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/**
* @file llviewerparceloverlay.cpp
* @brief LLViewerParcelOverlay class implementation
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "llviewerparceloverlay.h"
// indra includes
#include "llparcel.h"
#include "llgl.h"
#include "v4color.h"
#include "v2math.h"
// newview includes
#include "llviewerimage.h"
#include "llviewercontrol.h"
#include "llsurface.h"
#include "llviewerregion.h"
#include "llagent.h"
#include "llviewercamera.h"
#include "llviewerimagelist.h"
#include "llglheaders.h"
const U8 OVERLAY_IMG_COMPONENTS = 4;
LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters)
: mRegion( region ),
mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
mDirty( FALSE ),
mTimeSinceLastUpdate(),
mOverlayTextureIdx(-1),
mLineImageID( gViewerArt.getString("propertyline.tga") ),
mVertexCount(0),
mVertexArray(NULL),
mColorArray(NULL)
// mTexCoordArray(NULL),
{
// Create a texture to hold color information.
// 4 components
// Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
mTexture = new LLImageGL(FALSE);
mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
mTexture->createGLTexture(0, mImageRaw);
glActiveTextureARB(GL_TEXTURE0_ARB);
mTexture->bind(0);
mTexture->setClamp(TRUE, TRUE);
mTexture->setMipFilterNearest(TRUE);
//
// 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;
}
// Make sure the texture matches the ownership information.
updateOverlayTexture();
}
LLViewerParcelOverlay::~LLViewerParcelOverlay()
{
delete[] mOwnership;
mOwnership = NULL;
delete[] mVertexArray;
mVertexArray = NULL;
delete[] mColorArray;
mColorArray = NULL;
// JC No textures.
// delete mTexCoordArray;
// mTexCoordArray = 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::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 PARCEL_SOUND_LOCAL & mOwnership[row * mParcelGridsPerEdge + column];
}
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);
}
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 && mDirty)
{
mOverlayTextureIdx = 0;
}
if (mOverlayTextureIdx < 0)
{
return;
}
// Can do this because gColors are actually stored as LLColor4U
const LLColor4U avail = gColors.getColor4U("PropertyColorAvail");
const LLColor4U owned = gColors.getColor4U("PropertyColorOther");
const LLColor4U group = gColors.getColor4U("PropertyColorGroup");
const LLColor4U self = gColors.getColor4U("PropertyColorSelf");
const LLColor4U for_sale = gColors.getColor4U("PropertyColorForSale");
const LLColor4U auction = gColors.getColor4U("PropertyColorAuction");
// 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];
U8 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] = r;
raw[pixel_index + 1] = g;
raw[pixel_index + 2] = b;
raw[pixel_index + 3] = a;
pixel_index += OVERLAY_IMG_COMPONENTS;
}
// Copy data into GL texture from raw data
if (i >= COUNT)
{
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()
{
if (!gSavedSettings.getBOOL("ShowPropertyLines"))
return;
S32 row, col;
// Can do this because gColors are actually stored as LLColor4U
const LLColor4U self_coloru = gColors.getColor4U("PropertyColorSelf");
const LLColor4U other_coloru = gColors.getColor4U("PropertyColorOther");
const LLColor4U group_coloru = gColors.getColor4U("PropertyColorGroup");
const LLColor4U for_sale_coloru = gColors.getColor4U("PropertyColorForSale");
const LLColor4U auction_coloru = gColors.getColor4U("PropertyColorAuction");
// Build into dynamic arrays, then copy into static arrays.
LLDynamicArray<LLVector3, 256> new_vertex_array;
LLDynamicArray<LLColor4U, 256> new_color_array;
LLDynamicArray<LLVector2, 256> new_coord_array;
U8 overlay = 0;
BOOL add_edge = FALSE;
const F32 GRID_STEP = PARCEL_GRID_STEP_METERS;
const S32 GRIDS_PER_EDGE = mParcelGridsPerEdge;
for (row = 0; row < GRIDS_PER_EDGE; row++)
{
for (col = 0; col < GRIDS_PER_EDGE; col++)
{
overlay = mOwnership[row*GRIDS_PER_EDGE+col];
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)
{
switch(overlay & PARCEL_COLOR_MASK)
{
case PARCEL_SELF:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, WEST, self_coloru);
break;
case PARCEL_GROUP:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, WEST, group_coloru);
break;
case PARCEL_OWNED:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, WEST, other_coloru);
break;
case PARCEL_FOR_SALE:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, WEST, for_sale_coloru);
break;
case PARCEL_AUCTION:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, WEST, auction_coloru);
break;
default:
break;
}
}
// East edge
if (col < GRIDS_PER_EDGE-1)
{
U8 east_overlay = mOwnership[row*GRIDS_PER_EDGE+col+1];
add_edge = east_overlay & PARCEL_WEST_LINE;
}
else
{
add_edge = TRUE;
}
if (add_edge)
{
switch(overlay & PARCEL_COLOR_MASK)
{
case PARCEL_SELF:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
right, bottom, EAST, self_coloru);
break;
case PARCEL_GROUP:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
right, bottom, EAST, group_coloru);
break;
case PARCEL_OWNED:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
right, bottom, EAST, other_coloru);
break;
case PARCEL_FOR_SALE:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
right, bottom, EAST, for_sale_coloru);
break;
case PARCEL_AUCTION:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
right, bottom, EAST, auction_coloru);
break;
default:
break;
}
}
// South edge
if (overlay & PARCEL_SOUTH_LINE)
{
switch(overlay & PARCEL_COLOR_MASK)
{
case PARCEL_SELF:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, SOUTH, self_coloru);
break;
case PARCEL_GROUP:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, SOUTH, group_coloru);
break;
case PARCEL_OWNED:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, SOUTH, other_coloru);
break;
case PARCEL_FOR_SALE:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, SOUTH, for_sale_coloru);
break;
case PARCEL_AUCTION:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, bottom, SOUTH, auction_coloru);
break;
default:
break;
}
}
// North edge
if (row < GRIDS_PER_EDGE-1)
{
U8 north_overlay = mOwnership[(row+1)*GRIDS_PER_EDGE+col];
add_edge = north_overlay & PARCEL_SOUTH_LINE;
}
else
{
add_edge = TRUE;
}
if (add_edge)
{
switch(overlay & PARCEL_COLOR_MASK)
{
case PARCEL_SELF:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, top, NORTH, self_coloru);
break;
case PARCEL_GROUP:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, top, NORTH, group_coloru);
break;
case PARCEL_OWNED:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, top, NORTH, other_coloru);
break;
case PARCEL_FOR_SALE:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, top, NORTH, for_sale_coloru);
break;
case PARCEL_AUCTION:
addPropertyLine(new_vertex_array, new_color_array, new_coord_array,
left, top, NORTH, auction_coloru);
break;
default:
break;
}
}
}
}
// Now copy into static arrays for faster rendering.
// Attempt to recycle old arrays if possible to avoid memory
// shuffling.
S32 new_vertex_count = new_vertex_array.count();
if (!(mVertexArray && mColorArray && new_vertex_count == mVertexCount))
{
// ...need new arrays
delete[] mVertexArray;
mVertexArray = NULL;
delete[] mColorArray;
mColorArray = NULL;
mVertexCount = new_vertex_count;
if (new_vertex_count > 0)
{
mVertexArray = new F32[3 * mVertexCount];
mColorArray = new U8 [4 * mVertexCount];
}
}
// Copy the new data into the arrays
S32 i;
F32* vertex = mVertexArray;
for (i = 0; i < mVertexCount; i++)
{
const LLVector3& point = new_vertex_array.get(i);
*vertex = point.mV[VX];
vertex++;
*vertex = point.mV[VY];
vertex++;
*vertex = point.mV[VZ];
vertex++;
}
U8* colorp = mColorArray;
for (i = 0; i < mVertexCount; i++)
{
const LLColor4U& color = new_color_array.get(i);
*colorp = color.mV[VRED];
colorp++;
*colorp = color.mV[VGREEN];
colorp++;
*colorp = color.mV[VBLUE];
colorp++;
*colorp = color.mV[VALPHA];
colorp++;
}
// Everything's clean now
mDirty = FALSE;
}
void LLViewerParcelOverlay::addPropertyLine(
LLDynamicArray<LLVector3, 256>& vertex_array,
LLDynamicArray<LLColor4U, 256>& color_array,
LLDynamicArray<LLVector2, 256>& coord_array,
const F32 start_x, const F32 start_y,
const U32 edge,
const LLColor4U& color)
{
LLColor4U underwater( color );
underwater.mV[VALPHA] /= 2;
LLSurface& land = mRegion->getLand();
F32 dx;
F32 dy;
F32 tick_dx;
F32 tick_dy;
//const F32 LINE_WIDTH = 0.125f;
const F32 LINE_WIDTH = 0.0625f;
switch(edge)
{
case WEST:
dx = 0.f;
dy = 1.f;
tick_dx = LINE_WIDTH;
tick_dy = 0.f;
break;
case EAST:
dx = 0.f;
dy = 1.f;
tick_dx = -LINE_WIDTH;
tick_dy = 0.f;
break;
case NORTH:
dx = 1.f;
dy = 0.f;
tick_dx = 0.f;
tick_dy = -LINE_WIDTH;
break;
case SOUTH:
dx = 1.f;
dy = 0.f;
tick_dx = 0.f;
tick_dy = LINE_WIDTH;
break;
default:
llerrs << "Invalid edge in addPropertyLine" << llendl;
return;
}
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;
// First part, only one vertex
outside_z = land.resolveHeightRegion( outside_x, outside_y );
if (outside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
vertex_array.put( LLVector3(outside_x, outside_y, outside_z) );
coord_array.put( LLVector2(outside_x - start_x, 0.f) );
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 );
if (inside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
if (outside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
vertex_array.put( LLVector3(inside_x, inside_y, inside_z) );
vertex_array.put( LLVector3(outside_x, outside_y, outside_z) );
coord_array.put( LLVector2(outside_x - start_x, 1.f) );
coord_array.put( LLVector2(outside_x - start_x, 0.f) );
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
S32 i;
const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
for (i = 1; i < GRID_STEP; i++)
{
inside_z = land.resolveHeightRegion( inside_x, inside_y );
outside_z = land.resolveHeightRegion( outside_x, outside_y );
if (inside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
if (outside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
vertex_array.put( LLVector3(inside_x, inside_y, inside_z) );
vertex_array.put( LLVector3(outside_x, outside_y, outside_z) );
coord_array.put( LLVector2(outside_x - start_x, 1.f) );
coord_array.put( LLVector2(outside_x - start_x, 0.f) );
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 );
if (inside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
if (outside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
vertex_array.put( LLVector3(inside_x, inside_y, inside_z) );
vertex_array.put( LLVector3(outside_x, outside_y, outside_z) );
coord_array.put( LLVector2(outside_x - start_x, 1.f) );
coord_array.put( LLVector2(outside_x - start_x, 0.f) );
inside_x += dx * LINE_WIDTH;
inside_y += dy * LINE_WIDTH;
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 );
if (outside_z > 20.f) color_array.put( color );
else color_array.put( underwater );
vertex_array.put( LLVector3(outside_x, outside_y, outside_z) );
coord_array.put( LLVector2(outside_x - start_x, 0.f) );
}
void LLViewerParcelOverlay::setDirty()
{
mDirty = TRUE;
}
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
updateOverlayTexture();
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();
}
}
}
S32 LLViewerParcelOverlay::renderPropertyLines ()
{
if (!gSavedSettings.getBOOL("ShowPropertyLines"))
{
return 0;
}
if (!mVertexArray || !mColorArray)
{
return 0;
}
LLSurface& land = mRegion->getLand();
LLGLSUIDefault gls_ui; // called from pipeline
LLGLSNoTexture gls_no_texture;
LLGLDepthTest mDepthTest(GL_TRUE);
// JC - This doesn't work.
//gGLSUITextureDepth.set();
//LLViewerImage* image = gImageList.getImage( mLineImageID );
//image->bindTexture();
// Find camera height off the ground (not from zero)
F32 ground_height_at_camera = land.resolveHeightGlobal( gAgent.getCameraPositionGlobal() );
F32 camera_z = gCamera->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 = gCamera->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;
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
// Move to appropriate region coords
LLVector3 origin = mRegion->getOriginAgent();
glTranslatef( origin.mV[VX], origin.mV[VY], origin.mV[VZ] );
glTranslatef(pull_toward_camera.mV[VX], pull_toward_camera.mV[VY],
pull_toward_camera.mV[VZ]);
// Include +1 because vertices are fenceposts.
// *2 because it's a quad strip
const S32 GRID_STEP = S32( PARCEL_GRID_STEP_METERS );
const S32 vertex_per_edge = 3 + 2 * (GRID_STEP-1) + 3;
// Stomp the camera into two dimensions
LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgent.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 = gCamera->getAtAxis();
cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
cull_plane_point += camera_region;
LLVector3 vertex;
const S32 BYTES_PER_COLOR = 4;
const S32 FLOATS_PER_VERTEX = 3;
//const S32 FLOATS_PER_TEX_COORD = 2;
S32 i, j;
S32 drawn = 0;
F32* vertexp;
U8* colorp;
const F32 PROPERTY_LINE_CLIP_DIST = 256.f;
for (i = 0; i < mVertexCount; i += vertex_per_edge)
{
colorp = mColorArray + BYTES_PER_COLOR * i;
vertexp = mVertexArray + FLOATS_PER_VERTEX * i;
vertex.mV[VX] = *(vertexp);
vertex.mV[VY] = *(vertexp+1);
vertex.mV[VZ] = *(vertexp+2);
if (dist_vec_squared2D(vertex, camera_region) > PROPERTY_LINE_CLIP_DIST*PROPERTY_LINE_CLIP_DIST)
{
continue;
}
// Destroy vertex, transform to plane-local.
vertex -= cull_plane_point;
// negative dot product means it is in back of the plane
if ( vertex * CAMERA_AT < 0.f )
{
continue;
}
glBegin(GL_TRIANGLE_STRIP);
for (j = 0; j < vertex_per_edge; j++)
{
// JC - This doesn't work
//glTexCoord2fv(mTexCoordArray + FLOATS_PER_TEX_COORD*offset);
glColor4ubv(colorp);
glVertex3fv(vertexp);
colorp += BYTES_PER_COLOR;
vertexp += FLOATS_PER_VERTEX;
}
drawn += vertex_per_edge;
glEnd();
}
glPopMatrix();
return drawn;
}
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