void LLMediaCtrl::draw() { if ( gRestoreGL == 1 ) { LLRect r = getRect(); reshape( r.getWidth(), r.getHeight(), FALSE ); return; } // NOTE: optimization needed here - probably only need to do this once // unless tearoffs change the parent which they probably do. const LLUICtrl* ptr = findRootMostFocusRoot(); if ( ptr && ptr->hasFocus() ) { setFrequentUpdates( true ); } else { setFrequentUpdates( false ); }; // alpha off for this LLGLSUIDefault gls_ui; LLGLDisable gls_alphaTest( GL_ALPHA_TEST ); bool draw_media = false; LLPluginClassMedia* media_plugin = NULL; LLViewerMediaTexture* media_texture = NULL; if(mMediaSource && mMediaSource->hasMedia()) { media_plugin = mMediaSource->getMediaPlugin(); if(media_plugin && (media_plugin->textureValid())) { media_texture = LLViewerTextureManager::findMediaTexture(mMediaTextureID); if(media_texture) { draw_media = true; } } } bool background_visible = isBackgroundVisible(); bool background_opaque = isBackgroundOpaque(); if(draw_media) { gGL.pushUIMatrix(); { mMediaSource->setPageZoomFactor( LLUI::getScaleFactor().mV[ VX ] ); // scale texture to fit the space using texture coords gGL.getTexUnit(0)->bind(media_texture); LLColor4 media_color = LLColor4::white; gGL.color4fv( media_color.mV ); F32 max_u = ( F32 )media_plugin->getWidth() / ( F32 )media_plugin->getTextureWidth(); F32 max_v = ( F32 )media_plugin->getHeight() / ( F32 )media_plugin->getTextureHeight(); LLRect r = getRect(); S32 width, height; S32 x_offset = 0; S32 y_offset = 0; if(mStretchToFill) { if(mMaintainAspectRatio) { F32 media_aspect = (F32)(media_plugin->getWidth()) / (F32)(media_plugin->getHeight()); F32 view_aspect = (F32)(r.getWidth()) / (F32)(r.getHeight()); if(media_aspect > view_aspect) { // max width, adjusted height width = r.getWidth(); height = llmin(llmax(ll_round(width / media_aspect), 0), r.getHeight()); } else { // max height, adjusted width height = r.getHeight(); width = llmin(llmax(ll_round(height * media_aspect), 0), r.getWidth()); } } else { width = r.getWidth(); height = r.getHeight(); } } else { width = llmin(media_plugin->getWidth(), r.getWidth()); height = llmin(media_plugin->getHeight(), r.getHeight()); } x_offset = (r.getWidth() - width) / 2; y_offset = (r.getHeight() - height) / 2; /*if (mIgnoreUIScale) { x_offset = ll_round((F32)x_offset * LLUI::getScaleFactor().mV[VX]); y_offset = ll_round((F32)y_offset * LLUI::getScaleFactor().mV[VY]); width = ll_round((F32)width * LLUI::getScaleFactor().mV[VX]); height = ll_round((F32)height * LLUI::getScaleFactor().mV[VY]); }*/ // draw the browser gGL.setSceneBlendType(LLRender::BT_REPLACE); gGL.begin( LLRender::QUADS ); if (! media_plugin->getTextureCoordsOpenGL()) { // render using web browser reported width and height, instead of trying to invert GL scale gGL.texCoord2f( max_u, 0.f ); gGL.vertex2i( x_offset + width, y_offset + height ); gGL.texCoord2f( 0.f, 0.f ); gGL.vertex2i( x_offset, y_offset + height ); gGL.texCoord2f( 0.f, max_v ); gGL.vertex2i( x_offset, y_offset ); gGL.texCoord2f( max_u, max_v ); gGL.vertex2i( x_offset + width, y_offset ); } else { // render using web browser reported width and height, instead of trying to invert GL scale gGL.texCoord2f( max_u, max_v ); gGL.vertex2i( x_offset + width, y_offset + height ); gGL.texCoord2f( 0.f, max_v ); gGL.vertex2i( x_offset, y_offset + height ); gGL.texCoord2f( 0.f, 0.f ); gGL.vertex2i( x_offset, y_offset ); gGL.texCoord2f( max_u, 0.f ); gGL.vertex2i( x_offset + width, y_offset ); } gGL.end(); gGL.setSceneBlendType(LLRender::BT_ALPHA); } gGL.popUIMatrix(); } else { // Setting these will make LLPanel::draw draw the opaque background color. setBackgroundVisible(true); setBackgroundOpaque(true); } // highlight if keyboard focus here. (TODO: this needs some work) if ( mBorder && mBorder->getVisible() ) mBorder->setKeyboardFocusHighlight( gFocusMgr.childHasKeyboardFocus( this ) ); LLPanel::draw(); // Restore the previous values setBackgroundVisible(background_visible); setBackgroundOpaque(background_opaque); }
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(); }