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/**
* @file llviewerparceloverlay.cpp
* @brief LLViewerParcelOverlay class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewerparceloverlay.h"
// indra includes
#include "llparcel.h"
#include "llfloaterreg.h"
#include "llgl.h"
#include "llrender.h"
#include "v4color.h"
#include "v2math.h"
// newview includes
#include "llagentcamera.h"
#include "llviewertexture.h"
#include "llviewercontrol.h"
#include "llsurface.h"
#include "llviewerregion.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llselectmgr.h"
#include "llfloatertools.h"
#include "llglheaders.h"
#include "pipeline.h"
static const U8 OVERLAY_IMG_COMPONENTS = 4;
static const S32 FLOATS_PER_VERTEX = LENGTHOFVECTOR3;
static const S32 BYTES_PER_COLOR = LENGTHOFCOLOR4U;
static const F32 LINE_WIDTH = 0.0625f;
LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters)
: mRegion( region ),
mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
mDirty( FALSE ),
mTimeSinceLastUpdate(),
mOverlayTextureIdx(-1)
{
// Create a texture to hold color information.
// 4 components
// Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
mTexture = LLViewerTextureManager::getLocalTexture(mImageRaw.get(), FALSE);
mTexture->setAddressMode(LLTexUnit::TAM_CLAMP);
mTexture->setFilteringOption(LLTexUnit::TFO_POINT);
//
// Initialize the GL texture with empty data.
//
// Create the base texture.
U8 *raw = mImageRaw->getData();
const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge * OVERLAY_IMG_COMPONENTS;
for (S32 i = 0; i < COUNT; i++)
{
raw[i] = 0;
}
//mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
// Create storage for ownership information from simulator
// and initialize it.
mOwnership = new U8[ mParcelGridsPerEdge * mParcelGridsPerEdge ];
for (S32 i = 0; i < mParcelGridsPerEdge * mParcelGridsPerEdge; i++)
{
mOwnership[i] = PARCEL_PUBLIC;
}
gPipeline.markGLRebuild(this);
}
LLViewerParcelOverlay::~LLViewerParcelOverlay()
{
delete[] mOwnership;
mOwnership = NULL;
mImageRaw = NULL;
}
//---------------------------------------------------------------------------
// ACCESSORS
//---------------------------------------------------------------------------
BOOL LLViewerParcelOverlay::isOwned(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return (PARCEL_PUBLIC != ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedSelf(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return (PARCEL_SELF == ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedGroup(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return (PARCEL_GROUP == ownership(row, column));
}
BOOL LLViewerParcelOverlay::isOwnedOther(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
U8 overlay = ownership(row, column);
return (PARCEL_OWNED == overlay || PARCEL_FOR_SALE == overlay);
}
bool LLViewerParcelOverlay::encroachesOwned(const std::vector<LLBBox>& boxes) const
{
// boxes are expected to already be axis aligned
for (U32 i = 0; i < boxes.size(); ++i)
{
LLVector3 min = boxes[i].getMinAgent();
LLVector3 max = boxes[i].getMaxAgent();
S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
for (S32 row = top; row <= bottom; row++)
{
for (S32 column = left; column <= right; column++)
{
U8 type = ownership(row, column);
if ((PARCEL_SELF == type)
|| (PARCEL_GROUP == type))
{
return true;
}
}
}
}
return false;
}
bool LLViewerParcelOverlay::encroachesOnUnowned(const std::vector<LLBBox>& boxes) const
{
// boxes are expected to already be axis aligned
for (U32 i = 0; i < boxes.size(); ++i)
{
LLVector3 min = boxes[i].getMinAgent();
LLVector3 max = boxes[i].getMaxAgent();
S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 top = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 bottom = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
for (S32 row = top; row <= bottom; row++)
{
for (S32 column = left; column <= right; column++)
{
U8 type = ownership(row, column);
if ((PARCEL_SELF != type))
{
return true;
}
}
}
}
return false;
}
bool LLViewerParcelOverlay::encroachesOnNearbyParcel(const std::vector<LLBBox>& boxes) const
{
// boxes are expected to already be axis aligned
for (U32 i = 0; i < boxes.size(); ++i)
{
LLVector3 min = boxes[i].getMinAgent();
LLVector3 max = boxes[i].getMaxAgent();
// If an object crosses region borders it crosses a parcel
if ( min.mV[VX] < 0
|| min.mV[VY] < 0
|| max.mV[VX] > REGION_WIDTH_METERS
|| max.mV[VY] > REGION_WIDTH_METERS)
{
return true;
}
S32 left = S32(llclamp((min.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 right = S32(llclamp((max.mV[VX] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 bottom = S32(llclamp((min.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
S32 top = S32(llclamp((max.mV[VY] / PARCEL_GRID_STEP_METERS), 0.f, REGION_WIDTH_METERS - 1));
const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
for (S32 row = bottom; row <= top; row++)
{
for (S32 col = left; col <= right; col++)
{
// This is not the rightmost column
if (col < GRIDS_PER_EDGE-1)
{
U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
// If the column to the east of the current one marks
// the other parcel's west edge and the box extends
// to the west it crosses the parcel border.
if ((east_overlay & PARCEL_WEST_LINE) && col < right)
{
return true;
}
}
// This is not the topmost column
if (row < GRIDS_PER_EDGE-1)
{
U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
// If the row to the north of the current one marks
// the other parcel's south edge and the box extends
// to the south it crosses the parcel border.
if ((north_overlay & PARCEL_SOUTH_LINE) && row < top)
{
return true;
}
}
}
}
}
return false;
}
BOOL LLViewerParcelOverlay::isSoundLocal(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return parcelFlags(row, column, PARCEL_SOUND_LOCAL);
}
U8 LLViewerParcelOverlay::ownership( const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return ownership(row, column);
}
U8 LLViewerParcelOverlay::parcelLineFlags(const LLVector3& pos) const
{
S32 row = S32(pos.mV[VY] / PARCEL_GRID_STEP_METERS);
S32 column = S32(pos.mV[VX] / PARCEL_GRID_STEP_METERS);
return parcelFlags(row, column, PARCEL_WEST_LINE | PARCEL_SOUTH_LINE);
}
U8 LLViewerParcelOverlay::parcelLineFlags(S32 row, S32 col) const
{
return parcelFlags(row, col, PARCEL_WEST_LINE | PARCEL_SOUTH_LINE);
}
U8 LLViewerParcelOverlay::parcelFlags(S32 row, S32 col, U8 flags) const
{
if (row >= mParcelGridsPerEdge
|| col >= mParcelGridsPerEdge
|| row < 0
|| col < 0)
{
LL_WARNS() << "Attempted to get ownership out of region's overlay, row: " << row << " col: " << col << LL_ENDL;
return flags;
}
return mOwnership[row * mParcelGridsPerEdge + col] & flags;
}
F32 LLViewerParcelOverlay::getOwnedRatio() const
{
S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
S32 total = 0;
for (S32 i = 0; i < size; i++)
{
if ((mOwnership[i] & PARCEL_COLOR_MASK) != PARCEL_PUBLIC)
{
total++;
}
}
return (F32)total / (F32)size;
}
//---------------------------------------------------------------------------
// MANIPULATORS
//---------------------------------------------------------------------------
// Color tables for owned land
// Available = index 0
// Other = index 1
// Group = index 2
// Self = index 3
// Make sure the texture colors match the ownership data.
// Note: Assumes that the ownership array and
void LLViewerParcelOverlay::updateOverlayTexture()
{
if (mOverlayTextureIdx < 0)
{
if (!mDirty)
return;
mOverlayTextureIdx = 0;
}
const LLColor4U avail = LLUIColorTable::instance().getColor("PropertyColorAvail").get();
const LLColor4U owned = LLUIColorTable::instance().getColor("PropertyColorOther").get();
const LLColor4U group = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
const LLColor4U self = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
const LLColor4U for_sale = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
const LLColor4U auction = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
// Create the base texture.
U8 *raw = mImageRaw->getData();
const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge;
S32 max = mOverlayTextureIdx + mParcelGridsPerEdge;
if (max > COUNT) max = COUNT;
S32 pixel_index = mOverlayTextureIdx*OVERLAY_IMG_COMPONENTS;
S32 i;
for (i = mOverlayTextureIdx; i < max; i++)
{
U8 ownership = mOwnership[i];
F32 r,g,b,a;
// Color stored in low three bits
switch( ownership & 0x7 )
{
case PARCEL_PUBLIC:
r = avail.mV[VRED];
g = avail.mV[VGREEN];
b = avail.mV[VBLUE];
a = avail.mV[VALPHA];
break;
case PARCEL_OWNED:
r = owned.mV[VRED];
g = owned.mV[VGREEN];
b = owned.mV[VBLUE];
a = owned.mV[VALPHA];
break;
case PARCEL_GROUP:
r = group.mV[VRED];
g = group.mV[VGREEN];
b = group.mV[VBLUE];
a = group.mV[VALPHA];
break;
case PARCEL_SELF:
r = self.mV[VRED];
g = self.mV[VGREEN];
b = self.mV[VBLUE];
a = self.mV[VALPHA];
break;
case PARCEL_FOR_SALE:
r = for_sale.mV[VRED];
g = for_sale.mV[VGREEN];
b = for_sale.mV[VBLUE];
a = for_sale.mV[VALPHA];
break;
case PARCEL_AUCTION:
r = auction.mV[VRED];
g = auction.mV[VGREEN];
b = auction.mV[VBLUE];
a = auction.mV[VALPHA];
break;
default:
r = self.mV[VRED];
g = self.mV[VGREEN];
b = self.mV[VBLUE];
a = self.mV[VALPHA];
break;
}
raw[pixel_index + 0] = (U8)r;
raw[pixel_index + 1] = (U8)g;
raw[pixel_index + 2] = (U8)b;
raw[pixel_index + 3] = (U8)a;
pixel_index += OVERLAY_IMG_COMPONENTS;
}
// Copy data into GL texture from raw data
if (i >= COUNT)
{
if (!mTexture->hasGLTexture())
{
mTexture->createGLTexture(0, mImageRaw);
}
mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);
mOverlayTextureIdx = -1;
}
else
{
mOverlayTextureIdx = i;
}
}
void LLViewerParcelOverlay::uncompressLandOverlay(S32 chunk, U8 *packed_overlay)
{
// Unpack the message data into the ownership array
S32 size = mParcelGridsPerEdge * mParcelGridsPerEdge;
S32 chunk_size = size / PARCEL_OVERLAY_CHUNKS;
memcpy(mOwnership + chunk*chunk_size, packed_overlay, chunk_size); /*Flawfinder: ignore*/
// Force property lines and overlay texture to update
setDirty();
}
void LLViewerParcelOverlay::updatePropertyLines()
{
static LLCachedControl<bool> show(gSavedSettings, "ShowPropertyLines");
if (!show)
return;
LLColor4U colors[PARCEL_COLOR_MASK + 1];
colors[PARCEL_SELF] = LLUIColorTable::instance().getColor("PropertyColorSelf").get();
colors[PARCEL_OWNED] = LLUIColorTable::instance().getColor("PropertyColorOther").get();
colors[PARCEL_GROUP] = LLUIColorTable::instance().getColor("PropertyColorGroup").get();
colors[PARCEL_FOR_SALE] = LLUIColorTable::instance().getColor("PropertyColorForSale").get();
colors[PARCEL_AUCTION] = LLUIColorTable::instance().getColor("PropertyColorAuction").get();
mEdges.clear();
const F32 GRID_STEP = PARCEL_GRID_STEP_METERS;
const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
for (S32 row = 0; row < GRIDS_PER_EDGE; row++)
{
for (S32 col = 0; col < GRIDS_PER_EDGE; col++)
{
U8 overlay = mOwnership[row*GRIDS_PER_EDGE+col];
S32 colorIndex = overlay & PARCEL_COLOR_MASK;
switch(colorIndex)
{
case PARCEL_SELF:
case PARCEL_GROUP:
case PARCEL_OWNED:
case PARCEL_FOR_SALE:
case PARCEL_AUCTION:
break;
default:
continue;
}
const LLColor4U& color = colors[colorIndex];
F32 left = col*GRID_STEP;
F32 right = left+GRID_STEP;
F32 bottom = row*GRID_STEP;
F32 top = bottom+GRID_STEP;
// West edge
if (overlay & PARCEL_WEST_LINE)
{
addPropertyLine(left, bottom, 0, 1, LINE_WIDTH, 0, color);
}
// East edge
if (col == GRIDS_PER_EDGE - 1 || mOwnership[row * GRIDS_PER_EDGE + col + 1] & PARCEL_WEST_LINE)
{
addPropertyLine(right, bottom, 0, 1, -LINE_WIDTH, 0, color);
}
// South edge
if (overlay & PARCEL_SOUTH_LINE)
{
addPropertyLine(left, bottom, 1, 0, 0, LINE_WIDTH, color);
}
// North edge
if (row == GRIDS_PER_EDGE - 1 || mOwnership[(row + 1) * GRIDS_PER_EDGE + col] & PARCEL_SOUTH_LINE)
{
addPropertyLine(left, top, 1, 0, 0, -LINE_WIDTH, color);
}
}
}
// Everything's clean now
mDirty = FALSE;
}
void LLViewerParcelOverlay::addPropertyLine(F32 start_x, F32 start_y, F32 dx, F32 dy, F32 tick_dx, F32 tick_dy, const LLColor4U& color)
{
LLSurface& land = mRegion->getLand();
F32 water_z = land.getWaterHeight();
mEdges.resize(mEdges.size() + 1);
Edge& edge = mEdges.back();
edge.color = color;
F32 outside_x = start_x;
F32 outside_y = start_y;
F32 outside_z = 0.f;
F32 inside_x = start_x + tick_dx;
F32 inside_y = start_y + tick_dy;
F32 inside_z = 0.f;
auto split = [&](const LLVector3& start, F32 x, F32 y, F32 z, F32 part)
{
F32 new_x = start.mV[0] + (x - start.mV[0]) * part;
F32 new_y = start.mV[1] + (y - start.mV[1]) * part;
F32 new_z = start.mV[2] + (z - start.mV[2]) * part;
edge.vertices.emplace_back(new_x, new_y, new_z);
};
auto checkForSplit = [&]()
{
const LLVector3& last_outside = edge.vertices.back();
F32 z0 = last_outside.mV[2];
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 = edge.vertices[edge.vertices.size() - 2];
split(last_inside, inside_x, inside_y, inside_z, part);
split(last_outside, outside_x, outside_y, outside_z, part);
};
// First part, only one vertex
outside_z = land.resolveHeightRegion( outside_x, outside_y );
edge.vertices.emplace_back(outside_x, outside_y, outside_z);
inside_x += dx * LINE_WIDTH;
inside_y += dy * LINE_WIDTH;
outside_x += dx * LINE_WIDTH;
outside_y += dy * LINE_WIDTH;
// Then the "actual edge"
inside_z = land.resolveHeightRegion( inside_x, inside_y );
outside_z = land.resolveHeightRegion( outside_x, outside_y );
edge.vertices.emplace_back(inside_x, inside_y, inside_z);
edge.vertices.emplace_back(outside_x, outside_y, outside_z);
inside_x += dx * (dx - LINE_WIDTH);
inside_y += dy * (dy - LINE_WIDTH);
outside_x += dx * (dx - LINE_WIDTH);
outside_y += dy * (dy - LINE_WIDTH);
// Middle part, full width
const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
for (S32 i = 1; i < GRID_STEP; i++)
{
inside_z = land.resolveHeightRegion( inside_x, inside_y );
outside_z = land.resolveHeightRegion( outside_x, outside_y );
checkForSplit();
edge.vertices.emplace_back(inside_x, inside_y, inside_z);
edge.vertices.emplace_back(outside_x, outside_y, outside_z);
inside_x += dx;
inside_y += dy;
outside_x += dx;
outside_y += dy;
}
// Extra buffer for edge
inside_x -= dx * LINE_WIDTH;
inside_y -= dy * LINE_WIDTH;
outside_x -= dx * LINE_WIDTH;
outside_y -= dy * LINE_WIDTH;
inside_z = land.resolveHeightRegion( inside_x, inside_y );
outside_z = land.resolveHeightRegion( outside_x, outside_y );
checkForSplit();
edge.vertices.emplace_back(inside_x, inside_y, inside_z);
edge.vertices.emplace_back(outside_x, outside_y, outside_z);
outside_x += dx * LINE_WIDTH;
outside_y += dy * LINE_WIDTH;
// Last edge is not drawn to the edge
outside_z = land.resolveHeightRegion( outside_x, outside_y );
edge.vertices.emplace_back(outside_x, outside_y, outside_z);
}
void LLViewerParcelOverlay::setDirty()
{
mDirty = TRUE;
}
void LLViewerParcelOverlay::updateGL()
{
LL_PROFILE_ZONE_SCOPED
updateOverlayTexture();
}
void LLViewerParcelOverlay::idleUpdate(bool force_update)
{
if (gGLManager.mIsDisabled)
{
return;
}
if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update)))
{
// We are in the middle of updating the overlay texture
gPipeline.markGLRebuild(this);
return;
}
// Only if we're dirty and it's been a while since the last update.
if (mDirty)
{
if (force_update || mTimeSinceLastUpdate.getElapsedTimeF32() > 4.0f)
{
updateOverlayTexture();
updatePropertyLines();
mTimeSinceLastUpdate.reset();
}
}
}
void LLViewerParcelOverlay::renderPropertyLines()
{
static LLCachedControl<bool> show(gSavedSettings, "ShowPropertyLines");
if (!show)
return;
LLSurface& land = mRegion->getLand();
F32 water_z = land.getWaterHeight() + 0.01f;
LLGLSUIDefault gls_ui; // called from pipeline
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLDepthTest mDepthTest(GL_TRUE);
// Find camera height off the ground (not from zero)
F32 ground_height_at_camera = land.resolveHeightGlobal( gAgentCamera.getCameraPositionGlobal() );
F32 camera_z = LLViewerCamera::getInstance()->getOrigin().mV[VZ];
F32 camera_height = camera_z - ground_height_at_camera;
camera_height = llclamp(camera_height, 0.f, 100.f);
// Pull lines toward camera by 1 cm per meter off the ground.
const LLVector3& CAMERA_AT = LLViewerCamera::getInstance()->getAtAxis();
F32 pull_toward_camera_scale = 0.01f * camera_height;
LLVector3 pull_toward_camera = CAMERA_AT;
pull_toward_camera *= -pull_toward_camera_scale;
// Always fudge a little vertically.
pull_toward_camera.mV[VZ] += 0.01f;
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
// Move to appropriate region coords
LLVector3 origin = mRegion->getOriginAgent();
gGL.translatef(origin.mV[VX], origin.mV[VY], origin.mV[VZ]);
gGL.translatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
pull_toward_camera.mV[VZ]);
// Stomp the camera into two dimensions
LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgentCamera.getCameraPositionGlobal() );
// Set up a cull plane 2 * PARCEL_GRID_STEP_METERS behind
// the camera. The cull plane normal is the camera's at axis.
LLVector3 cull_plane_point = LLViewerCamera::getInstance()->getAtAxis();
cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
cull_plane_point += camera_region;
bool render_hidden = LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build");
const F32 PROPERTY_LINE_CLIP_DIST_SQUARED = 256.f * 256.f;
for (const Edge& edge : mEdges)
{
LLVector3 center = edge.vertices[edge.vertices.size() >> 1];
if (dist_vec_squared2D(center, camera_region) > PROPERTY_LINE_CLIP_DIST_SQUARED)
{
continue;
}
// Destroy vertex, transform to plane-local.
center -= cull_plane_point;
// Negative dot product means it is in back of the plane
if (center * CAMERA_AT < 0.f)
{
continue;
}
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.color4ubv(edge.color.mV);
for (const LLVector3& vertex : edge.vertices)
{
if (render_hidden || camera_z < water_z || vertex.mV[2] >= water_z)
{
gGL.vertex3fv(vertex.mV);
}
else
{
LLVector3 visible = vertex;
visible.mV[2] = water_z;
gGL.vertex3fv(visible.mV);
}
}
gGL.end();
if (render_hidden)
{
LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
gGL.begin(LLRender::TRIANGLE_STRIP);
LLColor4U color = edge.color;
color.mV[3] /= 4;
gGL.color4ubv(color.mV);
for (const LLVector3& vertex : edge.vertices)
{
gGL.vertex3fv(vertex.mV);
}
gGL.end();
}
}
gGL.popMatrix();
}
// 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)
{
static LLCachedControl<bool> show(gSavedSettings, "MiniMapShowPropertyLines");
if (!mOwnership || !show)
{
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; i++)
{
const F32 bottom = region_bottom + (i * map_parcel_width);
const F32 top = bottom + map_parcel_width;
for (S32 j = 0; j <= GRIDS_PER_EDGE; j++)
{
const F32 left = region_left + (j * map_parcel_width);
const F32 right = left + map_parcel_width;
const bool is_region_boundary = i == GRIDS_PER_EDGE || j == GRIDS_PER_EDGE;
const U8 overlay = is_region_boundary ? 0 : 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);
}
}
}
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