx = pos_x - x2; else dx = 0; dist = dx*dx+dy*dy; if (dist < MIN_DIST_SQ) alpha = MAX_ALPHA; else if (dist > MAX_DIST_SQ) alpha = 0.0f; else alpha = 30/dist; alpha = llclamp(alpha, 0.0f, MAX_ALPHA); glColor4f(1.f, 1.f, 1.f, alpha); } if ((pos_y - y1) < 0) direction = SOUTH_MASK; else direction = NORTH_MASK; // avoid Z fighting renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); } if (segment_mask & WEST_MASK) { x1 = x * PARCEL_GRID_STEP_METERS; y1 = y * PARCEL_GRID_STEP_METERS; x2 = x1; y2 = y1 + PARCEL_GRID_STEP_METERS; if (gRenderForSelect) { LLColor4U color((U8)(GL_NAME_PARCEL_WALL >> 16), (U8)(GL_NAME_PARCEL_WALL >> 8), (U8)GL_NAME_PARCEL_WALL); glColor4ubv(color.mV); } else { dx = (pos_x - x1) + DIST_OFFSET; if (pos_y < y1) dy = pos_y - y1; else if (pos_y > y2) dy = pos_y - y2; else dy = 0; dist = dx*dx+dy*dy; if (dist < MIN_DIST_SQ) alpha = MAX_ALPHA; else if (dist > MAX_DIST_SQ) alpha = 0.0f; else alpha = 30/dist; alpha = llclamp(alpha, 0.0f, MAX_ALPHA); glColor4f(1.f, 1.f, 1.f, alpha); } if ((pos_x - x1) > 0) direction = WEST_MASK; else direction = EAST_MASK; // avoid Z fighting renderOneSegment(x1+0.1f, y1+0.1f, x2+0.1f, y2+0.1f, collision_height, direction, regionp); } } } glEnd(); } void draw_line_cube(F32 width, const LLVector3& center) { width = 0.5f * width; glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width); glVertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width); } void LLViewerObjectList::renderObjectBeacons() { S32 i; //const LLFontGL *font = gResMgr->getRes(LLFONT_SANSSERIF); LLGLSUIDefault gls_ui; S32 last_line_width = -1; { LLGLSNoTexture gls_ui_no_texture; glBegin(GL_LINES); for (i = 0; i < mDebugBeacons.count(); i++) { const LLDebugBeacon &debug_beacon = mDebugBeacons[i]; LLColor4 color = debug_beacon.mColor; color.mV[3] *= 0.25f; S32 line_width = debug_beacon.mLineWidth; if (line_width != last_line_width) { glEnd(); glLineWidth( (F32)line_width ); last_line_width = line_width; glBegin(GL_LINES); } const LLVector3 &thisline = debug_beacon.mPositionAgent; glColor4fv(color.mV); glVertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 50.f); glVertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 50.f); glVertex3f(thisline.mV[VX] - 2.f,thisline.mV[VY],thisline.mV[VZ]); glVertex3f(thisline.mV[VX] + 2.f,thisline.mV[VY],thisline.mV[VZ]); glVertex3f(thisline.mV[VX],thisline.mV[VY] - 2.f,thisline.mV[VZ]); glVertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]); draw_line_cube(0.10f, thisline); } glEnd(); } { LLGLSNoTexture gls_ui_no_texture; LLGLDepthTest gls_depth(GL_TRUE); glBegin(GL_LINES); last_line_width = -1; for (i = 0; i < mDebugBeacons.count(); i++) { const LLDebugBeacon &debug_beacon = mDebugBeacons[i]; S32 line_width = debug_beacon.mLineWidth; if (line_width != last_line_width) { glEnd(); glLineWidth( (F32)line_width ); last_line_width = line_width; glBegin(GL_LINES); } const LLVector3 &thisline = debug_beacon.mPositionAgent; glColor4fv(debug_beacon.mColor.mV); glVertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 0.5f); glVertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 0.5f); glVertex3f(thisline.mV[VX] - 0.5f,thisline.mV[VY],thisline.mV[VZ]); glVertex3f(thisline.mV[VX] + 0.5f,thisline.mV[VY],thisline.mV[VZ]); glVertex3f(thisline.mV[VX],thisline.mV[VY] - 0.5f,thisline.mV[VZ]); glVertex3f(thisline.mV[VX],thisline.mV[VY] + 0.5f,thisline.mV[VZ]); draw_line_cube(0.10f, thisline); } glEnd(); glLineWidth(1.f); for (i = 0; i < mDebugBeacons.count(); i++) { LLDebugBeacon &debug_beacon = mDebugBeacons[i]; if (debug_beacon.mString == "") { continue; } LLHUDText *hud_textp = (LLHUDText *)LLHUDObject::addHUDObject(LLHUDObject::LL_HUD_TEXT); hud_textp->setZCompare(FALSE); LLColor4 color; color = debug_beacon.mTextColor; color.mV[3] *= 1.f; hud_textp->setString(utf8str_to_wstring(debug_beacon.mString.c_str())); hud_textp->setColor(color); hud_textp->setPositionAgent(debug_beacon.mPositionAgent); debug_beacon.mHUDObject = hud_textp; } } } void pre_show_depth_buffer() { glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS,0,0); glStencilOp(GL_INCR,GL_INCR,GL_INCR); } void post_show_depth_buffer() { int xsize =500, ysize =500; U8 *buf = new U8[xsize*ysize]; glReadPixels(0,0,xsize,ysize,GL_STENCIL_INDEX,GL_UNSIGNED_BYTE, buf); int total = 0; int i; for (i=0;i xsize) y=6; buf[ysize*(y+0)+i]=255; buf[ysize*(y+1)+i]=255; buf[ysize*(y+2)+i]=255; } glDrawPixels(xsize,ysize,GL_RED,GL_UNSIGNED_BYTE,buf); delete buf; }