llglsandbox.cpp
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- /**
- * @file llglsandbox.cpp
- * @brief GL functionality access
- *
- * $LicenseInfo:firstyear=2003&license=viewergpl$
- *
- * Copyright (c) 2003-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- /**
- * Contains ALL methods which directly access GL functionality
- * except for core rendering engine functionality.
- */
- #include "llviewerprecompiledheaders.h"
- #include "llviewercontrol.h"
- #include "llgl.h"
- #include "llrender.h"
- #include "llglheaders.h"
- #include "llparcel.h"
- #include "llui.h"
- #include "lldrawable.h"
- #include "lltextureentry.h"
- #include "llviewercamera.h"
- #include "llvoavatarself.h"
- #include "llagent.h"
- #include "lltoolmgr.h"
- #include "llselectmgr.h"
- #include "llhudmanager.h"
- #include "llrendersphere.h"
- #include "llviewerobjectlist.h"
- #include "lltoolselectrect.h"
- #include "llviewerwindow.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"
- #include "llspatialpartition.h"
- // Height of the yellow selection highlight posts for land
- const F32 PARCEL_POST_HEIGHT = 0.666f;
- 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 *)LLHUDManager::getInstance()->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 *)LLHUDManager::getInstance()->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);
- gGL.pushMatrix();
- // not textured
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- // lovely green
- glColor4f(0.f, 1.f, 1.f, 1.f);
- target_global = mAutoPilotTargetGlobal;
- gGL.translatef((F32)(target_global.mdV[VX]), (F32)(target_global.mdV[VY]), (F32)(target_global.mdV[VZ]));
- height_meters = 1.f;
- glScalef(height_meters, height_meters, height_meters);
- gSphere.render(1500.f);
- gGL.popMatrix();
- }
- }
- // 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 = LLViewerCamera::getInstance()->getFar();
- F32 old_near_plane = LLViewerCamera::getInstance()->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);
- gGL.pushMatrix();
- BOOL limit_select_distance = gSavedSettings.getBOOL("LimitSelectDistance");
- if (limit_select_distance)
- {
- // ...select distance from control
- LLVector3 relative_av_pos = av_pos;
- relative_av_pos -= LLViewerCamera::getInstance()->getOrigin();
- F32 new_far = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() + gSavedSettings.getF32("MaxSelectDistance");
- F32 new_near = relative_av_pos * LLViewerCamera::getInstance()->getAtAxis() - gSavedSettings.getF32("MaxSelectDistance");
- new_near = llmax(new_near, 0.1f);
- LLViewerCamera::getInstance()->setFar(new_far);
- LLViewerCamera::getInstance()->setNear(new_near);
- }
- LLViewerCamera::getInstance()->setPerspective(FOR_SELECTION,
- center_x-width/2, center_y-height/2, width, height,
- limit_select_distance);
- if (shrink_selection)
- {
- struct f : public LLSelectedObjectFunctor
- {
- virtual bool apply(LLViewerObject* vobjp)
- {
- LLDrawable* drawable = vobjp->mDrawable;
- if (!drawable || vobjp->getPCode() != LL_PCODE_VOLUME || vobjp->isAttachment())
- {
- return true;
- }
- S32 result = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
- switch (result)
- {
- case 0:
- LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
- break;
- case 1:
- // check vertices
- if (!LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
- {
- LLSelectMgr::getInstance()->unhighlightObjectOnly(vobjp);
- }
- break;
- default:
- break;
- }
- return true;
- }
- } func;
- LLSelectMgr::getInstance()->getHighlightedObjects()->applyToObjects(&func);
- }
- if (grow_selection)
- {
- std::vector<LLDrawable*> potentials;
-
- for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
- iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
- {
- LLViewerRegion* region = *iter;
- for (U32 i = 0; i < LLViewerRegion::NUM_PARTITIONS; i++)
- {
- LLSpatialPartition* part = region->getSpatialPartition(i);
- if (part)
- {
- part->cull(*LLViewerCamera::getInstance(), &potentials, TRUE);
- }
- }
- }
-
- for (std::vector<LLDrawable*>::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 = LLViewerCamera::getInstance()->sphereInFrustum(drawable->getPositionAgent(), drawable->getRadius());
- if (result)
- {
- switch (result)
- {
- case 1:
- // check vertices
- if (LLViewerCamera::getInstance()->areVertsVisible(vobjp, LLSelectMgr::sRectSelectInclusive))
- {
- LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
- }
- break;
- case 2:
- LLSelectMgr::getInstance()->highlightObjectOnly(vobjp);
- break;
- default:
- break;
- }
- }
- }
- }
- // restore drawing mode
- glMatrixMode(GL_PROJECTION);
- gGL.popMatrix();
- glMatrixMode(GL_MODELVIEW);
- // restore camera
- LLViewerCamera::getInstance()->setFar(old_far_plane);
- LLViewerCamera::getInstance()->setNear(old_near_plane);
- gViewerWindow->setup3DRender();
- }
- 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 = LLWorld::getInstance()->getRegionWidthInMeters();
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.pushMatrix();
- LLVector3 origin_agent;
- origin_agent = gAgent.getPosAgentFromGlobal(mOriginGlobal);
- gGL.translatef(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;
- gGL.pushMatrix();
- gGL.translatef((F32)i * region_width_meters/mSize, (F32)j * region_width_meters/mSize, 0.0);
- gGL.color3f(0,1,0);
- gGL.begin(LLRender::POINTS);
- gGL.vertex3f(0,0,0);
- gGL.end();
- gGL.color3f(1,0,0);
- gGL.begin(LLRender::LINES);
- gGL.vertex3f(x * 0.1f, y * 0.1f ,0.f);
- gGL.vertex3f(x, y, 0.f);
- gGL.end();
- gGL.popMatrix();
- }
- }
- gGL.popMatrix();
- }
- // Used by lltoolselectland
- void LLViewerParcelMgr::renderRect(const LLVector3d &west_south_bottom_global,
- const LLVector3d &east_north_top_global )
- {
- LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_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 = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) );
- F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) );
- F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) );
- F32 nw_bottom = LLWorld::getInstance()->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);
- gGL.color4f(1.f, 1.f, 0.f, 1.f);
- // Cheat and give this the same pick-name as land
- gGL.begin(LLRender::LINES);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.end();
- gGL.color4f(1.f, 1.f, 0.f, 0.2f);
- gGL.begin(LLRender::QUADS);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.end();
- 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 = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( west, south, 0.f ) );
- F32 se_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, south, 0.f ) );
- F32 ne_bottom = LLWorld::getInstance()->resolveLandHeightAgent( LLVector3( east-FUDGE, north-FUDGE, 0.f ) );
- F32 nw_bottom = LLWorld::getInstance()->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;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
- LLUI::setLineWidth(2.f);
- gGL.color4f(0.f, 1.f, 1.f, 1.f);
- // Cheat and give this the same pick-name as land
- gGL.begin(LLRender::LINES);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.end();
- gGL.color4f(0.f, 1.f, 1.f, 0.2f);
- gGL.begin(LLRender::QUADS);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_bottom);
- gGL.vertex3f(east, north, ne_top);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_bottom);
- gGL.vertex3f(east, south, se_top);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_bottom);
- gGL.vertex3f(west, south, sw_top);
- gGL.vertex3f(west, north, nw_top);
- gGL.vertex3f(west, north, nw_bottom);
- gGL.end();
- 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;
- gGL.vertex3f(x1, y1, z);
- gGL.vertex3f(x1, y1, z1);
- gGL.vertex3f(x2, y2, z2);
- z = z2+height;
- gGL.vertex3f(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;
- }
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z1*0.5f);
- gGL.vertex3f(x1, y1, z1);
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z2*0.5f);
- gGL.vertex3f(x2, y2, z2);
- // top edge stairsteps
- z = llmax(z2+height, z1+height);
- gGL.texCoord2f(tex_coord2*0.5f+0.5f, z*0.5f);
- gGL.vertex3f(x2, y2, z);
- gGL.texCoord2f(tex_coord1*0.5f+0.5f, z*0.5f);
- gGL.vertex3f(x1, y1, z);
- }
- }
- void LLViewerParcelMgr::renderHighlightSegments(const U8* segments, LLViewerRegion* regionp)
- {
- S32 x, y;
- F32 x1, y1; // start point
- F32 x2, y2; // end point
- bool has_segments = false;
- LLGLSUIDefault gls_ui;
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
- gGL.color4f(1.f, 1.f, 0.f, 0.2f);
- const S32 STRIDE = (mParcelsPerEdge+1);
- // Cheat and give this the same pick-name as land
-
-
- 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;
-
- if (!has_segments)
- {
- has_segments = true;
- gGL.begin(LLRender::QUADS);
- }
- 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;
- if (!has_segments)
- {
- has_segments = true;
- gGL.begin(LLRender::QUADS);
- }
- renderOneSegment(x1, y1, x2, y2, PARCEL_POST_HEIGHT, WEST_MASK, regionp);
- }
- }
- }
- if (has_segments)
- {
- gGL.end();
- }
- }
- 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))
- {
- gGL.getTexUnit(0)->bind(mPassImage);
- }
- else
- {
- gGL.getTexUnit(0)->bind(mBlockedImage);
- }
- gGL.begin(LLRender::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);
- gGL.color4ubv(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);
- gGL.color4f(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);
- gGL.color4ubv(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);
- gGL.color4f(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);
- }
- }
- }
- gGL.end();
- }
- void draw_line_cube(F32 width, const LLVector3& center)
- {
- width = 0.5f * width;
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] + width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] - width ,center.mV[VY] - width,center.mV[VZ] - width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] + width);
- gGL.vertex3f(center.mV[VX] + width ,center.mV[VY] - width,center.mV[VZ] - width);
- }
- void LLViewerObjectList::renderObjectBeacons()
- {
- if (mDebugBeacons.empty())
- {
- return;
- }
- LLGLSUIDefault gls_ui;
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- S32 last_line_width = -1;
- // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
-
- for (S32 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)
- {
- if (i > 0)
- {
- gGL.end();
- gGL.flush();
- }
- glLineWidth( (F32)line_width );
- last_line_width = line_width;
- gGL.begin(LLRender::LINES);
- }
- const LLVector3 &thisline = debug_beacon.mPositionAgent;
- gGL.color4fv(color.mV);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 50.f);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 50.f);
- gGL.vertex3f(thisline.mV[VX] - 2.f,thisline.mV[VY],thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX] + 2.f,thisline.mV[VY],thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] - 2.f,thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 2.f,thisline.mV[VZ]);
- draw_line_cube(0.10f, thisline);
- }
- gGL.end();
- }
- {
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- LLGLDepthTest gls_depth(GL_TRUE);
-
- S32 last_line_width = -1;
- // gGL.begin(LLRender::LINES); // Always happens in (line_width != last_line_width)
-
- for (S32 i = 0; i < mDebugBeacons.count(); i++)
- {
- const LLDebugBeacon &debug_beacon = mDebugBeacons[i];
- S32 line_width = debug_beacon.mLineWidth;
- if (line_width != last_line_width)
- {
- if (i > 0)
- {
- gGL.end();
- gGL.flush();
- }
- glLineWidth( (F32)line_width );
- last_line_width = line_width;
- gGL.begin(LLRender::LINES);
- }
- const LLVector3 &thisline = debug_beacon.mPositionAgent;
- gGL.color4fv(debug_beacon.mColor.mV);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] - 0.5f);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY],thisline.mV[VZ] + 0.5f);
- gGL.vertex3f(thisline.mV[VX] - 0.5f,thisline.mV[VY],thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX] + 0.5f,thisline.mV[VY],thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] - 0.5f,thisline.mV[VZ]);
- gGL.vertex3f(thisline.mV[VX],thisline.mV[VY] + 0.5f,thisline.mV[VZ]);
- draw_line_cube(0.10f, thisline);
- }
-
- gGL.end();
- gGL.flush();
- glLineWidth(1.f);
- for (S32 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));
- hud_textp->setColor(color);
- hud_textp->setPositionAgent(debug_beacon.mPositionAgent);
- debug_beacon.mHUDObject = hud_textp;
- }
- }
- }