/** * @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 LLVector2& border_scale, const LLVector3& border_width, const LLVector3& border_height, const LLVector3& width_vec, const LLVector3& height_vec, const U32 edges) { 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.vertex3f(0.f, 0.f, 0.f); gGL.texCoord2f(border_scale.mV[VX], 0.f); gGL.vertex3fv(left_border_width.mV); gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]); gGL.vertex3fv((left_border_width + bottom_border_height).mV); gGL.texCoord2f(0.f, border_scale.mV[VY]); gGL.vertex3fv(bottom_border_height.mV); // draw bottom middle gGL.texCoord2f(border_scale.mV[VX], 0.f); gGL.vertex3fv(left_border_width.mV); gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f); gGL.vertex3fv((width_vec - right_border_width).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(border_scale.mV[VX], border_scale.mV[VY]); gGL.vertex3fv((left_border_width + bottom_border_height).mV); // draw bottom right gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f); gGL.vertex3fv((width_vec - right_border_width).mV); gGL.texCoord2f(1.f, 0.f); gGL.vertex3fv(width_vec.mV); gGL.texCoord2f(1.f, border_scale.mV[VY]); gGL.vertex3fv((width_vec + bottom_border_height).mV); gGL.texCoord2f(1.f - border_scale.mV[VX], border_scale.mV[VY]); gGL.vertex3fv((width_vec - right_border_width + bottom_border_height).mV); // draw left gGL.texCoord2f(0.f, border_scale.mV[VY]); gGL.vertex3fv(bottom_border_height.mV); gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]); gGL.vertex3fv((left_border_width + bottom_border_height).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(0.f, 1.f - border_scale.mV[VY]); gGL.vertex3fv((height_vec - top_border_height).mV); // draw middle gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]); gGL.vertex3fv((left_border_width + bottom_border_height).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(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(border_scale.mV[VX], 1.f - border_scale.mV[VY]); gGL.vertex3fv((left_border_width + height_vec - top_border_height).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(1.f, border_scale.mV[VY]); gGL.vertex3fv((width_vec + bottom_border_height).mV); gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]); gGL.vertex3fv((width_vec + height_vec - top_border_height).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); // draw top left gGL.texCoord2f(0.f, 1.f - border_scale.mV[VY]); gGL.vertex3fv((height_vec - top_border_height).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(border_scale.mV[VX], 1.f); gGL.vertex3fv((left_border_width + height_vec).mV); gGL.texCoord2f(0.f, 1.f); 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(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(1.f - border_scale.mV[VX], 1.f); gGL.vertex3fv((width_vec - right_border_width + height_vec).mV); gGL.texCoord2f(border_scale.mV[VX], 1.f); gGL.vertex3fv((left_border_width + 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(1.f, 1.f - border_scale.mV[VY]); gGL.vertex3fv((width_vec + height_vec - top_border_height).mV); gGL.texCoord2f(1.f, 1.f); 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.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); } // 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; }