Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
123 lines
3.7 KiB
C++
123 lines
3.7 KiB
C++
/**
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* @file llviewerparceloverlay.h
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* @brief LLViewerParcelOverlay class header file
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLVIEWERPARCELOVERLAY_H
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#define LL_LLVIEWERPARCELOVERLAY_H
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// The ownership data for land parcels.
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// One of these structures per region.
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#include "lldarray.h"
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#include "llframetimer.h"
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#include "lluuid.h"
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#include "llviewertexture.h"
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#include "llgl.h"
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class LLViewerRegion;
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class LLVector3;
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class LLColor4U;
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class LLVector2;
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class LLViewerParcelOverlay : public LLGLUpdate
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{
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public:
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LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters);
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~LLViewerParcelOverlay();
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// ACCESS
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LLViewerTexture* getTexture() const { return mTexture; }
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BOOL isOwned(const LLVector3& pos) const;
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BOOL isOwnedSelf(const LLVector3& pos) const;
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BOOL isOwnedGroup(const LLVector3& pos) const;
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BOOL isOwnedOther(const LLVector3& pos) const;
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BOOL isSoundLocal(const LLVector3& pos) const;
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BOOL isBuildCameraAllowed(const LLVector3& pos) const;
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F32 getOwnedRatio() const;
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// Returns the number of vertices drawn
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S32 renderPropertyLines();
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U8 ownership( const LLVector3& pos) const;
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// MANIPULATE
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void uncompressLandOverlay(S32 chunk, U8 *compressed_overlay);
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// Indicate property lines and overlay texture need to be rebuilt.
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void setDirty();
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void idleUpdate(bool update_now = false);
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void updateGL();
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private:
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// This is in parcel rows and columns, not grid rows and columns
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// Stored in bottom three bits.
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U8 ownership(S32 row, S32 col) const
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{ return 0x7 & mOwnership[row * mParcelGridsPerEdge + col]; }
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void addPropertyLine(LLDynamicArray<LLVector3, 256>& vertex_array,
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LLDynamicArray<LLColor4U, 256>& color_array,
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LLDynamicArray<LLVector2, 256>& coord_array,
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const F32 start_x, const F32 start_y,
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const U32 edge,
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const LLColor4U& color);
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void updateOverlayTexture();
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void updatePropertyLines();
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private:
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// Back pointer to the region that owns this structure.
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LLViewerRegion* mRegion;
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S32 mParcelGridsPerEdge;
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LLPointer<LLViewerTexture> mTexture;
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LLPointer<LLImageRaw> mImageRaw;
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// Size: mParcelGridsPerEdge * mParcelGridsPerEdge
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// Each value is 0-3, PARCEL_AVAIL to PARCEL_SELF in the two low bits
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// and other flags in the upper bits.
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U8 *mOwnership;
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// Update propery lines and overlay texture
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BOOL mDirty;
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LLFrameTimer mTimeSinceLastUpdate;
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S32 mOverlayTextureIdx;
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S32 mVertexCount;
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F32* mVertexArray;
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U8* mColorArray;
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};
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#endif
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