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authorRichard Linden <none@none>2012-04-17 14:13:31 -0700
committerRichard Linden <none@none>2012-04-17 14:13:31 -0700
commit37186d452fcb94b13e34d01aa801e7db17ee353e (patch)
treedbc1dce0698a6b87f41325737e6af717e00b5b9d /indra/llui/llui.cpp
parentaa4a9059037d3e75d2c93d7889b460978d41fde1 (diff)
CHUI-86 WIP Investigate voice-dot with name tag integration
added draw3D to LLUIImage to encapsulate display of image in projective 3D space
Diffstat (limited to 'indra/llui/llui.cpp')
-rw-r--r--indra/llui/llui.cpp152
1 files changed, 70 insertions, 82 deletions
diff --git a/indra/llui/llui.cpp b/indra/llui/llui.cpp
index b52b0355fe..46882850cc 100644
--- a/indra/llui/llui.cpp
+++ b/indra/llui/llui.cpp
@@ -1464,144 +1464,132 @@ void gl_segmented_rect_2d_fragment_tex(const S32 left,
gGL.popUIMatrix();
}
-void gl_segmented_rect_3d_tex(const LLVector2& border_scale, const LLVector3& border_width,
- const LLVector3& border_height, const LLVector3& width_vec, const LLVector3& height_vec,
- const U32 edges)
+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)
{
- LLVector3 left_border_width = ((edges & (~(U32)ROUNDED_RECT_RIGHT)) != 0) ? border_width : LLVector3::zero;
- LLVector3 right_border_width = ((edges & (~(U32)ROUNDED_RECT_LEFT)) != 0) ? border_width : LLVector3::zero;
-
- LLVector3 top_border_height = ((edges & (~(U32)ROUNDED_RECT_BOTTOM)) != 0) ? border_height : LLVector3::zero;
- LLVector3 bottom_border_height = ((edges & (~(U32)ROUNDED_RECT_TOP)) != 0) ? border_height : LLVector3::zero;
-
-
gGL.begin(LLRender::QUADS);
{
// draw bottom left
- gGL.texCoord2f(0.f, 0.f);
+ gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
gGL.vertex3f(0.f, 0.f, 0.f);
- gGL.texCoord2f(border_scale.mV[VX], 0.f);
- gGL.vertex3fv(left_border_width.mV);
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
- gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + bottom_border_height).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(0.f, border_scale.mV[VY]);
- gGL.vertex3fv(bottom_border_height.mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
// draw bottom middle
- gGL.texCoord2f(border_scale.mV[VX], 0.f);
- gGL.vertex3fv(left_border_width.mV);
+ gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
- gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f);
- gGL.vertex3fv((width_vec - right_border_width).mV);
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
- gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).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(border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + bottom_border_height).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(1.f - border_scale.mV[VX], 0.f);
- gGL.vertex3fv((width_vec - right_border_width).mV);
+ gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
- gGL.texCoord2f(1.f, 0.f);
+ gGL.texCoord2f(clip_rect.mRight, clip_rect.mBottom);
gGL.vertex3fv(width_vec.mV);
- gGL.texCoord2f(1.f, border_scale.mV[VY]);
- gGL.vertex3fv((width_vec + bottom_border_height).mV);
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
- gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).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(0.f, border_scale.mV[VY]);
- gGL.vertex3fv(bottom_border_height.mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
+ gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
- gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + bottom_border_height).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(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + height_vec - top_border_height).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(0.f, 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((height_vec - top_border_height).mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
// draw middle
- gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + bottom_border_height).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(1.f - border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).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(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).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(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + height_vec - top_border_height).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(1.f - border_scale.mV[VX], border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).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(1.f, border_scale.mV[VY]);
- gGL.vertex3fv((width_vec + bottom_border_height).mV);
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
+ gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
- gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
- gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).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(0.f, 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((height_vec - top_border_height).mV);
+ gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
+ gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
- gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + height_vec - top_border_height).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(border_scale.mV[VX], 1.f);
- gGL.vertex3fv((left_border_width + 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(0.f, 1.f);
+ gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((height_vec).mV);
// draw top middle
- gGL.texCoord2f(border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((left_border_width + height_vec - top_border_height).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(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).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(1.f - border_scale.mV[VX], 1.f);
- gGL.vertex3fv((width_vec - right_border_width + 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(border_scale.mV[VX], 1.f);
- gGL.vertex3fv((left_border_width + 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(1.f - border_scale.mV[VX], 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec - right_border_width + height_vec - top_border_height).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(1.f, 1.f - border_scale.mV[VY]);
- gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
+ gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
+ gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
- gGL.texCoord2f(1.f, 1.f);
+ gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((width_vec + height_vec).mV);
- gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f);
- gGL.vertex3fv((width_vec - right_border_width + 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();
}
-void gl_segmented_rect_3d_tex_top(const LLVector2& border_scale, const LLVector3& border_width, const LLVector3& border_height, const LLVector3& width_vec, const LLVector3& height_vec)
-{
- gl_segmented_rect_3d_tex(border_scale, border_width, border_height, width_vec, height_vec, ROUNDED_RECT_TOP);
-}
void LLUI::initClass(const settings_map_t& settings,
LLImageProviderInterface* image_provider,