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authorMonty Brandenberg <monty@lindenlab.com>2013-06-03 13:59:11 -0400
committerMonty Brandenberg <monty@lindenlab.com>2013-06-03 13:59:11 -0400
commitbad06f68fc3122b5b83f21f1fa8bc7e7ec53bfc8 (patch)
treecdf1bdc9f6c665eba22645ce4a1fdf7c34d55321 /indra/llrender/llrender2dutils.cpp
parent211d1dfb770aa029d77cd231815a5848640b54a6 (diff)
parentaf8c2bc94868e056908b4ae2fc285925cd68b56b (diff)
Merge. Refresh from viewer-release merged with in-progress work.
Diffstat (limited to 'indra/llrender/llrender2dutils.cpp')
-rw-r--r--indra/llrender/llrender2dutils.cpp1608
1 files changed, 1608 insertions, 0 deletions
diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp
new file mode 100644
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+++ b/indra/llrender/llrender2dutils.cpp
@@ -0,0 +1,1608 @@
+/**
+ * @file llrender2dutils.cpp
+ * @brief GL function implementations for immediate-mode gl drawing.
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "linden_common.h"
+
+// Linden library includes
+#include "v2math.h"
+#include "m3math.h"
+#include "v4color.h"
+#include "llfontgl.h"
+#include "llrender.h"
+#include "llrect.h"
+#include "llgl.h"
+#include "lltexture.h"
+
+// Project includes
+#include "llrender2dutils.h"
+#include "lluiimage.h"
+
+
+//
+// Globals
+//
+const LLColor4 UI_VERTEX_COLOR(1.f, 1.f, 1.f, 1.f);
+/*static*/ LLVector2 LLRender2D::sGLScaleFactor(1.f, 1.f);
+/*static*/ LLImageProviderInterface* LLRender2D::sImageProvider = NULL;
+
+//
+// Functions
+//
+
+BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom)
+{
+ if (x < left || right < x) return FALSE;
+ if (y < bottom || top < y) return FALSE;
+ return TRUE;
+}
+
+
+// Puts GL into 2D drawing mode by turning off lighting, setting to an
+// orthographic projection, etc.
+void gl_state_for_2d(S32 width, S32 height)
+{
+ stop_glerror();
+ F32 window_width = (F32) width;//gViewerWindow->getWindowWidth();
+ F32 window_height = (F32) height;//gViewerWindow->getWindowHeight();
+
+ gGL.matrixMode(LLRender::MM_PROJECTION);
+ gGL.loadIdentity();
+ gGL.ortho(0.0f, llmax(window_width, 1.f), 0.0f, llmax(window_height,1.f), -1.0f, 1.0f);
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.loadIdentity();
+ stop_glerror();
+}
+
+
+void gl_draw_x(const LLRect& rect, const LLColor4& color)
+{
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gGL.color4fv( color.mV );
+
+ gGL.begin( LLRender::LINES );
+ gGL.vertex2i( rect.mLeft, rect.mTop );
+ gGL.vertex2i( rect.mRight, rect.mBottom );
+ gGL.vertex2i( rect.mLeft, rect.mBottom );
+ gGL.vertex2i( rect.mRight, rect.mTop );
+ gGL.end();
+}
+
+
+void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset, BOOL filled)
+{
+ gGL.color4fv(color.mV);
+ gl_rect_2d_offset_local(left, top, right, bottom, pixel_offset, filled);
+}
+
+void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixel_offset, BOOL filled)
+{
+ gGL.pushUIMatrix();
+ left += LLFontGL::sCurOrigin.mX;
+ right += LLFontGL::sCurOrigin.mX;
+ bottom += LLFontGL::sCurOrigin.mY;
+ top += LLFontGL::sCurOrigin.mY;
+
+ gGL.loadUIIdentity();
+ gl_rect_2d(llfloor((F32)left * LLRender2D::sGLScaleFactor.mV[VX]) - pixel_offset,
+ llfloor((F32)top * LLRender2D::sGLScaleFactor.mV[VY]) + pixel_offset,
+ llfloor((F32)right * LLRender2D::sGLScaleFactor.mV[VX]) + pixel_offset,
+ llfloor((F32)bottom * LLRender2D::sGLScaleFactor.mV[VY]) - pixel_offset,
+ filled);
+ gGL.popUIMatrix();
+}
+
+
+void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled )
+{
+ stop_glerror();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ // Counterclockwise quad will face the viewer
+ if( filled )
+ {
+ gGL.begin( LLRender::QUADS );
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(left, bottom);
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, top);
+ gGL.end();
+ }
+ else
+ {
+ if( gGLManager.mATIOffsetVerticalLines )
+ {
+ // Work around bug in ATI driver: vertical lines are offset by (-1,-1)
+ gGL.begin( LLRender::LINES );
+
+ // Verticals
+ gGL.vertex2i(left + 1, top);
+ gGL.vertex2i(left + 1, bottom);
+
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, top);
+
+ // Horizontals
+ top--;
+ right--;
+ gGL.vertex2i(left, bottom);
+ gGL.vertex2i(right, bottom);
+
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(right, top);
+ gGL.end();
+ }
+ else
+ {
+ top--;
+ right--;
+ gGL.begin( LLRender::LINE_STRIP );
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(left, bottom);
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, top);
+ gGL.vertex2i(left, top);
+ gGL.end();
+ }
+ }
+ stop_glerror();
+}
+
+void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled )
+{
+ gGL.color4fv( color.mV );
+ gl_rect_2d( left, top, right, bottom, filled );
+}
+
+
+void gl_rect_2d( const LLRect& rect, const LLColor4& color, BOOL filled )
+{
+ gGL.color4fv( color.mV );
+ gl_rect_2d( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, filled );
+}
+
+// Given a rectangle on the screen, draws a drop shadow _outside_
+// the right and bottom edges of it. Along the right it has width "lines"
+// and along the bottom it has height "lines".
+void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &start_color, S32 lines)
+{
+ stop_glerror();
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ // HACK: Overlap with the rectangle by a single pixel.
+ right--;
+ bottom++;
+ lines++;
+
+ LLColor4 end_color = start_color;
+ end_color.mV[VALPHA] = 0.f;
+
+ gGL.begin(LLRender::QUADS);
+
+ // Right edge, CCW faces screen
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, top-lines);
+ gGL.vertex2i(right, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(right+lines, bottom);
+ gGL.vertex2i(right+lines, top-lines);
+
+ // Bottom edge, CCW faces screen
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(left+lines, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(left+lines, bottom-lines);
+ gGL.vertex2i(right, bottom-lines);
+
+ // bottom left Corner
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(left+lines, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(left, bottom);
+ // make the bottom left corner not sharp
+ gGL.vertex2i(left+1, bottom-lines+1);
+ gGL.vertex2i(left+lines, bottom-lines);
+
+ // bottom right corner
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i(right, bottom);
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i(right, bottom-lines);
+ // make the rightmost corner not sharp
+ gGL.vertex2i(right+lines-1, bottom-lines+1);
+ gGL.vertex2i(right+lines, bottom);
+
+ // top right corner
+ gGL.color4fv(start_color.mV);
+ gGL.vertex2i( right, top-lines );
+ gGL.color4fv(end_color.mV);
+ gGL.vertex2i( right+lines, top-lines );
+ // make the corner not sharp
+ gGL.vertex2i( right+lines-1, top-1 );
+ gGL.vertex2i( right, top );
+
+ gGL.end();
+ stop_glerror();
+}
+
+void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2 )
+{
+ // Work around bug in ATI driver: vertical lines are offset by (-1,-1)
+ if( (x1 == x2) && gGLManager.mATIOffsetVerticalLines )
+ {
+ x1++;
+ x2++;
+ y1++;
+ y2++;
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gGL.begin(LLRender::LINES);
+ gGL.vertex2i(x1, y1);
+ gGL.vertex2i(x2, y2);
+ gGL.end();
+}
+
+void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color )
+{
+ // Work around bug in ATI driver: vertical lines are offset by (-1,-1)
+ if( (x1 == x2) && gGLManager.mATIOffsetVerticalLines )
+ {
+ x1++;
+ x2++;
+ y1++;
+ y2++;
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gGL.color4fv( color.mV );
+
+ gGL.begin(LLRender::LINES);
+ gGL.vertex2i(x1, y1);
+ gGL.vertex2i(x2, y2);
+ gGL.end();
+}
+
+void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled)
+{
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gGL.color4fv(color.mV);
+
+ if (filled)
+ {
+ gGL.begin(LLRender::TRIANGLES);
+ }
+ else
+ {
+ gGL.begin(LLRender::LINE_LOOP);
+ }
+ gGL.vertex2i(x1, y1);
+ gGL.vertex2i(x2, y2);
+ gGL.vertex2i(x3, y3);
+ gGL.end();
+}
+
+void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac)
+{
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ length = llmin((S32)(max_frac*(right - left)), length);
+ length = llmin((S32)(max_frac*(top - bottom)), length);
+ gGL.begin(LLRender::LINES);
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(left + length, top);
+
+ gGL.vertex2i(left, top);
+ gGL.vertex2i(left, top - length);
+
+ gGL.vertex2i(left, bottom);
+ gGL.vertex2i(left + length, bottom);
+
+ gGL.vertex2i(left, bottom);
+ gGL.vertex2i(left, bottom + length);
+
+ gGL.vertex2i(right, top);
+ gGL.vertex2i(right - length, top);
+
+ gGL.vertex2i(right, top);
+ gGL.vertex2i(right, top - length);
+
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right - length, bottom);
+
+ gGL.vertex2i(right, bottom);
+ gGL.vertex2i(right, bottom + length);
+ gGL.end();
+}
+
+
+void gl_draw_image( S32 x, S32 y, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect )
+{
+ if (NULL == image)
+ {
+ llwarns << "image == NULL; aborting function" << llendl;
+ return;
+ }
+ gl_draw_scaled_rotated_image( x, y, image->getWidth(0), image->getHeight(0), 0.f, image, color, uv_rect );
+}
+
+void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
+{
+ if (NULL == image)
+ {
+ llwarns << "image == NULL; aborting function" << llendl;
+ return;
+ }
+ gl_draw_scaled_rotated_image( x, y, width, height, 0.f, image, color, uv_rect );
+}
+
+void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 border_width, S32 border_height, S32 width, S32 height, LLTexture* image, const LLColor4& color, BOOL solid_color, const LLRectf& uv_rect)
+{
+ if (NULL == image)
+ {
+ llwarns << "image == NULL; aborting function" << llendl;
+ return;
+ }
+
+ // scale screen size of borders down
+ F32 border_width_fraction = (F32)border_width / (F32)image->getWidth(0);
+ F32 border_height_fraction = (F32)border_height / (F32)image->getHeight(0);
+
+ LLRectf scale_rect(border_width_fraction, 1.f - border_height_fraction, 1.f - border_width_fraction, border_height_fraction);
+ gl_draw_scaled_image_with_border(x, y, width, height, image, color, solid_color, uv_rect, scale_rect);
+}
+
+void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color, BOOL solid_color, const LLRectf& uv_outer_rect, const LLRectf& center_rect)
+{
+ stop_glerror();
+
+ if (NULL == image)
+ {
+ llwarns << "image == NULL; aborting function" << llendl;
+ return;
+ }
+
+ // add in offset of current image to current UI translation
+ const LLVector3 ui_scale = gGL.getUIScale();
+ const LLVector3 ui_translation = (gGL.getUITranslation() + LLVector3(x, y, 0.f)).scaledVec(ui_scale);
+
+ F32 uv_width = uv_outer_rect.getWidth();
+ F32 uv_height = uv_outer_rect.getHeight();
+
+ // shrink scaling region to be proportional to clipped image region
+ LLRectf uv_center_rect(
+ uv_outer_rect.mLeft + (center_rect.mLeft * uv_width),
+ uv_outer_rect.mBottom + (center_rect.mTop * uv_height),
+ uv_outer_rect.mLeft + (center_rect.mRight * uv_width),
+ uv_outer_rect.mBottom + (center_rect.mBottom * uv_height));
+
+ F32 image_width = image->getWidth(0);
+ F32 image_height = image->getHeight(0);
+
+ S32 image_natural_width = llround(image_width * uv_width);
+ S32 image_natural_height = llround(image_height * uv_height);
+
+ LLRectf draw_center_rect( uv_center_rect.mLeft * image_width,
+ uv_center_rect.mTop * image_height,
+ uv_center_rect.mRight * image_width,
+ uv_center_rect.mBottom * image_height);
+
+ { // scale fixed region of image to drawn region
+ draw_center_rect.mRight += width - image_natural_width;
+ draw_center_rect.mTop += height - image_natural_height;
+
+ F32 border_shrink_width = llmax(0.f, draw_center_rect.mLeft - draw_center_rect.mRight);
+ F32 border_shrink_height = llmax(0.f, draw_center_rect.mBottom - draw_center_rect.mTop);
+
+ F32 shrink_width_ratio = center_rect.getWidth() == 1.f ? 0.f : border_shrink_width / ((F32)image_natural_width * (1.f - center_rect.getWidth()));
+ F32 shrink_height_ratio = center_rect.getHeight() == 1.f ? 0.f : border_shrink_height / ((F32)image_natural_height * (1.f - center_rect.getHeight()));
+
+ F32 shrink_scale = 1.f - llmax(shrink_width_ratio, shrink_height_ratio);
+
+ draw_center_rect.mLeft = llround(ui_translation.mV[VX] + (F32)draw_center_rect.mLeft * shrink_scale * ui_scale.mV[VX]);
+ draw_center_rect.mTop = llround(ui_translation.mV[VY] + lerp((F32)height, (F32)draw_center_rect.mTop, shrink_scale) * ui_scale.mV[VY]);
+ draw_center_rect.mRight = llround(ui_translation.mV[VX] + lerp((F32)width, (F32)draw_center_rect.mRight, shrink_scale) * ui_scale.mV[VX]);
+ draw_center_rect.mBottom = llround(ui_translation.mV[VY] + (F32)draw_center_rect.mBottom * shrink_scale * ui_scale.mV[VY]);
+ }
+
+ LLRectf draw_outer_rect(ui_translation.mV[VX],
+ ui_translation.mV[VY] + height * ui_scale.mV[VY],
+ ui_translation.mV[VX] + width * ui_scale.mV[VX],
+ ui_translation.mV[VY]);
+
+ LLGLSUIDefault gls_ui;
+
+ if (solid_color)
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gSolidColorProgram.bind();
+ }
+ else
+ {
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
+ }
+ }
+
+ gGL.getTexUnit(0)->bind(image, true);
+
+ gGL.color4fv(color.mV);
+
+ const S32 NUM_VERTICES = 9 * 4; // 9 quads
+ LLVector2 uv[NUM_VERTICES];
+ LLVector3 pos[NUM_VERTICES];
+
+ S32 index = 0;
+
+ gGL.begin(LLRender::QUADS);
+ {
+ // draw bottom left
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ // draw bottom middle
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ // draw bottom right
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ // draw left
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ // draw middle
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ // draw right
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ // draw top left
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // draw top middle
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ // draw top right
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index] = LLVector3(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ index++;
+
+ gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
+ }
+ gGL.end();
+
+ if (solid_color)
+ {
+ if (LLGLSLShader::sNoFixedFunction)
+ {
+ gUIProgram.bind();
+ }
+ else
+ {
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
+ }
+ }
+}
+
+void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
+{
+ gl_draw_scaled_rotated_image( x, y, image->getWidth(0), image->getHeight(0), degrees, image, color, uv_rect );
+}
+
+void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees, LLTexture* image, const LLColor4& color, const LLRectf& uv_rect)
+{
+ if (NULL == image)
+ {
+ llwarns << "image == NULL; aborting function" << llendl;
+ return;
+ }
+
+ LLGLSUIDefault gls_ui;
+
+
+ gGL.getTexUnit(0)->bind(image, true);
+
+ gGL.color4fv(color.mV);
+
+ if (degrees == 0.f)
+ {
+ const S32 NUM_VERTICES = 4; // 9 quads
+ LLVector2 uv[NUM_VERTICES];
+ LLVector3 pos[NUM_VERTICES];
+
+ gGL.begin(LLRender::QUADS);
+ {
+ LLVector3 ui_scale = gGL.getUIScale();
+ LLVector3 ui_translation = gGL.getUITranslation();
+ ui_translation.mV[VX] += x;
+ ui_translation.mV[VY] += y;
+ ui_translation.scaleVec(ui_scale);
+ S32 index = 0;
+ S32 scaled_width = llround(width * ui_scale.mV[VX]);
+ S32 scaled_height = llround(height * ui_scale.mV[VY]);
+
+ uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
+ pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mTop);
+ pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
+ pos[index] = LLVector3(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
+ index++;
+
+ uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
+ pos[index] = LLVector3(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
+ index++;
+
+ gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
+ }
+ gGL.end();
+ }
+ else
+ {
+ gGL.pushUIMatrix();
+ gGL.translateUI((F32)x, (F32)y, 0.f);
+
+ F32 offset_x = F32(width/2);
+ F32 offset_y = F32(height/2);
+
+ gGL.translateUI(offset_x, offset_y, 0.f);
+
+ LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD);
+
+ gGL.getTexUnit(0)->bind(image, true);
+
+ gGL.color4fv(color.mV);
+
+ gGL.begin(LLRender::QUADS);
+ {
+ LLVector3 v;
+
+ v = LLVector3(offset_x, offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
+ gGL.vertex2f(v.mV[0], v.mV[1] );
+
+ v = LLVector3(-offset_x, offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
+ gGL.vertex2f(v.mV[0], v.mV[1] );
+
+ v = LLVector3(-offset_x, -offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
+ gGL.vertex2f(v.mV[0], v.mV[1] );
+
+ v = LLVector3(offset_x, -offset_y, 0.f) * quat;
+ gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
+ gGL.vertex2f(v.mV[0], v.mV[1] );
+ }
+ gGL.end();
+ gGL.popUIMatrix();
+ }
+}
+
+
+void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase )
+{
+ phase = fmod(phase, 1.f);
+
+ S32 shift = S32(phase * 4.f) % 4;
+
+ // Stippled line
+ LLGLEnable stipple(GL_LINE_STIPPLE);
+
+ gGL.color4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], color.mV[VALPHA]);
+
+ gGL.flush();
+ glLineWidth(2.5f);
+
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ glLineStipple(2, 0x3333 << shift);
+ }
+
+ gGL.begin(LLRender::LINES);
+ {
+ gGL.vertex3fv( start.mV );
+ gGL.vertex3fv( end.mV );
+ }
+ gGL.end();
+
+ LLRender2D::setLineWidth(1.f);
+}
+
+void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F32 start_angle, F32 end_angle)
+{
+ if (end_angle < start_angle)
+ {
+ end_angle += F_TWO_PI;
+ }
+
+ gGL.pushUIMatrix();
+ {
+ gGL.translateUI(center_x, center_y, 0.f);
+
+ // Inexact, but reasonably fast.
+ F32 delta = (end_angle - start_angle) / steps;
+ F32 sin_delta = sin( delta );
+ F32 cos_delta = cos( delta );
+ F32 x = cosf(start_angle) * radius;
+ F32 y = sinf(start_angle) * radius;
+
+ if (filled)
+ {
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex2f(0.f, 0.f);
+ // make sure circle is complete
+ steps += 1;
+ }
+ else
+ {
+ gGL.begin(LLRender::LINE_STRIP);
+ }
+
+ while( steps-- )
+ {
+ // Successive rotations
+ gGL.vertex2f( x, y );
+ F32 x_new = x * cos_delta - y * sin_delta;
+ y = x * sin_delta + y * cos_delta;
+ x = x_new;
+ }
+ gGL.end();
+ }
+ gGL.popUIMatrix();
+}
+
+void gl_circle_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled)
+{
+ gGL.pushUIMatrix();
+ {
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.translateUI(center_x, center_y, 0.f);
+
+ // Inexact, but reasonably fast.
+ F32 delta = F_TWO_PI / steps;
+ F32 sin_delta = sin( delta );
+ F32 cos_delta = cos( delta );
+ F32 x = radius;
+ F32 y = 0.f;
+
+ if (filled)
+ {
+ gGL.begin(LLRender::TRIANGLE_FAN);
+ gGL.vertex2f(0.f, 0.f);
+ // make sure circle is complete
+ steps += 1;
+ }
+ else
+ {
+ gGL.begin(LLRender::LINE_LOOP);
+ }
+
+ while( steps-- )
+ {
+ // Successive rotations
+ gGL.vertex2f( x, y );
+ F32 x_new = x * cos_delta - y * sin_delta;
+ y = x * sin_delta + y * cos_delta;
+ x = x_new;
+ }
+ gGL.end();
+ }
+ gGL.popUIMatrix();
+}
+
+// Renders a ring with sides (tube shape)
+void gl_deep_circle( F32 radius, F32 depth, S32 steps )
+{
+ F32 x = radius;
+ F32 y = 0.f;
+ F32 angle_delta = F_TWO_PI / (F32)steps;
+ gGL.begin( LLRender::TRIANGLE_STRIP );
+ {
+ S32 step = steps + 1; // An extra step to close the circle.
+ while( step-- )
+ {
+ gGL.vertex3f( x, y, depth );
+ gGL.vertex3f( x, y, 0.f );
+
+ F32 x_new = x * cosf(angle_delta) - y * sinf(angle_delta);
+ y = x * sinf(angle_delta) + y * cosf(angle_delta);
+ x = x_new;
+ }
+ }
+ gGL.end();
+}
+
+void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center )
+{
+ gGL.pushUIMatrix();
+ {
+ gGL.translateUI(0.f, 0.f, -width / 2);
+ if( render_center )
+ {
+ gGL.color4fv(center_color.mV);
+ gGL.diffuseColor4fv(center_color.mV);
+ gl_deep_circle( radius, width, steps );
+ }
+ else
+ {
+ gGL.diffuseColor4fv(side_color.mV);
+ gl_washer_2d(radius, radius - width, steps, side_color, side_color);
+ gGL.translateUI(0.f, 0.f, width);
+ gl_washer_2d(radius - width, radius, steps, side_color, side_color);
+ }
+ }
+ gGL.popUIMatrix();
+}
+
+// Draw gray and white checkerboard with black border
+void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha)
+{
+ if (!LLGLSLShader::sNoFixedFunction)
+ {
+ // Initialize the first time this is called.
+ const S32 PIXELS = 32;
+ static GLubyte checkerboard[PIXELS * PIXELS];
+ static BOOL first = TRUE;
+ if( first )
+ {
+ for( S32 i = 0; i < PIXELS; i++ )
+ {
+ for( S32 j = 0; j < PIXELS; j++ )
+ {
+ checkerboard[i * PIXELS + j] = ((i & 1) ^ (j & 1)) * 0xFF;
+ }
+ }
+ first = FALSE;
+ }
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ // ...white squares
+ gGL.color4f( 1.f, 1.f, 1.f, alpha );
+ gl_rect_2d(rect);
+
+ // ...gray squares
+ gGL.color4f( .7f, .7f, .7f, alpha );
+ gGL.flush();
+
+ glPolygonStipple( checkerboard );
+
+ LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
+ gl_rect_2d(rect);
+ }
+ else
+ { //polygon stipple is deprecated, use "Checker" texture
+ LLPointer<LLUIImage> img = LLRender2D::getUIImage("Checker");
+ gGL.getTexUnit(0)->bind(img->getImage());
+ gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_POINT);
+
+ LLColor4 color(1.f, 1.f, 1.f, alpha);
+ LLRectf uv_rect(0, 0, rect.getWidth()/32.f, rect.getHeight()/32.f);
+
+ gl_draw_scaled_image(rect.mLeft, rect.mBottom, rect.getWidth(), rect.getHeight(),
+ img->getImage(), color, uv_rect);
+ }
+
+ gGL.flush();
+}
+
+
+// Draws the area between two concentric circles, like
+// a doughnut or washer.
+void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color)
+{
+ const F32 DELTA = F_TWO_PI / steps;
+ const F32 SIN_DELTA = sin( DELTA );
+ const F32 COS_DELTA = cos( DELTA );
+
+ F32 x1 = outer_radius;
+ F32 y1 = 0.f;
+ F32 x2 = inner_radius;
+ F32 y2 = 0.f;
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+
+ gGL.begin( LLRender::TRIANGLE_STRIP );
+ {
+ steps += 1; // An extra step to close the circle.
+ while( steps-- )
+ {
+ gGL.color4fv(outer_color.mV);
+ gGL.vertex2f( x1, y1 );
+ gGL.color4fv(inner_color.mV);
+ gGL.vertex2f( x2, y2 );
+
+ F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
+ y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
+ x1 = x1_new;
+
+ F32 x2_new = x2 * COS_DELTA - y2 * SIN_DELTA;
+ y2 = x2 * SIN_DELTA + y2 * COS_DELTA;
+ x2 = x2_new;
+ }
+ }
+ gGL.end();
+}
+
+// Draws the area between two concentric circles, like
+// a doughnut or washer.
+void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians, F32 end_radians, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color)
+{
+ const F32 DELTA = (end_radians - start_radians) / steps;
+ const F32 SIN_DELTA = sin( DELTA );
+ const F32 COS_DELTA = cos( DELTA );
+
+ F32 x1 = outer_radius * cos( start_radians );
+ F32 y1 = outer_radius * sin( start_radians );
+ F32 x2 = inner_radius * cos( start_radians );
+ F32 y2 = inner_radius * sin( start_radians );
+
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.begin( LLRender::TRIANGLE_STRIP );
+ {
+ steps += 1; // An extra step to close the circle.
+ while( steps-- )
+ {
+ gGL.color4fv(outer_color.mV);
+ gGL.vertex2f( x1, y1 );
+ gGL.color4fv(inner_color.mV);
+ gGL.vertex2f( x2, y2 );
+
+ F32 x1_new = x1 * COS_DELTA - y1 * SIN_DELTA;
+ y1 = x1 * SIN_DELTA + y1 * COS_DELTA;
+ x1 = x1_new;
+
+ F32 x2_new = x2 * COS_DELTA - y2 * SIN_DELTA;
+ y2 = x2 * SIN_DELTA + y2 * COS_DELTA;
+ x2 = x2_new;
+ }
+ }
+ gGL.end();
+}
+
+void gl_rect_2d_simple_tex( S32 width, S32 height )
+{
+ gGL.begin( LLRender::QUADS );
+
+ gGL.texCoord2f(1.f, 1.f);
+ gGL.vertex2i(width, height);
+
+ gGL.texCoord2f(0.f, 1.f);
+ gGL.vertex2i(0, height);
+
+ gGL.texCoord2f(0.f, 0.f);
+ gGL.vertex2i(0, 0);
+
+ gGL.texCoord2f(1.f, 0.f);
+ gGL.vertex2i(width, 0);
+
+ gGL.end();
+}
+
+void gl_rect_2d_simple( S32 width, S32 height )
+{
+ gGL.begin( LLRender::QUADS );
+ gGL.vertex2i(width, height);
+ gGL.vertex2i(0, height);
+ gGL.vertex2i(0, 0);
+ gGL.vertex2i(width, 0);
+ gGL.end();
+}
+
+void gl_segmented_rect_2d_tex(const S32 left,
+ const S32 top,
+ const S32 right,
+ const S32 bottom,
+ const S32 texture_width,
+ const S32 texture_height,
+ const S32 border_size,
+ const U32 edges)
+{
+ S32 width = llabs(right - left);
+ S32 height = llabs(top - bottom);
+
+ gGL.pushUIMatrix();
+
+ gGL.translateUI((F32)left, (F32)bottom, 0.f);
+ LLVector2 border_uv_scale((F32)border_size / (F32)texture_width, (F32)border_size / (F32)texture_height);
+
+ if (border_uv_scale.mV[VX] > 0.5f)
+ {
+ border_uv_scale *= 0.5f / border_uv_scale.mV[VX];
+ }
+ if (border_uv_scale.mV[VY] > 0.5f)
+ {
+ border_uv_scale *= 0.5f / border_uv_scale.mV[VY];
+ }
+
+ F32 border_scale = llmin((F32)border_size, (F32)width * 0.5f, (F32)height * 0.5f);
+ LLVector2 border_width_left = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
+ LLVector2 border_width_right = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
+ LLVector2 border_height_bottom = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
+ LLVector2 border_height_top = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
+ LLVector2 width_vec((F32)width, 0.f);
+ LLVector2 height_vec(0.f, (F32)height);
+
+ gGL.begin(LLRender::QUADS);
+ {
+ // draw bottom left
+ gGL.texCoord2f(0.f, 0.f);
+ gGL.vertex2f(0.f, 0.f);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(border_width_left.mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
+ gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv(border_height_bottom.mV);
+
+ // draw bottom middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(border_width_left.mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv((width_vec - border_width_right).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
+ // draw bottom right
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv((width_vec - border_width_right).mV);
+
+ gGL.texCoord2f(1.f, 0.f);
+ gGL.vertex2fv(width_vec.mV);
+
+ gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
+ // draw left
+ gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv(border_height_bottom.mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((height_vec - border_height_top).mV);
+
+ // draw middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
+ // draw right
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
+ // draw top left
+ gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((border_width_left + height_vec).mV);
+
+ gGL.texCoord2f(0.f, 1.f);
+ gGL.vertex2fv((height_vec).mV);
+
+ // draw top middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((border_width_left + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((border_width_left + height_vec).mV);
+
+ // draw top right
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f, 1.f);
+ gGL.vertex2fv((width_vec + height_vec).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((width_vec - border_width_right + height_vec).mV);
+ }
+ gGL.end();
+
+ gGL.popUIMatrix();
+}
+
+//FIXME: rewrite to use scissor?
+void gl_segmented_rect_2d_fragment_tex(const S32 left,
+ const S32 top,
+ const S32 right,
+ const S32 bottom,
+ const S32 texture_width,
+ const S32 texture_height,
+ const S32 border_size,
+ const F32 start_fragment,
+ const F32 end_fragment,
+ const U32 edges)
+{
+ S32 width = llabs(right - left);
+ S32 height = llabs(top - bottom);
+
+ gGL.pushUIMatrix();
+
+ gGL.translateUI((F32)left, (F32)bottom, 0.f);
+ LLVector2 border_uv_scale((F32)border_size / (F32)texture_width, (F32)border_size / (F32)texture_height);
+
+ if (border_uv_scale.mV[VX] > 0.5f)
+ {
+ border_uv_scale *= 0.5f / border_uv_scale.mV[VX];
+ }
+ if (border_uv_scale.mV[VY] > 0.5f)
+ {
+ border_uv_scale *= 0.5f / border_uv_scale.mV[VY];
+ }
+
+ F32 border_scale = llmin((F32)border_size, (F32)width * 0.5f, (F32)height * 0.5f);
+ LLVector2 border_width_left = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
+ LLVector2 border_width_right = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? LLVector2(border_scale, 0.f) : LLVector2::zero;
+ LLVector2 border_height_bottom = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
+ LLVector2 border_height_top = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? LLVector2(0.f, border_scale) : LLVector2::zero;
+ LLVector2 width_vec((F32)width, 0.f);
+ LLVector2 height_vec(0.f, (F32)height);
+
+ F32 middle_start = border_scale / (F32)width;
+ F32 middle_end = 1.f - middle_start;
+
+ F32 u_min;
+ F32 u_max;
+ LLVector2 x_min;
+ LLVector2 x_max;
+
+ gGL.begin(LLRender::QUADS);
+ {
+ if (start_fragment < middle_start)
+ {
+ u_min = (start_fragment / middle_start) * border_uv_scale.mV[VX];
+ u_max = llmin(end_fragment / middle_start, 1.f) * border_uv_scale.mV[VX];
+ x_min = (start_fragment / middle_start) * border_width_left;
+ x_max = llmin(end_fragment / middle_start, 1.f) * border_width_left;
+
+ // draw bottom left
+ gGL.texCoord2f(u_min, 0.f);
+ gGL.vertex2fv(x_min.mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(x_max.mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ // draw left
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ // draw top left
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
+ gGL.texCoord2f(u_min, 1.f);
+ gGL.vertex2fv((x_min + height_vec).mV);
+ }
+
+ if (end_fragment > middle_start || start_fragment < middle_end)
+ {
+ x_min = border_width_left + ((llclamp(start_fragment, middle_start, middle_end) - middle_start)) * width_vec;
+ x_max = border_width_left + ((llclamp(end_fragment, middle_start, middle_end) - middle_start)) * width_vec;
+
+ // draw bottom middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv(x_min.mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 0.f);
+ gGL.vertex2fv((x_max).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ // draw middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ // draw top middle
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
+ gGL.texCoord2f(border_uv_scale.mV[VX], 1.f);
+ gGL.vertex2fv((x_min + height_vec).mV);
+ }
+
+ if (end_fragment > middle_end)
+ {
+ u_min = (1.f - llmax(0.f, ((start_fragment - middle_end) / middle_start))) * border_uv_scale.mV[VX];
+ u_max = (1.f - ((end_fragment - middle_end) / middle_start)) * border_uv_scale.mV[VX];
+ x_min = width_vec - ((1.f - llmax(0.f, ((start_fragment - middle_end) / middle_start))) * border_width_right);
+ x_max = width_vec - ((1.f - ((end_fragment - middle_end) / middle_start)) * border_width_right);
+
+ // draw bottom right
+ gGL.texCoord2f(u_min, 0.f);
+ gGL.vertex2fv((x_min).mV);
+
+ gGL.texCoord2f(u_max, 0.f);
+ gGL.vertex2fv(x_max.mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ // draw right
+ gGL.texCoord2f(u_min, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + border_height_bottom).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ // draw top right
+ gGL.texCoord2f(u_min, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_min + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f - border_uv_scale.mV[VY]);
+ gGL.vertex2fv((x_max + height_vec - border_height_top).mV);
+
+ gGL.texCoord2f(u_max, 1.f);
+ gGL.vertex2fv((x_max + height_vec).mV);
+
+ gGL.texCoord2f(u_min, 1.f);
+ gGL.vertex2fv((x_min + height_vec).mV);
+ }
+ }
+ gGL.end();
+
+ gGL.popUIMatrix();
+}
+
+void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv_rect, const LLRectf& center_draw_rect,
+ const LLVector3& width_vec, const LLVector3& height_vec)
+{
+ gGL.begin(LLRender::QUADS);
+ {
+ // draw bottom left
+ gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3f(0.f, 0.f, 0.f);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
+
+ // draw bottom middle
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ // draw bottom right
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv(width_vec.mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ // draw left
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
+
+ // draw middle
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ // draw right
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ // draw top left
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop);
+ gGL.vertex3fv((height_vec).mV);
+
+ // draw top middle
+ gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
+
+ // draw top right
+ gGL.texCoord2f(center_uv_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
+
+ gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
+ gGL.vertex3fv((width_vec + height_vec).mV);
+
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
+ }
+ gGL.end();
+
+}
+
+// static
+void LLRender2D::initClass(LLImageProviderInterface* image_provider,
+ const LLVector2* scale_factor)
+{
+ sGLScaleFactor = (scale_factor == NULL) ? LLVector2(1.f, 1.f) : *scale_factor;
+ sImageProvider = image_provider;
+}
+
+// static
+void LLRender2D::cleanupClass()
+{
+ if(sImageProvider)
+ {
+ sImageProvider->cleanUp();
+ }
+}
+
+
+//static
+void LLRender2D::translate(F32 x, F32 y, F32 z)
+{
+ gGL.translateUI(x,y,z);
+ LLFontGL::sCurOrigin.mX += (S32) x;
+ LLFontGL::sCurOrigin.mY += (S32) y;
+ LLFontGL::sCurDepth += z;
+}
+
+//static
+void LLRender2D::pushMatrix()
+{
+ gGL.pushUIMatrix();
+ LLFontGL::sOriginStack.push_back(std::make_pair(LLFontGL::sCurOrigin, LLFontGL::sCurDepth));
+}
+
+//static
+void LLRender2D::popMatrix()
+{
+ gGL.popUIMatrix();
+ LLFontGL::sCurOrigin = LLFontGL::sOriginStack.back().first;
+ LLFontGL::sCurDepth = LLFontGL::sOriginStack.back().second;
+ LLFontGL::sOriginStack.pop_back();
+}
+
+//static
+void LLRender2D::loadIdentity()
+{
+ gGL.loadUIIdentity();
+ LLFontGL::sCurOrigin.mX = 0;
+ LLFontGL::sCurOrigin.mY = 0;
+ LLFontGL::sCurDepth = 0.f;
+}
+
+//static
+void LLRender2D::setScaleFactor(const LLVector2 &scale_factor)
+{
+ sGLScaleFactor = scale_factor;
+}
+
+//static
+void LLRender2D::setLineWidth(F32 width)
+{
+ gGL.flush();
+ glLineWidth(width * lerp(sGLScaleFactor.mV[VX], sGLScaleFactor.mV[VY], 0.5f));
+}
+
+//static
+LLPointer<LLUIImage> LLRender2D::getUIImageByID(const LLUUID& image_id, S32 priority)
+{
+ if (sImageProvider)
+ {
+ return sImageProvider->getUIImageByID(image_id, priority);
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+//static
+LLPointer<LLUIImage> LLRender2D::getUIImage(const std::string& name, S32 priority)
+{
+ if (!name.empty() && sImageProvider)
+ return sImageProvider->getUIImage(name, priority);
+ else
+ return NULL;
+}
+