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path: root/indra/llrender/llrender2dutils.cpp
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-rw-r--r--indra/llrender/llrender2dutils.cpp383
1 files changed, 193 insertions, 190 deletions
diff --git a/indra/llrender/llrender2dutils.cpp b/indra/llrender/llrender2dutils.cpp
index fe770027f6..90c1caba79 100644
--- a/indra/llrender/llrender2dutils.cpp
+++ b/indra/llrender/llrender2dutils.cpp
@@ -119,10 +119,10 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, bool filled )
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ // Counterclockwise quad will face the viewer
if( filled )
{
gGL.begin( LLRender::TRIANGLES );
- {
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
@@ -130,7 +130,6 @@ void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, bool filled )
gGL.vertex2i(left, top);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
- }
gGL.end();
}
else
@@ -175,73 +174,71 @@ void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &st
LLColor4 end_color = start_color;
end_color.mV[VALPHA] = 0.f;
+
gGL.begin(LLRender::TRIANGLES);
- // Right edge
+ // Right edge, CCW faces screen
gGL.color4fv(start_color.mV);
- gGL.vertex2i(right, top-lines);
+ gGL.vertex2i(right, top - lines);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(right+lines, bottom);
+ gGL.vertex2i(right + lines, bottom);
gGL.color4fv(start_color.mV);
- gGL.vertex2i(right, top-lines);
+ gGL.vertex2i(right, top - lines);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(right+lines, bottom);
- gGL.vertex2i(right+lines, top-lines);
+ gGL.vertex2i(right + lines, bottom);
+ gGL.vertex2i(right + lines, top - lines);
- // Bottom edge
+ // Bottom edge, CCW faces screen
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
- gGL.vertex2i(left+lines, bottom);
+ gGL.vertex2i(left + lines, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(left+lines, bottom-lines);
+ gGL.vertex2i(left + lines, bottom - lines);
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(left+lines, bottom-lines);
- gGL.vertex2i(right, bottom-lines);
+ 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.vertex2i(left + lines, bottom);
gGL.color4fv(end_color.mV);
gGL.vertex2i(left, bottom);
-
- // bottom left corner
- gGL.vertex2i(left+1, bottom-lines+1);
+ // make the bottom left corner not sharp
+ gGL.vertex2i(left + 1, bottom - lines + 1);
gGL.color4fv(start_color.mV);
- gGL.vertex2i(left+lines, bottom);
+ gGL.vertex2i(left + lines, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(left+1, bottom-lines+1);
- gGL.vertex2i(left+lines, bottom-lines);
+ 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);
-
+ gGL.vertex2i(right, bottom - lines);
// make the rightmost corner not sharp
- gGL.vertex2i(right+lines-1, bottom-lines+1);
+ gGL.vertex2i(right + lines - 1, bottom - lines + 1);
gGL.color4fv(start_color.mV);
gGL.vertex2i(right, bottom);
gGL.color4fv(end_color.mV);
- gGL.vertex2i(right+lines-1, bottom-lines+1);
- gGL.vertex2i(right+lines, bottom);
+ 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.vertex2i(right, top - lines);
gGL.color4fv(end_color.mV);
- gGL.vertex2i( right+lines, top-lines );
-
+ gGL.vertex2i(right + lines, top - lines);
// make the corner not sharp
- gGL.vertex2i( right+lines-1, top-1 );
+ gGL.vertex2i(right + lines - 1, top - 1);
gGL.color4fv(start_color.mV);
- gGL.vertex2i( right, top-lines );
+ gGL.vertex2i(right, top - lines);
gGL.color4fv(end_color.mV);
- gGL.vertex2i( right+lines-1, top-1 );
- gGL.vertex2i( right, top );
+ gGL.vertex2i(right + lines - 1, top - 1);
+ gGL.vertex2i(right, top);
gGL.end();
stop_glerror();
@@ -449,243 +446,251 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
ui_translation.mV[VX] + width * ui_scale.mV[VX],
ui_translation.mV[VY]);
- LLGLSUIDefault gls_ui;
-
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
- const S32 NUM_VERTICES = 9 * 6;
- LLVector2 uv[NUM_VERTICES];
- LLVector4a pos[NUM_VERTICES];
+ constexpr U32 NUM_VERTICES = 9 * 2 * 3; // 9 quads, 2 triangles per quad, 3 vertices per triangle
+ static thread_local LLVector2 uv[NUM_VERTICES];
+ static thread_local LLVector4a pos[NUM_VERTICES];
S32 index = 0;
gGL.begin(LLRender::TRIANGLES);
{
- // draw bottom left
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ // draw bottom left triangles
+ // 1
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ // draw bottom middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ // draw bottom right triangles
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(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] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // draw left triangles
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // draw middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ // draw right triangles
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mBottom);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mBottom);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mBottom, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(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] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // draw top left triangles
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_outer_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // draw top middle triangles
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mLeft, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mLeft, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mLeft, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mLeft, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mLeft, uv_outer_rect.mTop);
+ pos[index].set(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] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ // draw top right triangles
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_center_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
+ // 2
+ uv[index].set(uv_center_rect.mRight, uv_center_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_center_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_outer_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_outer_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_outer_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
- uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
- pos[index] = LLVector4a(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
+ uv[index].set(uv_center_rect.mRight, uv_outer_rect.mTop);
+ pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
@@ -712,8 +717,6 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
return;
}
- LLGLSUIDefault gls_ui;
-
if(image != NULL)
{
gGL.getTexUnit(0)->bind(image, true);
@@ -727,9 +730,9 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
if (degrees == 0.f)
{
- const S32 NUM_VERTICES = 6;
- LLVector2 uv[NUM_VERTICES];
- LLVector4a pos[NUM_VERTICES];
+ constexpr S32 NUM_VERTICES = 2 * 3;
+ static thread_local LLVector2 uv[NUM_VERTICES +1];
+ static thread_local LLVector4a pos[NUM_VERTICES +1];
gGL.begin(LLRender::TRIANGLES);
{
@@ -742,28 +745,28 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
S32 scaled_width = ll_round(width * ui_scale.mV[VX]);
S32 scaled_height = ll_round(height * ui_scale.mV[VY]);
- uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
- pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mTop);
+ pos[index].set(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] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
+ uv[index].set(uv_rect.mLeft, uv_rect.mTop);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY] + scaled_height, 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
- pos[index] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
+ uv[index].set(uv_rect.mLeft, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mRight, uv_rect.mTop);
- pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mTop);
+ pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY] + scaled_height, 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mLeft, uv_rect.mBottom);
- pos[index] = LLVector4a(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
+ uv[index].set(uv_rect.mLeft, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX], ui_translation.mV[VY], 0.f);
index++;
- uv[index] = LLVector2(uv_rect.mRight, uv_rect.mBottom);
- pos[index] = LLVector4a(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
+ uv[index].set(uv_rect.mRight, uv_rect.mBottom);
+ pos[index].set(ui_translation.mV[VX] + scaled_width, ui_translation.mV[VY], 0.f);
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
@@ -795,30 +798,32 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.begin(LLRender::TRIANGLES);
{
- LLVector3 v1 = LLVector3(offset_x, offset_y, 0.f) * quat;
- LLVector3 v2 = LLVector3(-offset_x, offset_y, 0.f) * quat;
- LLVector3 v3 = LLVector3(-offset_x, -offset_y, 0.f) * quat;
- LLVector3 v4 = LLVector3(offset_x, -offset_y, 0.f) * quat;
+ LLVector3 v;
+ v = LLVector3(offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
- gGL.vertex2f(v1.mV[0], v1.mV[1] );
+ 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(v2.mV[0], v2.mV[1] );
+ 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(v3.mV[0], v3.mV[1] );
+ gGL.vertex2f(v.mV[0], v.mV[1] );
+ v = LLVector3(offset_x, offset_y, 0.f) * quat;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
- gGL.vertex2f(v1.mV[0], v1.mV[1] );
+ 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(v3.mV[0], v3.mV[1] );
+ 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(v4.mV[0], v4.mV[1] );
+ gGL.vertex2f(v.mV[0], v.mV[1] );
}
-
gGL.end();
gGL.popUIMatrix();
}
@@ -1061,7 +1066,7 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
gGL.begin( LLRender::TRIANGLES );
- {
+
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
@@ -1079,14 +1084,13 @@ void gl_rect_2d_simple_tex( S32 width, S32 height )
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
- }
+
gGL.end();
}
void gl_rect_2d_simple( S32 width, S32 height )
{
gGL.begin( LLRender::TRIANGLES );
- {
gGL.vertex2i(width, height);
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
@@ -1094,7 +1098,6 @@ void gl_rect_2d_simple( S32 width, S32 height )
gGL.vertex2i(width, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(width, 0);
- }
gGL.end();
}
@@ -1563,7 +1566,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
- gGL.begin(LLRender::TRIANGLES);
+ gGL.begin(LLRender::TRIANGLES);
{
// draw bottom left
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
@@ -1671,7 +1674,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((width_vec + center_draw_rect.mTop * 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.vertex3fv((center_draw_rect.mRight* 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);
@@ -1712,7 +1715,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((center_draw_rect.mLeft * 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.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);
@@ -1728,7 +1731,7 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.vertex3fv((width_vec + 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.vertex3fv((center_draw_rect.mRight* width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((width_vec + height_vec).mV);