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path: root/indra/newview/llviewerparceloverlay.cpp
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Diffstat (limited to 'indra/newview/llviewerparceloverlay.cpp')
-rwxr-xr-xindra/newview/llviewerparceloverlay.cpp235
1 files changed, 130 insertions, 105 deletions
diff --git a/indra/newview/llviewerparceloverlay.cpp b/indra/newview/llviewerparceloverlay.cpp
index e36ad0e722..e023dffc03 100755
--- a/indra/newview/llviewerparceloverlay.cpp
+++ b/indra/newview/llviewerparceloverlay.cpp
@@ -63,9 +63,9 @@ LLUIColor LLViewerParcelOverlay::sForSaleColor;
LLUIColor LLViewerParcelOverlay::sAuctionColor;
LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters)
-: mRegion( region ),
- mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
- mDirty( false ),
+: mRegion(region),
+ mParcelGridsPerEdge(S32(region_width_meters / PARCEL_GRID_STEP_METERS)),
+ mDirty(false),
mTimeSinceLastUpdate(),
mOverlayTextureIdx(-1)
{
@@ -467,9 +467,9 @@ void LLViewerParcelOverlay::updatePropertyLines()
{
for (S32 col = 0; col < GRIDS_PER_EDGE; col++)
{
- U8 overlay = mOwnership[row*GRIDS_PER_EDGE+col];
+ U8 overlay = mOwnership[row * GRIDS_PER_EDGE + col];
S32 colorIndex = overlay & PARCEL_COLOR_MASK;
- switch(colorIndex)
+ switch (colorIndex)
{
case PARCEL_SELF:
case PARCEL_GROUP:
@@ -483,11 +483,11 @@ void LLViewerParcelOverlay::updatePropertyLines()
const LLColor4U& color = colors[colorIndex];
- F32 left = col*GRID_STEP;
- F32 right = left+GRID_STEP;
+ F32 left = col * GRID_STEP;
+ F32 right = left + GRID_STEP;
- F32 bottom = row*GRID_STEP;
- F32 top = bottom+GRID_STEP;
+ F32 bottom = row * GRID_STEP;
+ F32 top = bottom + GRID_STEP;
// West edge
if (overlay & PARCEL_WEST_LINE)
@@ -528,99 +528,121 @@ void LLViewerParcelOverlay::addPropertyLine(F32 start_x, F32 start_y, F32 dx, F3
Edge& edge = mEdges.back();
edge.color = color;
+ // Detailized rendering vertices:
+ // A B C D E F G
+ // *-*------*--------*--------*------*-* : 'outside' vertices are placed right on the border
+ // *------*--------*--------*------* : 'inside' vertices are shifted on LINE_WIDTH inside
+
+ // Simplified rendering vertices:
+ // A G
+ // *-----------------------------------*
+ // *-----------------------------------*
+
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;
+ F32 outside_z = land.resolveHeightRegion(outside_x, outside_y);
+ F32 inside_x = start_x + tick_dx;
+ F32 inside_y = start_y + tick_dy;
+ F32 inside_z = land.resolveHeightRegion(inside_x, inside_y);
+
+ auto move = [&](F32 distance)
+ {
+ outside_x += dx * distance;
+ outside_y += dy * distance;
+ outside_z = land.resolveHeightRegion(outside_x, outside_y);
+ inside_x += dx * distance;
+ inside_y += dy * distance;
+ inside_z = land.resolveHeightRegion(inside_x, inside_y);
+ };
- auto split = [&](const LLVector3& start, F32 x, F32 y, F32 z, F32 part)
+ auto split = [&](U32 lod, const LLVector4a& start, F32 x, F32 y, F32 z, F32 part)
{
- F32 new_x = start.mV[VX] + (x - start.mV[VX]) * part;
- F32 new_y = start.mV[VY] + (y - start.mV[VY]) * part;
- F32 new_z = start.mV[VZ] + (z - start.mV[VZ]) * part;
- edge.vertices.emplace_back(new_x, new_y, new_z);
+ F32 new_x = start[VX] + (x - start[VX]) * part;
+ F32 new_y = start[VY] + (y - start[VY]) * part;
+ edge.pushVertex(lod, new_x, new_y, water_z, 0);
};
- auto checkForSplit = [&]()
+ auto checkForSplit = [&](U32 lod)
{
- const LLVector3& last_outside = edge.vertices.back();
- F32 z0 = last_outside.mV[VZ];
+ const std::vector<LLVector4a>& vertices = edge.verticesUnderWater[lod];
+ const LLVector4a& last_outside = vertices.back();
+ F32 z0 = last_outside[VZ];
F32 z1 = outside_z;
if ((z0 >= water_z && z1 >= water_z) || (z0 < water_z && z1 < water_z))
return;
F32 part = (water_z - z0) / (z1 - z0);
- const LLVector3& last_inside = 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);
+ const LLVector4a& last_inside = vertices[vertices.size() - 2];
+ split(lod, last_inside, inside_x, inside_y, inside_z, part);
+ split(lod, last_outside, outside_x, outside_y, outside_z, part);
};
- // 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 );
+ auto pushTwoVertices = [&](U32 lod)
+ {
+ LLVector3 out(outside_x, outside_y, outside_z);
+ LLVector3 in(inside_x, inside_y, inside_z);
+ if (fabs(inside_z - outside_z) < LINE_WIDTH / 5)
+ {
+ edge.pushVertex(lod, inside_x, inside_y, inside_z, water_z);
+ }
+ else
+ {
+ // Make the line thinner if heights differ too much
+ LLVector3 dist(in - out);
+ F32 coef = dist.length() / LINE_WIDTH;
+ LLVector3 new_in(out + dist / coef);
+ edge.pushVertex(lod, new_in[VX], new_in[VY], new_in[VZ], water_z);
+ }
+ edge.pushVertex(lod, outside_x, outside_y, outside_z, water_z);
+ };
- edge.vertices.emplace_back(inside_x, inside_y, inside_z);
- edge.vertices.emplace_back(outside_x, outside_y, outside_z);
+ // Point A simplified (first two vertices)
+ pushTwoVertices(1);
- inside_x += dx * (dx - LINE_WIDTH);
- inside_y += dy * (dy - LINE_WIDTH);
+ // Point A detailized (only one vertex)
+ edge.pushVertex(0, outside_x, outside_y, outside_z, water_z);
- outside_x += dx * (dx - LINE_WIDTH);
- outside_y += dy * (dy - LINE_WIDTH);
+ // Point B (two vertices)
+ move(LINE_WIDTH);
+ pushTwoVertices(0);
- // Middle part, full width
+ // Points C, D, E
+ F32 distance = 1.f - LINE_WIDTH;
constexpr S32 GRID_STEP = (S32)PARCEL_GRID_STEP_METERS;
- for (S32 i = 1; i < GRID_STEP; i++)
+ for (U32 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;
+ move(distance);
+ checkForSplit(0);
+ pushTwoVertices(0);
+ distance = 1.f;
}
- // 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();
+ // Point F (two vertices)
+ move(1.f - LINE_WIDTH);
+ checkForSplit(0);
+ pushTwoVertices(0);
- edge.vertices.emplace_back(inside_x, inside_y, inside_z);
- edge.vertices.emplace_back(outside_x, outside_y, outside_z);
+ // Point G simplified (last two vertices)
+ move(LINE_WIDTH);
+ pushTwoVertices(1);
- outside_x += dx * LINE_WIDTH;
- outside_y += dy * LINE_WIDTH;
+ // Point G detailized (only one vertex)
+ edge.pushVertex(0, outside_x, outside_y, outside_z, water_z);
+}
- // Last edge is not drawn to the edge
- outside_z = land.resolveHeightRegion( outside_x, outside_y );
+void LLViewerParcelOverlay::Edge::pushVertex(U32 lod, F32 x, F32 y, F32 z, F32 water_z)
+{
+ verticesUnderWater[lod].emplace_back(x, y, z);
+ gGL.transform(verticesUnderWater[lod].back());
- edge.vertices.emplace_back(outside_x, outside_y, outside_z);
+ if (z >= water_z)
+ {
+ verticesAboveWater[lod].push_back(verticesUnderWater[lod].back());
+ }
+ else
+ {
+ verticesAboveWater[lod].emplace_back(x, y, water_z);
+ gGL.transform(verticesAboveWater[lod].back());
+ }
}
void LLViewerParcelOverlay::setDirty()
@@ -665,6 +687,9 @@ void LLViewerParcelOverlay::renderPropertyLines()
if (!show)
return;
+ LL_PROFILE_ZONE_SCOPED;
+ LL_PROFILE_GPU_ZONE("Property Lines");
+
LLSurface& land = mRegion->getLand();
bool render_water = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER);
@@ -702,6 +727,8 @@ void LLViewerParcelOverlay::renderPropertyLines()
// Stomp the camera into two dimensions
LLVector3 camera_region = mRegion->getPosRegionFromGlobal( gAgentCamera.getCameraPositionGlobal() );
+ bool draw_underwater = camera_region.mV[VZ] < water_z ||
+ !gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER);
// Set up a cull plane 2 * PARCEL_GRID_STEP_METERS behind
// the camera. The cull plane normal is the camera's at axis.
@@ -709,15 +736,23 @@ void LLViewerParcelOverlay::renderPropertyLines()
cull_plane_point *= -2.f * PARCEL_GRID_STEP_METERS;
cull_plane_point += camera_region;
- bool render_hidden = LLSelectMgr::sRenderHiddenSelections && LLFloaterReg::instanceVisible("build");
+ bool render_hidden = !draw_underwater &&
+ LLSelectMgr::sRenderHiddenSelections &&
+ LLFloaterReg::instanceVisible("build");
constexpr F32 PROPERTY_LINE_CLIP_DIST_SQUARED = 256.f * 256.f;
+ const F32 PROPERTY_LINE_LOD0_DIST_SQUARED = PROPERTY_LINE_CLIP_DIST_SQUARED / 25;
for (const Edge& edge : mEdges)
{
- LLVector3 center = edge.vertices[edge.vertices.size() >> 1];
+ const std::vector<LLVector4a>& vertices0 = edge.verticesAboveWater[0];
+ const F32* first = vertices0.front().getF32ptr();
+ const F32* last = vertices0.back().getF32ptr();
+ LLVector3 center((first[VX] + last[VX]) / 2, (first[VY] + last[VY]) / 2, (first[VZ] + last[VZ]) / 2);
+ gGL.untransform(center);
- if (dist_vec_squared2D(center, camera_region) > PROPERTY_LINE_CLIP_DIST_SQUARED)
+ F32 dist_squared = dist_vec_squared(center, camera_region);
+ if (dist_squared > PROPERTY_LINE_CLIP_DIST_SQUARED)
{
continue;
}
@@ -731,43 +766,33 @@ void LLViewerParcelOverlay::renderPropertyLines()
continue;
}
+ U32 lod = dist_squared < PROPERTY_LINE_LOD0_DIST_SQUARED ? 0 : 1;
+
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.color4ubv(edge.color.mV);
- for (const LLVector3& vertex : edge.vertices)
+ if (draw_underwater)
{
- if (render_hidden || camera_z < water_z || vertex.mV[2] >= water_z)
- {
- gGL.vertex3fv(vertex.mV);
- }
- else
- {
- LLVector3 visible = vertex;
- visible.mV[VZ] = water_z;
- gGL.vertex3fv(visible.mV);
- }
+ gGL.vertexBatchPreTransformed(edge.verticesUnderWater[lod]);
}
-
- gGL.end();
-
- if (render_hidden)
+ else
{
- LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
+ gGL.vertexBatchPreTransformed(edge.verticesAboveWater[lod]);
- gGL.begin(LLRender::TRIANGLE_STRIP);
+ if (render_hidden)
+ {
+ LLGLDepthTest depth(GL_TRUE, GL_FALSE, GL_GREATER);
- LLColor4U color = edge.color;
- color.mV[VALPHA] /= 4;
- gGL.color4ubv(color.mV);
+ LLColor4U color = edge.color;
+ color.mV[VALPHA] /= 4;
+ gGL.color4ubv(color.mV);
- for (const LLVector3& vertex : edge.vertices)
- {
- gGL.vertex3fv(vertex.mV);
+ gGL.vertexBatchPreTransformed(edge.verticesUnderWater[lod]);
}
-
- gGL.end();
}
+
+ gGL.end();
}
gGL.popMatrix();