[STORM-1981] Change tracking beacons to extend to the ground and (optionally) vertically indicate direction
Jonathan Yap's beacon enhancements, with a Singular twist!
This commit is contained in:
@@ -427,7 +427,7 @@ const std::string& LLTracker::getTrackedLocationName()
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return instance()->mTrackedLocationName;
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}
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F32 pulse_func(F32 t, F32 z)
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F32 pulse_func(F32 t, F32 z, bool down)
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{
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if (!LLTracker::sCheesyBeacon)
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{
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@@ -435,7 +435,14 @@ F32 pulse_func(F32 t, F32 z)
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}
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t *= F_PI;
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z -= t*64.f - 256.f;
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if (down)
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{
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z += t*64.f - 256.f;
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}
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else
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{
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z -= t*64.f - 256.f;
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}
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F32 a = cosf(z*F_PI/512.f)*10.0f;
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a = llmax(a, 9.9f);
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@@ -489,6 +496,74 @@ void draw_shockwave(F32 center_z, F32 t, S32 steps, LLColor4 color)
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gGL.end();
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}
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void draw_beacon(LLVector3 pos_agent, bool down, LLColor4 fogged_color, F32 dist)
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{
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const U32 BEACON_VERTS = 256;
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F32 step;
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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if (down)
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{
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gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
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draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
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step = (8192.0f - pos_agent.mV[2]) / BEACON_VERTS;
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}
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else
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{
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gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], 0);
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step = pos_agent[2] / BEACON_VERTS;
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}
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gGL.color4fv(fogged_color.mV);
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LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
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F32 t = gRenderStartTime.getElapsedTimeF32();
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F32 dr = dist/LLViewerCamera::getInstance()->getFar();
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for (U32 i = 0; i < BEACON_VERTS; i++)
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{
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F32 x = x_axis.mV[0];
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F32 y = x_axis.mV[1];
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F32 z = i * step;
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F32 z_next = (i+1)*step;
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F32 a = pulse_func(t, z, down);
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F32 an = pulse_func(t, z_next, down);
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LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
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LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
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LLColor4 col_edge = fogged_color * LLColor4(a,a,a,0.0f);
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LLColor4 col_edge_next = fogged_color * LLColor4(an,an,an,0.0f);
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a *= 2.f;
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a += 1.0f+dr;
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an *= 2.f;
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an += 1.0f+dr;
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gGL.begin(LLRender::TRIANGLE_STRIP);
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gGL.color4fv(col_edge.mV);
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gGL.vertex3f(-x*a, -y*a, z);
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gGL.color4fv(col_edge_next.mV);
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gGL.vertex3f(-x*an, -y*an, z_next);
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gGL.color4fv(c_col.mV);
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gGL.vertex3f(0, 0, z);
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gGL.color4fv(col_next.mV);
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gGL.vertex3f(0, 0, z_next);
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gGL.color4fv(col_edge.mV);
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gGL.vertex3f(x*a,y*a,z);
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gGL.color4fv(col_edge_next.mV);
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gGL.vertex3f(x*an,y*an,z_next);
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gGL.end();
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}
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gGL.popMatrix();
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}
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// static
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void LLTracker::renderBeacon(LLVector3d pos_global,
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@@ -496,6 +571,7 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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LLHUDText* hud_textp,
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const std::string& label )
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{
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const LLColor4& color_under(LLColor4::blue);
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sCheesyBeacon = gSavedSettings.getBOOL("CheesyBeacon");
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LLVector3d to_vec = pos_global - gAgentCamera.getCameraPositionGlobal();
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@@ -512,9 +588,11 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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}
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LLColor4 fogged_color = color_frac * color + (1 - color_frac)*gSky.getFogColor();
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LLColor4 fogged_color_under = color_frac * color_under + (1 - color_frac) * gSky.getFogColor();
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F32 FADE_DIST = 3.f;
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fogged_color.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));
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fogged_color_under.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));
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LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(pos_global);
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@@ -523,64 +601,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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LLGLDisable cull_face(GL_CULL_FACE);
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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gGL.pushMatrix();
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{
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gGL.translatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
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draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);
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gGL.color4fv(fogged_color.mV);
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const U32 BEACON_VERTS = 256;
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const F32 step = 1024.0f/BEACON_VERTS;
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LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
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F32 t = gRenderStartTime.getElapsedTimeF32();
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F32 dr = dist/LLViewerCamera::getInstance()->getFar();
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for (U32 i = 0; i < BEACON_VERTS; i++)
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{
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F32 x = x_axis.mV[0];
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F32 y = x_axis.mV[1];
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F32 z = i * step;
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F32 z_next = (i+1)*step;
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F32 a = pulse_func(t, z);
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F32 an = pulse_func(t, z_next);
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LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
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LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
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LLColor4 col_edge = fogged_color * LLColor4(a,a,a,0.0f);
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LLColor4 col_edge_next = fogged_color * LLColor4(an,an,an,0.0f);
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a *= 2.f;
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a += 1.0f+dr;
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an *= 2.f;
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an += 1.0f+dr;
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gGL.begin(LLRender::TRIANGLE_STRIP);
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gGL.color4fv(col_edge.mV);
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gGL.vertex3f(-x*a, -y*a, z);
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gGL.color4fv(col_edge_next.mV);
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gGL.vertex3f(-x*an, -y*an, z_next);
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gGL.color4fv(c_col.mV);
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gGL.vertex3f(0, 0, z);
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gGL.color4fv(col_next.mV);
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gGL.vertex3f(0, 0, z_next);
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gGL.color4fv(col_edge.mV);
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gGL.vertex3f(x*a,y*a,z);
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gGL.color4fv(col_edge_next.mV);
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gGL.vertex3f(x*an,y*an,z_next);
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gGL.end();
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}
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}
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gGL.popMatrix();
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draw_beacon(pos_agent, true, fogged_color, dist);
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draw_beacon(pos_agent, false, fogged_color_under, dist);
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std::string text;
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text = llformat( "%.0f m", to_vec.magVec());
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