Пример #1
0
LLViewerParcelOverlay::LLViewerParcelOverlay(LLViewerRegion* region, F32 region_width_meters)
:	mRegion( region ),
	mParcelGridsPerEdge( S32( region_width_meters / PARCEL_GRID_STEP_METERS ) ),
	mDirty( FALSE ),
	mTimeSinceLastUpdate(),
	mOverlayTextureIdx(-1),
	mVertexCount(0),
	mVertexArray(NULL),
	mColorArray(NULL)
//	mTexCoordArray(NULL),
{
	// Create a texture to hold color information.
	// 4 components
	// Use mipmaps = FALSE, clamped, NEAREST filter, for sharp edges
	mTexture = new LLImageGL(FALSE);
	mImageRaw = new LLImageRaw(mParcelGridsPerEdge, mParcelGridsPerEdge, OVERLAY_IMG_COMPONENTS);
	mTexture->createGLTexture(0, mImageRaw);
	gGL.getTexUnit(0)->activate();
	gGL.getTexUnit(0)->bind(mTexture);
	mTexture->setAddressMode(LLTexUnit::TAM_CLAMP);
	mTexture->setFilteringOption(LLTexUnit::TFO_POINT);

	//
	// Initialize the GL texture with empty data.
	//
	// Create the base texture.
	U8 *raw = mImageRaw->getData();
	const S32 COUNT = mParcelGridsPerEdge * mParcelGridsPerEdge * OVERLAY_IMG_COMPONENTS;
	for (S32 i = 0; i < COUNT; i++)
	{
		raw[i] = 0;
	}
	mTexture->setSubImage(mImageRaw, 0, 0, mParcelGridsPerEdge, mParcelGridsPerEdge);

	// Create storage for ownership information from simulator
	// and initialize it.
	mOwnership = new U8[ mParcelGridsPerEdge * mParcelGridsPerEdge ];
	for (S32 i = 0; i < mParcelGridsPerEdge * mParcelGridsPerEdge; i++)
	{
		mOwnership[i] = PARCEL_PUBLIC;
	}

	// Make sure the texture matches the ownership information.
	updateOverlayTexture();
	sShowPropertyLines = gSavedSettings.getBOOL("ShowPropertyLines");
	mPropertyColorAvail = gColors.getColor4U("PropertyColorAvail");
	mPropertyColorOther = gColors.getColor4U("PropertyColorOther");
	mPropertyColorGroup = gColors.getColor4U("PropertyColorGroup");
	mPropertyColorSelf  = gColors.getColor4U("PropertyColorSelf");
	mPropertyColorForSale  = gColors.getColor4U("PropertyColorForSale");
	mPropertyColorAuction  = gColors.getColor4U("PropertyColorAuction");

}
Пример #2
0
void LLViewerParcelOverlay::idleUpdate(bool force_update)
{
	if (gGLManager.mIsDisabled)
	{
		return;
	}
	if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update)))
	{
		// We are in the middle of updating the overlay texture
		updateOverlayTexture();
		return;
	}
	// Only if we're dirty and it's been a while since the last update.
	if (mDirty)
	{
		if (force_update || mTimeSinceLastUpdate.getElapsedTimeF32() > 4.0f)
		{
			updateOverlayTexture();
			updatePropertyLines();
			mTimeSinceLastUpdate.reset();
		}
	}
}
Пример #3
0
void LLViewerParcelOverlay::idleUpdate(bool force_update)
{
	LLMemType mt_iup(LLMemType::MTYPE_IDLE_UPDATE_PARCEL_OVERLAY);
	if (gGLManager.mIsDisabled)
	{
		return;
	}
	if (mOverlayTextureIdx >= 0 && (!(mDirty && force_update)))
	{
		// We are in the middle of updating the overlay texture
		gPipeline.markGLRebuild(this);
		return;
	}
	// Only if we're dirty and it's been a while since the last update.
	if (mDirty)
	{
		if (force_update || mTimeSinceLastUpdate.getElapsedTimeF32() > 4.0f)
		{
			updateOverlayTexture();
			updatePropertyLines();
			mTimeSinceLastUpdate.reset();
		}
	}
}
void LLViewerParcelOverlay::updateGL()
{
    updateOverlayTexture();
}