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+/**
+ * @file llrender2dutils.h
+ * @brief GL function declarations for immediate-mode gl drawing.
+ *
+ * $LicenseInfo:firstyear=2012&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+// All immediate-mode gl drawing should happen here.
+
+
+#ifndef LL_RENDER2DUTILS_H
+#define LL_RENDER2DUTILS_H
+
+#include "llpointer.h" // LLPointer<>
+#include "llrect.h"
+#include "llglslshader.h"
+
+class LLColor4;
+class LLVector3;
+class LLVector2;
+class LLUIImage;
+class LLUUID;
+
+extern const LLColor4 UI_VERTEX_COLOR;
+
+BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom);
+void gl_state_for_2d(S32 width, S32 height);
+
+void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2);
+void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color );
+void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled);
+void gl_rect_2d_simple( S32 width, S32 height );
+
+void gl_draw_x(const LLRect& rect, const LLColor4& color);
+
+void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled = TRUE );
+void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled = TRUE );
+void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset = 0, BOOL filled = TRUE );
+void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixel_offset = 0, BOOL filled = TRUE );
+void gl_rect_2d(const LLRect& rect, BOOL filled = TRUE );
+void gl_rect_2d(const LLRect& rect, const LLColor4& color, BOOL filled = TRUE );
+void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha = 1.0f);
+
+void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &start_color, S32 lines);
+
+void gl_circle_2d(F32 x, F32 y, F32 radius, S32 steps, BOOL filled);
+void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F32 start_angle, F32 end_angle);
+void gl_deep_circle( F32 radius, F32 depth );
+void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center );
+void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac);
+void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color);
+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);
+
+void gl_draw_image(S32 x, S32 y, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees,LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+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 = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4 &color, BOOL solid_color = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), const LLRectf& scale_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
+
+void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase = 0.f );
+
+void gl_rect_2d_simple_tex( S32 width, S32 height );
+
+// segmented rectangles
+
+/*
+ TL |______TOP_________| TR
+ /| |\
+ _/_|__________________|_\_
+ L| | MIDDLE | |R
+ _|_|__________________|_|_
+ \ | BOTTOM | /
+ BL\|__________________|/ BR
+ | |
+*/
+
+typedef enum e_rounded_edge
+{
+ ROUNDED_RECT_LEFT = 0x1,
+ ROUNDED_RECT_TOP = 0x2,
+ ROUNDED_RECT_RIGHT = 0x4,
+ ROUNDED_RECT_BOTTOM = 0x8,
+ ROUNDED_RECT_ALL = 0xf
+}ERoundedEdge;
+
+
+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 = ROUNDED_RECT_ALL);
+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 = ROUNDED_RECT_ALL);
+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, U32 edges = ROUNDED_RECT_ALL);
+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);
+
+inline void gl_rect_2d( const LLRect& rect, BOOL filled )
+{
+ gl_rect_2d( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, filled );
+}
+
+inline void gl_rect_2d_offset_local( const LLRect& rect, S32 pixel_offset, BOOL filled)
+{
+ gl_rect_2d_offset_local( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, pixel_offset, filled );
+}
+
+class LLImageProviderInterface;
+
+class LLRender2D
+{
+ LOG_CLASS(LLRender2D);
+public:
+ static void initClass(LLImageProviderInterface* image_provider,
+ const LLVector2* scale_factor);
+ static void cleanupClass();
+
+ static void pushMatrix();
+ static void popMatrix();
+ static void loadIdentity();
+ static void translate(F32 x, F32 y, F32 z = 0.0f);
+
+ static void setLineWidth(F32 width);
+ static void setScaleFactor(const LLVector2& scale_factor);
+
+ static LLPointer<LLUIImage> getUIImageByID(const LLUUID& image_id, S32 priority = 0);
+ static LLPointer<LLUIImage> getUIImage(const std::string& name, S32 priority = 0);
+
+ static LLVector2 sGLScaleFactor;
+private:
+ static LLImageProviderInterface* sImageProvider;
+};
+
+class LLImageProviderInterface
+{
+protected:
+ LLImageProviderInterface() {};
+ virtual ~LLImageProviderInterface() {};
+public:
+ virtual LLPointer<LLUIImage> getUIImage(const std::string& name, S32 priority) = 0;
+ virtual LLPointer<LLUIImage> getUIImageByID(const LLUUID& id, S32 priority) = 0;
+ virtual void cleanUp() = 0;
+};
+
+
+extern LLGLSLShader gSolidColorProgram;
+extern LLGLSLShader gUIProgram;
+
+#endif // LL_RENDER2DUTILS_H
+