//--------------------------------------------------------------
void testGame::draw() {
	
	ofSetColor(255, 255, 255);
	
	if(bDrawPointCloud) {
		easyCam.begin();
		drawPointCloud();
		easyCam.end();
	} if(bDrawTrackerConfig){
		//drawConfig();
    
#ifdef USE_TWO_KINECTS
		kinect2.draw(420, 320, 400, 300);
#endif
	} if(bDrawGame){
        drawTracking();
    } else{
    
    }
	
	// draw instructions
//	ofSetColor(255, 255, 255);
//	stringstream reportStream;
//	reportStream << "accel is: " << ofToString(kinect.getMksAccel().x, 2) << " / "
//	<< ofToString(kinect.getMksAccel().y, 2) << " / "
//	<< ofToString(kinect.getMksAccel().z, 2) << endl
//	<< "press p to switch between images and point cloud, rotate the point cloud with //the mouse" << endl
	//<< "using opencv threshold = " << bThreshWithOpenCV <<" (press spacebar)" << endl
//	<< "set near threshold " << nearThreshold << " (press: + -)" << endl
//	<< "set far threshold " << farThreshold << " (press: < >) num blobs found " << contourFinder.nBlobs
//	<< ", fps: " << ofGetFrameRate() << endl
//	<< "press c to close the connection and o to open it again, connection is: " << kinect.isConnected() << endl
//	<< "press UP and DOWN to change the tilt angle: " << angle << " degrees" << endl;
//	ofDrawBitmapString(reportStream.str(),20,652);
}
Example #2
0
void LLNetMap::draw()
{
	// Ansariel: Synchronize netmap scale throughout instances
	if (mScale != sScale)
	{
		setScale(sScale);
	}

 	static LLFrameTimer map_timer;
	static LLUIColor map_avatar_color = LLUIColorTable::instance().getColor("MapAvatarColor", LLColor4::white);
	static LLUIColor map_avatar_friend_color = LLUIColorTable::instance().getColor("MapAvatarFriendColor", LLColor4::white);
	static LLUIColor map_avatar_linden_color = LLUIColorTable::instance().getColor("MapAvatarLindenColor", LLColor4::blue);
	static LLUIColor map_avatar_muted_color = LLUIColorTable::instance().getColor("MapAvatarMutedColor", LLColor4::grey3);
	static LLUIColor map_track_color = LLUIColorTable::instance().getColor("MapTrackColor", LLColor4::white);
	static LLUIColor map_track_disabled_color = LLUIColorTable::instance().getColor("MapTrackDisabledColor", LLColor4::white);
	static LLUIColor map_frustum_color = LLUIColorTable::instance().getColor("MapFrustumColor", LLColor4::white);
	static LLUIColor map_frustum_rotating_color = LLUIColorTable::instance().getColor("MapFrustumRotatingColor", LLColor4::white);
	static LLUIColor map_chat_ring_color = LLUIColorTable::instance().getColor("MapChatRingColor", LLColor4::yellow);
	static LLUIColor map_shout_ring_color = LLUIColorTable::instance().getColor("MapShoutRingColor", LLColor4::red);
	
	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}

	static LLUICachedControl<bool> auto_center("MiniMapAutoCenter", true);
	if (auto_center)
	{
		mCurPan = lerp(mCurPan, mTargetPan, LLCriticalDamp::getInterpolant(0.1f));
	}

	// Prepare a scissor region
	F32 rotation = 0;

	gGL.pushMatrix();
	gGL.pushUIMatrix();
	
	LLVector3 offset = gGL.getUITranslation();
	LLVector3 scale = gGL.getUIScale();

	gGL.loadIdentity();
	gGL.loadUIIdentity();

	gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]);
	gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
	
	{
		LLLocalClipRect clip(getLocalRect());
		{
			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

			gGL.matrixMode(LLRender::MM_MODELVIEW);

			// Draw background rectangle
			LLColor4 background_color = mBackgroundColor.get();
			gGL.color4fv( background_color.mV );
			gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPan.mV[VX]);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPan.mV[VY]);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);

		static LLUICachedControl<bool> rotate_map("MiniMapRotate", true);
		if( rotate_map )
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters());

		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgentCamera.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + mScale ;
			F32 right =		left + mScale ;

			if (regionp == gAgent.getRegion())
			{
				gGL.color4f(1.f, 1.f, 1.f, 1.f);
			}
			else
			{
				gGL.color4f(0.8f, 0.8f, 0.8f, 1.f);
			}

			if (!regionp->isAlive())
			{
				gGL.color4f(1.f, 0.5f, 0.5f, 1.f);
			}


			// Draw using texture.
			gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = false;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal());
			new_center.mV[VX] -= mCurPan.mV[VX];
			new_center.mV[VY] -= mCurPan.mV[VY];
			new_center.mV[VZ] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llfloor(new_center.mV[VX]), llfloor(new_center.mV[VY]));

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw objects
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		LLVector3 camera_position = gAgentCamera.getCameraPositionAgent();
		map_center_agent -= camera_position;
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		// Mouse pointer in local coordinates
		S32 local_mouse_x;
		S32 local_mouse_y;
		//localMouse(&local_mouse_x, &local_mouse_y);
		LLUI::getMousePositionLocal(this, &local_mouse_x, &local_mouse_y);
		mClosestAgentToCursor.setNull();
		F32 closest_dist_squared = F32_MAX; // value will be overridden in the loop
		F32 min_pick_dist_squared = (mDotRadius * MIN_PICK_SCALE) * (mDotRadius * MIN_PICK_SCALE);

		LLVector3 pos_map;
		uuid_vec_t avatar_ids;
		std::vector<LLVector3d> positions;
		bool unknown_relative_z;

		LLWorld::getInstance()->getAvatars(&avatar_ids, &positions, gAgentCamera.getCameraPositionGlobal());

		// Draw avatars
		for (U32 i = 0; i < avatar_ids.size(); i++)
		{
			pos_map = globalPosToView(positions[i]);
			LLUUID uuid = avatar_ids[i];

			bool show_as_friend = (LLAvatarTracker::instance().getBuddyInfo(uuid) != NULL);

			LLColor4 color = show_as_friend ? map_avatar_friend_color : map_avatar_color;

			// <FS:Ansariel> Check for unknown Z-offset => AVATAR_UNKNOWN_Z_OFFSET
			//unknown_relative_z = positions[i].mdV[VZ] == COARSEUPDATE_MAX_Z &&
			//		camera_position.mV[VZ] >= COARSEUPDATE_MAX_Z;
			unknown_relative_z = false;
			if (positions[i].mdV[VZ] == AVATAR_UNKNOWN_Z_OFFSET)
			{
				if (camera_position.mV[VZ] >= COARSEUPDATE_MAX_Z)
				{
					// No exact data and cam >=1020 => we don't know if
					// other avatar is above or below us => unknown
					unknown_relative_z = true;
				}
				else
				{
					// No exact data but cam is below 1020 => other avatar
					// is definitely above us => bump Z-offset to F32_MAX
					// so we get the up chevron
					pos_map.mV[VZ] = F32_MAX;
				}
			}
			// </FS:Ansariel>

			// Colorize muted avatars and Lindens
			std::string fullName;
			LLMuteList* muteListInstance = LLMuteList::getInstance();

			if (muteListInstance->isMuted(uuid)) color = map_avatar_muted_color;
			else if (gCacheName->getFullName(uuid, fullName) && muteListInstance->isLinden(fullName)) color = map_avatar_linden_color;			

			// Mark Avatars with special colors - Ansariel
			if (LLNetMap::sAvatarMarksMap.find(uuid) != LLNetMap::sAvatarMarksMap.end())
			{
				color = LLNetMap::sAvatarMarksMap[uuid];
			}
					
			//color based on contact sets prefs
			if(LGGContactSets::getInstance()->hasFriendColorThatShouldShow(uuid,FALSE,FALSE,FALSE,TRUE))
			{
				color = LGGContactSets::getInstance()->getFriendColor(uuid);
			}

// [RLVa:KB] - Checked: 2010-04-19 (RLVa-1.2.0f) | Modified: RLVa-1.2.0f | FS-Specific
			LLWorldMapView::drawAvatar(
				pos_map.mV[VX], pos_map.mV[VY],
				((!gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES)) ? color : map_avatar_color.get()),
				pos_map.mV[VZ], mDotRadius,
				unknown_relative_z);
// [/RLVa:KB]
//			LLWorldMapView::drawAvatar(
//				pos_map.mV[VX], pos_map.mV[VY], 
//				color, 
//				pos_map.mV[VZ], mDotRadius,
//				unknown_relative_z);

			if(uuid.notNull())
			{
				bool selected = false;
				uuid_vec_t::iterator sel_iter = gmSelected.begin();
				for (; sel_iter != gmSelected.end(); sel_iter++)
				{
					if(*sel_iter == uuid)
					{
						selected = true;
						break;
					}
				}
				if(selected)
				{
					if( (pos_map.mV[VX] < 0) ||
						(pos_map.mV[VY] < 0) ||
						(pos_map.mV[VX] >= getRect().getWidth()) ||
						(pos_map.mV[VY] >= getRect().getHeight()) )
					{
						S32 x = llround( pos_map.mV[VX] );
						S32 y = llround( pos_map.mV[VY] );
						LLWorldMapView::drawTrackingCircle( getRect(), x, y, color, 1, 10);
					} else
					{
						LLWorldMapView::drawTrackingDot(pos_map.mV[VX],pos_map.mV[VY],color,0.f);
					}
				}
			}

			F32	dist_to_cursor_squared = dist_vec_squared(LLVector2(pos_map.mV[VX], pos_map.mV[VY]),
											LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor_squared < min_pick_dist_squared && dist_to_cursor_squared < closest_dist_squared)
			{
				closest_dist_squared = dist_to_cursor_squared;
				mClosestAgentToCursor = uuid;
				mClosestAgentPosition = positions[i];
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking( gAgent.getAutoPilotTargetGlobal(), map_track_color );
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking( LLAvatarTracker::instance().getGlobalPos(), map_track_color );
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking( LLTracker::getTrackedPositionGlobal(), map_track_color );
			}
		}

		// Draw dot for self avatar position
		LLVector3d pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global);
		S32 dot_width = llround(mDotRadius * 2.f);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage;
		if (you)
		{
			you->draw(llround(pos_map.mV[VX] - mDotRadius),
					  llround(pos_map.mV[VY] - mDotRadius),
					  dot_width,
					  dot_width);

			F32	dist_to_cursor_squared = dist_vec_squared(LLVector2(pos_map.mV[VX], pos_map.mV[VY]),
										  LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor_squared < min_pick_dist_squared && dist_to_cursor_squared < closest_dist_squared)
			{
				mClosestAgentToCursor = gAgent.getID();
				mClosestAgentPosition = pos_global;
			}

			// Draw chat range ring(s)
			static LLUICachedControl<bool> chat_ring("MiniMapChatRing", true);
			if(chat_ring)
			{
				drawRing(LLWorld::getInstance()->getSayDistance(), pos_map, map_chat_ring_color);
				drawRing(LLWorld::getInstance()->getShoutDistance(), pos_map, map_shout_ring_color);
			}
		}

		// Draw frustum
		F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		if( rotate_map )
		{
			gGL.color4fv((map_frustum_color()).mV);

			gGL.begin( LLRender::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv((map_frustum_rotating_color()).mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLRender::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	gGL.popMatrix();
	gGL.popUIMatrix();

	LLUICtrl::draw();
}
Example #3
0
void LLNetMap::draw()
{
 	static LLFrameTimer map_timer;

	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}

	mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f));
	mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f));

	F32 rotation = 0;

	// Prepare a scissor region
	{
		LLGLEnable scissor(GL_SCISSOR_TEST);

		{
			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
			LLLocalClipRect clip(getLocalRect());

			glMatrixMode(GL_MODELVIEW);

			// Draw background rectangle
			if(isBackgroundVisible())
			{
				gGL.color4fv(isBackgroundOpaque() ? getBackgroundColor().mV : getTransparentColor().mV);
				gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
			}
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPanX);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPanY);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);

		BOOL rotate_map = gSavedSettings.getBOOL( "MiniMapRotate" );
		if( rotate_map )
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters());
		LLColor4 this_region_color = gColors.getColor( "NetMapThisRegion" );
		LLColor4 live_region_color = gColors.getColor( "NetMapLiveRegion" );
		LLColor4 dead_region_color = gColors.getColor( "NetMapDeadRegion" );

		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgent.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + mScale ;
			F32 right =		left + mScale ;

			gGL.color4fv(regionp == gAgent.getRegion() ? this_region_color.mV : live_region_color.mV);
			if (!regionp->isAlive())
			{
				gGL.color4fv(dead_region_color.mV);
			}


			// Draw using texture.
			gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}
		

		LLVector3d old_center = mObjectImageCenterGlobal;
		LLVector3d new_center = gAgent.getCameraPositionGlobal();

		new_center.mdV[0] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[0]);
		new_center.mdV[1] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[1]);
		new_center.mdV[2] = 0.f;

		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;
			mObjectImageCenterGlobal = new_center;

			// Center moved enough.
			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		LLVector3d pos_global;
		LLVector3 pos_map;

		// Mouse pointer in local coordinates
		S32 local_mouse_x;
		S32 local_mouse_y;
		LLUI::getCursorPositionLocal(this, &local_mouse_x, &local_mouse_y);
		mClosestAgentToCursor.setNull();
		F32 closest_dist = F32_MAX;
		F32 min_pick_dist = mDotRadius * MIN_PICK_SCALE; 

		// Draw avatars
		LLColor4 avatar_color = gColors.getColor( "MapAvatar" );
		LLColor4 friend_color = gColors.getColor( "MapFriend" );
		std::vector<LLUUID> avatar_ids;
		std::vector<LLVector3d> positions;
		LLWorld::getInstance()->getAvatars(&avatar_ids, &positions);
		for(U32 i=0; i<avatar_ids.size(); i++)
		{
			// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
			// just be careful to sort the avatar IDs along with the positions. -MG
			pos_map = globalPosToView(positions[i], rotate_map);

			LLWorldMapView::drawAvatar(
				pos_map.mV[VX], pos_map.mV[VY], 
				is_agent_friend(avatar_ids[i]) ? friend_color : avatar_color, 
				pos_map.mV[VZ],
				mDotRadius);

			F32	dist_to_cursor = dist_vec(LLVector2(pos_map.mV[VX], pos_map.mV[VY]), LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor < min_pick_dist && dist_to_cursor < closest_dist)
			{
				closest_dist = dist_to_cursor;
				mClosestAgentToCursor = avatar_ids[i];
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking( gAgent.getAutoPilotTargetGlobal(), rotate_map, gTrackColor );
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking( LLAvatarTracker::instance().getGlobalPos(), rotate_map, gTrackColor );
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking( LLTracker::getTrackedPositionGlobal(), rotate_map, gTrackColor );
			}
		}

		// Draw dot for self avatar position
		pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global, rotate_map);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage;
		S32 dot_width = llround(mDotRadius * 2.f);
		you->draw(
			llround(pos_map.mV[VX] - mDotRadius),
			llround(pos_map.mV[VY] - mDotRadius),
			dot_width,
			dot_width);

		// Draw frustum
		F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		if( rotate_map )
		{
			gGL.color4fv(gColors.getColor("NetMapFrustum").mV);

			gGL.begin( LLRender::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv(gColors.getColor("NetMapFrustumRotating").mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLRender::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	// Rotation of 0 means that North is up
	setDirectionPos( getChild<LLTextBox>("e_label"), rotation);
	setDirectionPos( getChild<LLTextBox>("n_label"), rotation + F_PI_BY_TWO);
	setDirectionPos( getChild<LLTextBox>("w_label"), rotation + F_PI);
	setDirectionPos( getChild<LLTextBox>("s_label"), rotation + F_PI + F_PI_BY_TWO);

	setDirectionPos( getChild<LLTextBox>("ne_label"), rotation + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("nw_label"), rotation + F_PI_BY_TWO + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("sw_label"), rotation + F_PI + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("se_label"), rotation + F_PI + F_PI_BY_TWO + F_PI_BY_TWO / 2);

	LLView::draw();
}
void LLNetMap::draw()
{
 	static LLFrameTimer map_timer;

	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}

	if (gSavedSettings.getS32( "MiniMapCenter") != MAP_CENTER_NONE)
	{
		mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f));
		mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f));
	}

	F32 rotation = 0;

	// Prepare a scissor region
	{
		LLGLEnable scissor(GL_SCISSOR_TEST);

		{
			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
			LLLocalClipRect clip(getLocalRect());

			glMatrixMode(GL_MODELVIEW);

			// Draw background rectangle
			if(isBackgroundVisible())
			{
				gGL.color4fv(isBackgroundOpaque() ? getBackgroundColor().mV : getTransparentColor().mV);
				gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
			}
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPanX);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPanY);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);
		
		BOOL rotate_map = gSavedSettings.getBOOL( "MiniMapRotate" );
		if (rotate_map)
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters());
		LLColor4 this_region_color = gColors.getColor( "NetMapThisRegion" );
		LLColor4 live_region_color = gColors.getColor( "NetMapLiveRegion" );
		LLColor4 dead_region_color = gColors.getColor( "NetMapDeadRegion" );

		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgentCamera.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + mScale ;
			F32 right =		left + mScale ;

			gGL.color4fv(regionp == gAgent.getRegion() ? this_region_color.mV : live_region_color.mV);
			if (!regionp->isAlive())
			{
				gGL.color4fv(dead_region_color.mV);
			}


			// Draw using texture.
			gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal(), rotate_map);	
			new_center.mV[0] -= mCurPanX;
			new_center.mV[1] -= mCurPanY;
			new_center.mV[2] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llround(new_center.mV[0]), llround(new_center.mV[1]), rotate_map);

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgentCamera.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		LLVector3d pos_global;
		LLVector3 pos_map;

		// Mouse pointer in local coordinates
		S32 local_mouse_x;
		S32 local_mouse_y;
		LLUI::getCursorPositionLocal(this, &local_mouse_x, &local_mouse_y);
		mClosestAgentToCursor.setNull();
		F32 closest_dist = F32_MAX;
		F32 min_pick_dist = mDotRadius * MIN_PICK_SCALE; 

		// Draw avatars
//		LLColor4 mapcolor = gAvatarMapColor;

		static const LLCachedControl<LLColor4>	standard_color("MapAvatar",LLColor4(0.f,1.f,0.f,1.f),gColors);
		static const LLCachedControl<LLColor4>	friend_color_stored("AscentFriendColor",LLColor4(1.f,1.f,0.f,1.f));
		static const LLCachedControl<LLColor4>	em_color("AscentEstateOwnerColor",LLColor4(1.f,0.6f,1.f,1.f));
		static const LLCachedControl<LLColor4>	linden_color("AscentLindenColor",LLColor4(0.f,0.f,1.f,1.f));
		static const LLCachedControl<LLColor4>	muted_color("AscentMutedColor",LLColor4(0.7f,0.7f,0.7f,1.f));

		// Draw avatars
// [RLVa:KB] - Version: 1.23.4 | Alternate: Snowglobe-1.2.4 | Checked: 2009-07-08 (RLVa-1.0.0e) | Modified: RLVa-0.2.0b
		LLColor4 friend_color = (!gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES)) ? friend_color_stored : standard_color;
// [/RLVa:KB]
		std::vector<LLUUID> avatar_ids;
		std::vector<LLVector3d> positions;
		LLWorld::getInstance()->getAvatars(&avatar_ids, &positions);
		for(U32 i=0; i<avatar_ids.size(); i++)
		{
			LLColor4 avColor = standard_color;
			// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
			// just be careful to sort the avatar IDs along with the positions. -MG
			pos_map = globalPosToView(positions[i], rotate_map);
			if (positions[i].mdV[VZ] == 0.f)
			{
				pos_map.mV[VZ] = 16000.f;
			}
			std::string avName;

			gCacheName->getFullName(avatar_ids[i], avName);
			if(LLMuteList::getInstance()->isMuted(avatar_ids[i]))
			{
				avColor = muted_color;
			}

			LLViewerRegion* avatar_region = LLWorld::getInstance()->getRegionFromPosGlobal(positions[i]);
			LLUUID estate_owner = avatar_region? avatar_region->getOwner() : LLUUID::null;

			//Lindens are always more Linden than your friend, make that take precedence
			if(LLMuteList::getInstance()->isLinden(avName))
			{
				avColor = linden_color;
			}
			//check if they are an estate owner at their current position
			else if(estate_owner.notNull() && avatar_ids[i] == estate_owner)
			{
				avColor = em_color;
			}
			//without these dots, SL would suck.
			else if(is_agent_friend(avatar_ids[i]))
			{
				avColor = friend_color;
			}
			else 
			{
				// MOYMOD Minimap custom av colors.
				boost::unordered_map<const LLUUID,LLColor4>::const_iterator it = mm_MarkerColors.find(avatar_ids[i]);
				if(it != mm_MarkerColors.end())
				{
					avColor = it->second;
				}
			}

			LLWorldMapView::drawAvatar(
				pos_map.mV[VX], pos_map.mV[VY], 
				avColor,
				pos_map.mV[VZ],
				mDotRadius);

			F32	dist_to_cursor = dist_vec(LLVector2(pos_map.mV[VX], pos_map.mV[VY]), LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor < min_pick_dist && dist_to_cursor < closest_dist)
			{
				closest_dist = dist_to_cursor;
				mClosestAgentToCursor = avatar_ids[i];
				mClosestAgentPosition = positions[i];
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking(gAgent.getAutoPilotTargetGlobal(), rotate_map, gTrackColor);
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking(LLAvatarTracker::instance().getGlobalPos(), rotate_map, gTrackColor);
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking(LLTracker::getTrackedPositionGlobal(), rotate_map, gTrackColor);
			}
		}

		// Draw dot for self avatar position
		pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global, rotate_map);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage;
		S32 dot_width = llround(mDotRadius * 2.f);
		you->draw(
			llround(pos_map.mV[VX] - mDotRadius),
			llround(pos_map.mV[VY] - mDotRadius),
			dot_width,
			dot_width);

		// Draw frustum
		F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		if (rotate_map)
		{
			gGL.color4fv(gColors.getColor("NetMapFrustum").mV);

			gGL.begin( LLRender::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv(gColors.getColor("NetMapFrustumRotating").mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLRender::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	// Rotation of 0 means that North is up
	setDirectionPos( getChild<LLTextBox>("e_label"), rotation);
	setDirectionPos( getChild<LLTextBox>("n_label"), rotation + F_PI_BY_TWO);
	setDirectionPos( getChild<LLTextBox>("w_label"), rotation + F_PI);
	setDirectionPos( getChild<LLTextBox>("s_label"), rotation + F_PI + F_PI_BY_TWO);

	setDirectionPos( getChild<LLTextBox>("ne_label"), rotation + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("nw_label"), rotation + F_PI_BY_TWO + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("sw_label"), rotation + F_PI + F_PI_BY_TWO / 2);
	setDirectionPos( getChild<LLTextBox>("se_label"), rotation + F_PI + F_PI_BY_TWO + F_PI_BY_TWO / 2);

	LLView::draw();
}
Example #5
0
void LLNetMap::draw()
{
 	static LLFrameTimer map_timer;
	static LLUIColor map_avatar_color = LLUIColorTable::instance().getColor("MapAvatarColor", LLColor4::white);
	static LLUIColor map_avatar_friend_color = LLUIColorTable::instance().getColor("MapAvatarFriendColor", LLColor4::white);
	static LLUIColor map_track_color = LLUIColorTable::instance().getColor("MapTrackColor", LLColor4::white);
	//static LLUIColor map_track_disabled_color = LLUIColorTable::instance().getColor("MapTrackDisabledColor", LLColor4::white);
	static LLUIColor map_frustum_color = LLUIColorTable::instance().getColor("MapFrustumColor", LLColor4::white);
	static LLUIColor map_frustum_rotating_color = LLUIColorTable::instance().getColor("MapFrustumRotatingColor", LLColor4::white);
	
	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}

	static LLUICachedControl<bool> auto_center("MiniMapAutoCenter", true);
	if (auto_center)
	{
		mCurPan = lerp(mCurPan, mTargetPan, LLSmoothInterpolation::getInterpolant(0.1f));
	}

	// Prepare a scissor region
	F32 rotation = 0;

	gGL.pushMatrix();
	gGL.pushUIMatrix();
	
	LLVector3 offset = gGL.getUITranslation();
	LLVector3 scale = gGL.getUIScale();

	gGL.loadIdentity();
	gGL.loadUIIdentity();

	gGL.scalef(scale.mV[0], scale.mV[1], scale.mV[2]);
	gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
	
	{
		LLLocalClipRect clip(getLocalRect());
		{
			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

			gGL.matrixMode(LLRender::MM_MODELVIEW);

			// Draw background rectangle
			LLColor4 background_color = mBackgroundColor.get();
			gGL.color4fv( background_color.mV );
			gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPan.mV[VX]);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPan.mV[VY]);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);

		static LLUICachedControl<bool> rotate_map("MiniMapRotate", true);
		if( rotate_map )
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			gGL.rotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = ll_round(LLWorld::getInstance()->getRegionWidthInMeters());

		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgentCamera.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + mScale ;
			F32 right =		left + mScale ;

			if (regionp == gAgent.getRegion())
			{
				gGL.color4f(1.f, 1.f, 1.f, 1.f);
			}
			else
			{
				gGL.color4f(0.8f, 0.8f, 0.8f, 1.f);
			}

			if (!regionp->isAlive())
			{
				gGL.color4f(1.f, 0.5f, 0.5f, 1.f);
			}


			// Draw using texture.
			gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}

		// Redraw object layer periodically
		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = false;

			// Locate the centre of the object layer, accounting for panning
			LLVector3 new_center = globalPosToView(gAgentCamera.getCameraPositionGlobal());
			new_center.mV[VX] -= mCurPan.mV[VX];
			new_center.mV[VY] -= mCurPan.mV[VY];
			new_center.mV[VZ] = 0.f;
			mObjectImageCenterGlobal = viewPosToGlobal(llfloor(new_center.mV[VX]), llfloor(new_center.mV[VY]));

			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw objects
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		LLVector3 camera_position = gAgentCamera.getCameraPositionAgent();
		map_center_agent -= camera_position;
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		// Mouse pointer in local coordinates
		S32 local_mouse_x;
		S32 local_mouse_y;
		//localMouse(&local_mouse_x, &local_mouse_y);
		LLUI::getMousePositionLocal(this, &local_mouse_x, &local_mouse_y);
		mClosestAgentToCursor.setNull();
		F32 closest_dist_squared = F32_MAX; // value will be overridden in the loop
		F32 min_pick_dist_squared = (mDotRadius * MIN_PICK_SCALE) * (mDotRadius * MIN_PICK_SCALE);

		LLVector3 pos_map;
		uuid_vec_t avatar_ids;
		std::vector<LLVector3d> positions;
		bool unknown_relative_z;

		LLWorld::getInstance()->getAvatars(&avatar_ids, &positions, gAgentCamera.getCameraPositionGlobal());

		// Draw avatars
		for (U32 i = 0; i < avatar_ids.size(); i++)
		{
			LLUUID uuid = avatar_ids[i];
			// Skip self, we'll draw it later
			if (uuid == gAgent.getID()) continue;

			pos_map = globalPosToView(positions[i]);

			bool show_as_friend = (LLAvatarTracker::instance().getBuddyInfo(uuid) != NULL);

			LLColor4 color = show_as_friend ? map_avatar_friend_color : map_avatar_color;

			unknown_relative_z = positions[i].mdV[VZ] == COARSEUPDATE_MAX_Z &&
					camera_position.mV[VZ] >= COARSEUPDATE_MAX_Z;

			LLWorldMapView::drawAvatar(
				pos_map.mV[VX], pos_map.mV[VY], 
				color, 
				pos_map.mV[VZ], mDotRadius,
				unknown_relative_z);

			if(uuid.notNull())
			{
				bool selected = false;
				uuid_vec_t::iterator sel_iter = gmSelected.begin();
				for (; sel_iter != gmSelected.end(); sel_iter++)
				{
					if(*sel_iter == uuid)
					{
						selected = true;
						break;
					}
				}
				if(selected)
				{
					if( (pos_map.mV[VX] < 0) ||
						(pos_map.mV[VY] < 0) ||
						(pos_map.mV[VX] >= getRect().getWidth()) ||
						(pos_map.mV[VY] >= getRect().getHeight()) )
					{
						S32 x = ll_round( pos_map.mV[VX] );
						S32 y = ll_round( pos_map.mV[VY] );
						LLWorldMapView::drawTrackingCircle( getRect(), x, y, color, 1, 10);
					} else
					{
						LLWorldMapView::drawTrackingDot(pos_map.mV[VX],pos_map.mV[VY],color,0.f);
					}
				}
			}

			F32	dist_to_cursor_squared = dist_vec_squared(LLVector2(pos_map.mV[VX], pos_map.mV[VY]),
										  LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor_squared < min_pick_dist_squared && dist_to_cursor_squared < closest_dist_squared)
			{
				closest_dist_squared = dist_to_cursor_squared;
				mClosestAgentToCursor = uuid;
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking( gAgent.getAutoPilotTargetGlobal(), map_track_color );
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking( LLAvatarTracker::instance().getGlobalPos(), map_track_color );
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking( LLTracker::getTrackedPositionGlobal(), map_track_color );
			}
		}

		// Draw dot for self avatar position
		LLVector3d pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global);
		S32 dot_width = ll_round(mDotRadius * 2.f);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage;
		if (you)
		{
			you->draw(ll_round(pos_map.mV[VX] - mDotRadius),
					  ll_round(pos_map.mV[VY] - mDotRadius),
					  dot_width,
					  dot_width);

			F32	dist_to_cursor_squared = dist_vec_squared(LLVector2(pos_map.mV[VX], pos_map.mV[VY]),
										  LLVector2(local_mouse_x,local_mouse_y));
			if(dist_to_cursor_squared < min_pick_dist_squared && dist_to_cursor_squared < closest_dist_squared)
			{
				mClosestAgentToCursor = gAgent.getID();
			}
		}

		// Draw frustum
		F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		if( rotate_map )
		{
			gGL.color4fv((map_frustum_color()).mV);

			gGL.begin( LLRender::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv((map_frustum_rotating_color()).mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				gGL.rotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLRender::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	gGL.popMatrix();
	gGL.popUIMatrix();

	LLUICtrl::draw();
}
Example #6
0
void LLNetMap::draw()
{
 	static LLFrameTimer map_timer;

	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}
	
	mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f));
	mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f));

	// Prepare a scissor region
	F32 rotation = 0;

	{
		LLGLEnable scissor(GL_SCISSOR_TEST);
		
		{
			LLGLSNoTexture no_texture;
			LLLocalClipRect clip(getLocalRect());

			glMatrixMode(GL_MODELVIEW);

			// Draw background rectangle
			gGL.color4fv( mBackgroundColor.mV );
			gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPanX);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPanY);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);

		if( LLNetMap::sRotateMap )
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters());

		for (LLWorld::region_list_t::iterator iter = LLWorld::getInstance()->mActiveRegionList.begin();
			 iter != LLWorld::getInstance()->mActiveRegionList.end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgent.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * gMiniMapScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * gMiniMapScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + gMiniMapScale ;
			F32 right =		left + gMiniMapScale ;

			if (regionp == gAgent.getRegion())
			{
				gGL.color4f(1.f, 1.f, 1.f, 1.f);
			}
			else
			{
				gGL.color4f(0.8f, 0.8f, 0.8f, 1.f);
			}

			if (!regionp->isAlive())
			{
				gGL.color4f(1.f, 0.5f, 0.5f, 1.f);
			}


			// Draw using texture.
			LLViewerImage::bindTexture(regionp->getLand().getSTexture());
			gGL.begin(LLVertexBuffer::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					LLViewerImage::bindTexture(regionp->getLand().getWaterTexture());
					gGL.begin(LLVertexBuffer::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}
		

		LLVector3d old_center = mObjectImageCenterGlobal;
		LLVector3d new_center = gAgent.getCameraPositionGlobal();

		new_center.mdV[0] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[0]);
		new_center.mdV[1] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[1]);
		new_center.mdV[2] = 0.f;

		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;
			mObjectImageCenterGlobal = new_center;

			// Center moved enough.
			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= gMiniMapScale/region_width;
		map_center_agent.mV[VY] *= gMiniMapScale/region_width;

		LLViewerImage::bindTexture(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLVertexBuffer::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		LLVector3d pos_global;
		LLVector3 pos_map;

		// Draw avatars
		for (LLWorld::region_list_t::iterator iter = LLWorld::getInstance()->mActiveRegionList.begin();
			 iter != LLWorld::getInstance()->mActiveRegionList.end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			const LLVector3d& origin_global = regionp->getOriginGlobal();

			S32 count = regionp->mMapAvatars.count();
			S32 i;
			LLVector3 pos_local;
			U32 compact_local;
			U8 bits;
			// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
			// just be careful to sort the avatar IDs along with the positions. -MG
			for (i = 0; i < count; i++)
			{
				compact_local = regionp->mMapAvatars.get(i);

				bits = compact_local & 0xFF;
				pos_local.mV[VZ] = F32(bits) * 4.f;
				compact_local >>= 8;

				bits = compact_local & 0xFF;
				pos_local.mV[VY] = (F32)bits;
				compact_local >>= 8;

				bits = compact_local & 0xFF;
				pos_local.mV[VX] = (F32)bits;

				pos_global.setVec( pos_local );
				pos_global += origin_global;

				pos_map = globalPosToView(pos_global);

				BOOL show_as_friend = FALSE;
				if( i < regionp->mMapAvatarIDs.count())
				{
					show_as_friend = is_agent_friend(regionp->mMapAvatarIDs.get(i));
				}
				LLWorldMapView::drawAvatar(
					pos_map.mV[VX], pos_map.mV[VY], 
					show_as_friend ? gFriendMapColor : gAvatarMapColor, 
					pos_map.mV[VZ]);
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking( gAgent.getAutoPilotTargetGlobal(), gTrackColor );
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking( LLAvatarTracker::instance().getGlobalPos(), gTrackColor );
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking( LLTracker::getTrackedPositionGlobal(), gTrackColor );
			}
		}

		// Draw dot for self avatar position
		pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouSmallImage;
		you->draw(
			llround(pos_map.mV[VX]) - you->getWidth()/2, 
			llround(pos_map.mV[VY]) - you->getHeight()/2);

		// Draw frustum
		F32 meters_to_pixels = gMiniMapScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		LLGLSNoTexture no_texture;

		if( LLNetMap::sRotateMap )
		{
			gGL.color4fv(gFrustumMapColor.mV);

			gGL.begin( LLVertexBuffer::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv(gRotatingFrustumMapColor.mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLVertexBuffer::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	// Rotation of 0 means that North is up
	setDirectionPos( mTextBoxEast,  rotation );
	setDirectionPos( mTextBoxNorth, rotation + F_PI_BY_TWO );
	setDirectionPos( mTextBoxWest,  rotation + F_PI );
	setDirectionPos( mTextBoxSouth, rotation + F_PI + F_PI_BY_TWO );

	setDirectionPos( mTextBoxNorthEast, rotation +						F_PI_BY_TWO / 2);
	setDirectionPos( mTextBoxNorthWest, rotation + F_PI_BY_TWO +		F_PI_BY_TWO / 2);
	setDirectionPos( mTextBoxSouthWest, rotation + F_PI +				F_PI_BY_TWO / 2);
	setDirectionPos( mTextBoxSouthEast, rotation + F_PI + F_PI_BY_TWO + F_PI_BY_TWO / 2);

	LLUICtrl::draw();
}
void LLNetMap::draw()
{
 	static LLFrameTimer map_timer;
	static LLUIColor map_avatar_color = LLUIColorTable::instance().getColor("MapAvatarColor", LLColor4::white);
	static LLUIColor map_avatar_friend_color = LLUIColorTable::instance().getColor("MapAvatarFriendColor", LLColor4::white);
	static LLUIColor map_track_color = LLUIColorTable::instance().getColor("MapTrackColor", LLColor4::white);
	static LLUIColor map_track_disabled_color = LLUIColorTable::instance().getColor("MapTrackDisabledColor", LLColor4::white);
	static LLUIColor map_frustum_color = LLUIColorTable::instance().getColor("MapFrustumColor", LLColor4::white);
	static LLUIColor map_frustum_rotating_color = LLUIColorTable::instance().getColor("MapFrustumRotatingColor", LLColor4::white);
	
	if (mObjectImagep.isNull())
	{
		createObjectImage();
	}
	
	mCurPanX = lerp(mCurPanX, mTargetPanX, LLCriticalDamp::getInterpolant(0.1f));
	mCurPanY = lerp(mCurPanY, mTargetPanY, LLCriticalDamp::getInterpolant(0.1f));

	// Prepare a scissor region
	F32 rotation = 0;

	gGL.pushMatrix();
	gGL.pushUIMatrix();
	
	LLVector3 offset = gGL.getUITranslation();
	LLVector3 scale = gGL.getUIScale();

	glLoadIdentity();
	gGL.loadUIIdentity();

	glScalef(scale.mV[0], scale.mV[1], scale.mV[2]);
	gGL.translatef(offset.mV[0], offset.mV[1], offset.mV[2]);
	
	{
		LLLocalClipRect clip(getLocalRect());
		{
			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

			glMatrixMode(GL_MODELVIEW);

			// Draw background rectangle
			LLColor4 background_color = mBackgroundColor.get();
			gGL.color4fv( background_color.mV );
			gl_rect_2d(0, getRect().getHeight(), getRect().getWidth(), 0);
		}

		// region 0,0 is in the middle
		S32 center_sw_left = getRect().getWidth() / 2 + llfloor(mCurPanX);
		S32 center_sw_bottom = getRect().getHeight() / 2 + llfloor(mCurPanY);

		gGL.pushMatrix();

		gGL.translatef( (F32) center_sw_left, (F32) center_sw_bottom, 0.f);

		static LLUICachedControl<bool> rotate_map("MiniMapRotate", true);
		if( rotate_map )
		{
			// rotate subsequent draws to agent rotation
			rotation = atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] );
			glRotatef( rotation * RAD_TO_DEG, 0.f, 0.f, 1.f);
		}

		// figure out where agent is
		S32 region_width = llround(LLWorld::getInstance()->getRegionWidthInMeters());

		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			// Find x and y position relative to camera's center.
			LLVector3 origin_agent = regionp->getOriginAgent();
			LLVector3 rel_region_pos = origin_agent - gAgent.getCameraPositionAgent();
			F32 relative_x = (rel_region_pos.mV[0] / region_width) * mScale;
			F32 relative_y = (rel_region_pos.mV[1] / region_width) * mScale;

			// background region rectangle
			F32 bottom =	relative_y;
			F32 left =		relative_x;
			F32 top =		bottom + mScale ;
			F32 right =		left + mScale ;

			if (regionp == gAgent.getRegion())
			{
				gGL.color4f(1.f, 1.f, 1.f, 1.f);
			}
			else
			{
				gGL.color4f(0.8f, 0.8f, 0.8f, 1.f);
			}

			if (!regionp->isAlive())
			{
				gGL.color4f(1.f, 0.5f, 0.5f, 1.f);
			}


			// Draw using texture.
			gGL.getTexUnit(0)->bind(regionp->getLand().getSTexture());
			gGL.begin(LLRender::QUADS);
				gGL.texCoord2f(0.f, 1.f);
				gGL.vertex2f(left, top);
				gGL.texCoord2f(0.f, 0.f);
				gGL.vertex2f(left, bottom);
				gGL.texCoord2f(1.f, 0.f);
				gGL.vertex2f(right, bottom);
				gGL.texCoord2f(1.f, 1.f);
				gGL.vertex2f(right, top);
			gGL.end();

			// Draw water
			gGL.setAlphaRejectSettings(LLRender::CF_GREATER, ABOVE_WATERLINE_ALPHA / 255.f);
			{
				if (regionp->getLand().getWaterTexture())
				{
					gGL.getTexUnit(0)->bind(regionp->getLand().getWaterTexture());
					gGL.begin(LLRender::QUADS);
						gGL.texCoord2f(0.f, 1.f);
						gGL.vertex2f(left, top);
						gGL.texCoord2f(0.f, 0.f);
						gGL.vertex2f(left, bottom);
						gGL.texCoord2f(1.f, 0.f);
						gGL.vertex2f(right, bottom);
						gGL.texCoord2f(1.f, 1.f);
						gGL.vertex2f(right, top);
					gGL.end();
				}
			}
			gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
		}
		

		LLVector3d old_center = mObjectImageCenterGlobal;
		LLVector3d new_center = gAgent.getCameraPositionGlobal();

		new_center.mdV[0] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[0]);
		new_center.mdV[1] = (5.f/mObjectMapTPM)*floor(0.2f*mObjectMapTPM*new_center.mdV[1]);
		new_center.mdV[2] = 0.f;

		if (mUpdateNow || (map_timer.getElapsedTimeF32() > 0.5f))
		{
			mUpdateNow = FALSE;
			mObjectImageCenterGlobal = new_center;

			// Center moved enough.
			// Create the base texture.
			U8 *default_texture = mObjectRawImagep->getData();
			memset( default_texture, 0, mObjectImagep->getWidth() * mObjectImagep->getHeight() * mObjectImagep->getComponents() );

			// Draw buildings
			gObjectList.renderObjectsForMap(*this);

			mObjectImagep->setSubImage(mObjectRawImagep, 0, 0, mObjectImagep->getWidth(), mObjectImagep->getHeight());
			
			map_timer.reset();
		}

		LLVector3 map_center_agent = gAgent.getPosAgentFromGlobal(mObjectImageCenterGlobal);
		map_center_agent -= gAgent.getCameraPositionAgent();
		map_center_agent.mV[VX] *= mScale/region_width;
		map_center_agent.mV[VY] *= mScale/region_width;

		gGL.getTexUnit(0)->bind(mObjectImagep);
		F32 image_half_width = 0.5f*mObjectMapPixels;
		F32 image_half_height = 0.5f*mObjectMapPixels;

		gGL.begin(LLRender::QUADS);
			gGL.texCoord2f(0.f, 1.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, image_half_height + map_center_agent.mV[VY]);
			gGL.texCoord2f(0.f, 0.f);
			gGL.vertex2f(map_center_agent.mV[VX] - image_half_width, map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 0.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], map_center_agent.mV[VY] - image_half_height);
			gGL.texCoord2f(1.f, 1.f);
			gGL.vertex2f(image_half_width + map_center_agent.mV[VX], image_half_height + map_center_agent.mV[VY]);
		gGL.end();

		gGL.popMatrix();

		LLVector3d pos_global;
		LLVector3 pos_map;

		// Mouse pointer in local coordinates
		S32 local_mouse_x;
		S32 local_mouse_y;
		//localMouse(&local_mouse_x, &local_mouse_y);
		LLUI::getMousePositionLocal(this, &local_mouse_x, &local_mouse_y);
		mClosestAgentToCursor.setNull();
		F32 closest_dist = F32_MAX;
		F32 min_pick_dist = mDotRadius * MIN_PICK_SCALE; 

		// Draw avatars
		for (LLWorld::region_list_t::const_iterator iter = LLWorld::getInstance()->getRegionList().begin();
			 iter != LLWorld::getInstance()->getRegionList().end(); ++iter)
		{
			LLViewerRegion* regionp = *iter;
			const LLVector3d& origin_global = regionp->getOriginGlobal();

			S32 count = regionp->mMapAvatars.count();
			S32 i;
			LLVector3 pos_local;
			U32 compact_local;
			U8 bits;
			// TODO: it'd be very cool to draw these in sorted order from lowest Z to highest.
			// just be careful to sort the avatar IDs along with the positions. -MG
			for (i = 0; i < count; i++)
			{
				compact_local = regionp->mMapAvatars.get(i);

				bits = compact_local & 0xFF;
				pos_local.mV[VZ] = F32(bits) * 4.f;
				compact_local >>= 8;

				bits = compact_local & 0xFF;
				pos_local.mV[VY] = (F32)bits;
				compact_local >>= 8;

				bits = compact_local & 0xFF;
				pos_local.mV[VX] = (F32)bits;

				pos_global.setVec( pos_local );
				pos_global += origin_global;

				pos_map = globalPosToView(pos_global);

				BOOL show_as_friend = FALSE;
				if( i < regionp->mMapAvatarIDs.count())
				{
					show_as_friend = (LLAvatarTracker::instance().getBuddyInfo(regionp->mMapAvatarIDs.get(i)) != NULL);
				}
				LLWorldMapView::drawAvatar(
					pos_map.mV[VX], pos_map.mV[VY], 
					show_as_friend ? map_avatar_friend_color : map_avatar_color, 
					pos_map.mV[VZ], mDotRadius);

				F32	dist_to_cursor = dist_vec(LLVector2(pos_map.mV[VX], pos_map.mV[VY]), LLVector2(local_mouse_x,local_mouse_y));
				if(dist_to_cursor < min_pick_dist && dist_to_cursor < closest_dist)
				{
					closest_dist = dist_to_cursor;
					mClosestAgentToCursor = regionp->mMapAvatarIDs.get(i);
				}
			}
		}

		// Draw dot for autopilot target
		if (gAgent.getAutoPilot())
		{
			drawTracking( gAgent.getAutoPilotTargetGlobal(), map_track_color );
		}
		else
		{
			LLTracker::ETrackingStatus tracking_status = LLTracker::getTrackingStatus();
			if (  LLTracker::TRACKING_AVATAR == tracking_status )
			{
				drawTracking( LLAvatarTracker::instance().getGlobalPos(), map_track_color );
			} 
			else if ( LLTracker::TRACKING_LANDMARK == tracking_status 
					|| LLTracker::TRACKING_LOCATION == tracking_status )
			{
				drawTracking( LLTracker::getTrackedPositionGlobal(), map_track_color );
			}
		}

		// Draw dot for self avatar position
		pos_global = gAgent.getPositionGlobal();
		pos_map = globalPosToView(pos_global);
		LLUIImagePtr you = LLWorldMapView::sAvatarYouLargeImage;
		S32 dot_width = llround(mDotRadius * 2.f);
		you->draw(llround(pos_map.mV[VX] - mDotRadius),
				  llround(pos_map.mV[VY] - mDotRadius),
				  dot_width,
				  dot_width);

		// Draw frustum
		F32 meters_to_pixels = mScale/ LLWorld::getInstance()->getRegionWidthInMeters();

		F32 horiz_fov = LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect();
		F32 far_clip_meters = LLViewerCamera::getInstance()->getFar();
		F32 far_clip_pixels = far_clip_meters * meters_to_pixels;

		F32 half_width_meters = far_clip_meters * tan( horiz_fov / 2 );
		F32 half_width_pixels = half_width_meters * meters_to_pixels;
		
		F32 ctr_x = (F32)center_sw_left;
		F32 ctr_y = (F32)center_sw_bottom;


		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		if( rotate_map )
		{
			gGL.color4fv((map_frustum_color()).mV);

			gGL.begin( LLRender::TRIANGLES  );
				gGL.vertex2f( ctr_x, ctr_y );
				gGL.vertex2f( ctr_x - half_width_pixels, ctr_y + far_clip_pixels );
				gGL.vertex2f( ctr_x + half_width_pixels, ctr_y + far_clip_pixels );
			gGL.end();
		}
		else
		{
			gGL.color4fv((map_frustum_rotating_color()).mV);
			
			// If we don't rotate the map, we have to rotate the frustum.
			gGL.pushMatrix();
				gGL.translatef( ctr_x, ctr_y, 0 );
				glRotatef( atan2( LLViewerCamera::getInstance()->getAtAxis().mV[VX], LLViewerCamera::getInstance()->getAtAxis().mV[VY] ) * RAD_TO_DEG, 0.f, 0.f, -1.f);
				gGL.begin( LLRender::TRIANGLES  );
					gGL.vertex2f( 0, 0 );
					gGL.vertex2f( -half_width_pixels, far_clip_pixels );
					gGL.vertex2f(  half_width_pixels, far_clip_pixels );
				gGL.end();
			gGL.popMatrix();
		}
	}
	
	gGL.popMatrix();
	gGL.popUIMatrix();

	LLUICtrl::draw();
}