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-rw-r--r--indra/llrender/llfontvertexbuffer.cpp233
1 files changed, 233 insertions, 0 deletions
diff --git a/indra/llrender/llfontvertexbuffer.cpp b/indra/llrender/llfontvertexbuffer.cpp
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+++ b/indra/llrender/llfontvertexbuffer.cpp
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+/**
+ * @file llfontvertexbuffer.cpp
+ * @brief Buffer storage for font rendering.
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, 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"
+
+#include "llfontvertexbuffer.h"
+
+#include "llvertexbuffer.h"
+
+
+bool LLFontVertexBuffer::sEnableBufferCollection = true;
+
+LLFontVertexBuffer::LLFontVertexBuffer()
+{
+}
+
+LLFontVertexBuffer::~LLFontVertexBuffer()
+{
+ reset();
+}
+
+void LLFontVertexBuffer::reset()
+{
+ // Todo: some form of debug only frequecy check&assert to see if this is happening too often.
+ // Regenerating this list is expensive
+ mBufferList.clear();
+}
+
+S32 LLFontVertexBuffer::render(
+ const LLFontGL* fontp,
+ const LLWString& text,
+ S32 begin_offset,
+ LLRect rect,
+ const LLColor4& color,
+ LLFontGL::HAlign halign, LLFontGL::VAlign valign,
+ U8 style,
+ LLFontGL::ShadowType shadow,
+ S32 max_chars, S32 max_pixels,
+ F32* right_x,
+ bool use_ellipses,
+ bool use_color)
+{
+ LLRectf rect_float((F32)rect.mLeft, (F32)rect.mTop, (F32)rect.mRight, (F32)rect.mBottom);
+ return render(fontp, text, begin_offset, rect_float, color, halign, valign, style, shadow, max_chars, right_x, use_ellipses, use_color);
+}
+
+S32 LLFontVertexBuffer::render(
+ const LLFontGL* fontp,
+ const LLWString& text,
+ S32 begin_offset,
+ LLRectf rect,
+ const LLColor4& color,
+ LLFontGL::HAlign halign, LLFontGL::VAlign valign,
+ U8 style,
+ LLFontGL::ShadowType shadow,
+ S32 max_chars,
+ F32* right_x,
+ bool use_ellipses,
+ bool use_color)
+{
+ F32 x = rect.mLeft;
+ F32 y = 0.f;
+
+ switch (valign)
+ {
+ case LLFontGL::TOP:
+ y = rect.mTop;
+ break;
+ case LLFontGL::VCENTER:
+ y = rect.getCenterY();
+ break;
+ case LLFontGL::BASELINE:
+ case LLFontGL::BOTTOM:
+ y = rect.mBottom;
+ break;
+ default:
+ y = rect.mBottom;
+ break;
+ }
+ return render(fontp, text, begin_offset, x, y, color, halign, valign, style, shadow, max_chars, (S32)rect.getWidth(), right_x, use_ellipses, use_color);
+}
+
+S32 LLFontVertexBuffer::render(
+ const LLFontGL* fontp,
+ const LLWString& text,
+ S32 begin_offset,
+ F32 x, F32 y,
+ const LLColor4& color,
+ LLFontGL::HAlign halign, LLFontGL::VAlign valign,
+ U8 style,
+ LLFontGL::ShadowType shadow,
+ S32 max_chars , S32 max_pixels,
+ F32* right_x,
+ bool use_ellipses,
+ bool use_color )
+{
+ if (!LLFontGL::sDisplayFont) //do not display texts
+ {
+ return static_cast<S32>(text.length());
+ }
+ if (!sEnableBufferCollection)
+ {
+ // For debug purposes and performance testing
+ return fontp->render(text, begin_offset, x, y, color, halign, valign, style, shadow, max_chars, max_pixels, right_x, use_ellipses, use_color);
+ }
+ if (mBufferList.empty())
+ {
+ genBuffers(fontp, text, begin_offset, x, y, color, halign, valign,
+ style, shadow, max_chars, max_pixels, right_x, use_ellipses, use_color);
+ }
+ else if (mLastX != x
+ || mLastY != y
+ || mLastFont != fontp
+ || mLastColor != color // alphas change often
+ || mLastHalign != halign
+ || mLastValign != valign
+ || mLastOffset != begin_offset
+ || mLastMaxChars != max_chars
+ || mLastMaxPixels != max_pixels
+ || mLastStyle != style
+ || mLastShadow != shadow // ex: buttons change shadow state
+ || mLastScaleX != LLFontGL::sScaleX
+ || mLastScaleY != LLFontGL::sScaleY
+ || mLastVertDPI != LLFontGL::sVertDPI
+ || mLastHorizDPI != LLFontGL::sHorizDPI
+ || mLastOrigin != LLFontGL::sCurOrigin)
+ {
+ genBuffers(fontp, text, begin_offset, x, y, color, halign, valign,
+ style, shadow, max_chars, max_pixels, right_x, use_ellipses, use_color);
+ }
+ else
+ {
+ renderBuffers();
+
+ if (right_x)
+ {
+ *right_x = mLastRightX;
+ }
+ }
+ return mChars;
+}
+
+void LLFontVertexBuffer::genBuffers(
+ const LLFontGL* fontp,
+ const LLWString& text,
+ S32 begin_offset,
+ F32 x, F32 y,
+ const LLColor4& color,
+ LLFontGL::HAlign halign, LLFontGL::VAlign valign,
+ U8 style, LLFontGL::ShadowType shadow,
+ S32 max_chars, S32 max_pixels,
+ F32* right_x,
+ bool use_ellipses,
+ bool use_color)
+{
+ // todo: add a debug build assert if this triggers too often for to long?
+ mBufferList.clear();
+
+ gGL.beginList(&mBufferList);
+ mChars = fontp->render(text, begin_offset, x, y, color, halign, valign,
+ style, shadow, max_chars, max_pixels, right_x, use_ellipses, use_color);
+ gGL.endList();
+
+ mLastFont = fontp;
+ mLastOffset = begin_offset;
+ mLastMaxChars = max_chars;
+ mLastMaxPixels = max_pixels;
+ mLastX = x;
+ mLastY = y;
+ mLastColor = color;
+ mLastHalign = halign;
+ mLastValign = valign;
+ mLastStyle = style;
+ mLastShadow = shadow;
+
+ mLastScaleX = LLFontGL::sScaleX;
+ mLastScaleY = LLFontGL::sScaleY;
+ mLastVertDPI = LLFontGL::sVertDPI;
+ mLastHorizDPI = LLFontGL::sHorizDPI;
+ mLastOrigin = LLFontGL::sCurOrigin;
+
+ if (right_x)
+ {
+ mLastRightX = *right_x;
+ }
+}
+
+void LLFontVertexBuffer::renderBuffers()
+{
+ gGL.flush(); // deliberately empty pending verts
+ gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.pushUIMatrix();
+
+ gGL.loadUIIdentity();
+
+ // Depth translation, so that floating text appears 'in-world'
+ // and is correctly occluded.
+ gGL.translatef(0.f, 0.f, LLFontGL::sCurDepth);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ // Note: ellipses should technically be covered by push/load/translate of their own
+ // but it's more complexity, values do not change, skipping doesn't appear to break
+ // anything, so we can skip that until it proves to cause issues.
+ for (LLVertexBufferData& buffer : mBufferList)
+ {
+ buffer.draw();
+ }
+ gGL.popUIMatrix();
+}
+