/** * @file llhudtext.cpp * @brief Floating text above objects, set via script with llSetText() * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 "llviewerprecompiledheaders.h" #include "llhudtext.h" #include "llrender.h" #include "llagent.h" #include "llviewercontrol.h" #include "llcriticaldamp.h" #include "lldrawable.h" #include "llfontgl.h" #include "llglheaders.h" #include "llhudrender.h" #include "llui.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "llviewerobject.h" #include "llvovolume.h" #include "llviewerwindow.h" #include "llstatusbar.h" #include "llmenugl.h" #include "pipeline.h" #include <boost/tokenizer.hpp> const F32 SPRING_STRENGTH = 0.7f; const F32 RESTORATION_SPRING_TIME_CONSTANT = 0.1f; const F32 HORIZONTAL_PADDING = 15.f; const F32 VERTICAL_PADDING = 12.f; const F32 BUFFER_SIZE = 2.f; const F32 MIN_EDGE_OVERLAP = 3.f; const F32 HUD_TEXT_MAX_WIDTH = 190.f; const F32 HUD_TEXT_MAX_WIDTH_NO_BUBBLE = 1000.f; const F32 RESIZE_TIME = 0.f; const S32 NUM_OVERLAP_ITERATIONS = 10; const F32 NEIGHBOR_FORCE_FRACTION = 1.f; const F32 POSITION_DAMPING_TC = 0.2f; const F32 MAX_STABLE_CAMERA_VELOCITY = 0.1f; //const F32 LOD_0_SCREEN_COVERAGE = 0.15f; //const F32 LOD_1_SCREEN_COVERAGE = 0.30f; //const F32 LOD_2_SCREEN_COVERAGE = 0.40f; std::set<LLPointer<LLHUDText> > LLHUDText::sTextObjects; std::vector<LLPointer<LLHUDText> > LLHUDText::sVisibleTextObjects; std::vector<LLPointer<LLHUDText> > LLHUDText::sVisibleHUDTextObjects; BOOL LLHUDText::sDisplayText = TRUE ; bool lltextobject_further_away::operator()(const LLPointer<LLHUDText>& lhs, const LLPointer<LLHUDText>& rhs) const { return lhs->getDistance() > rhs->getDistance(); } LLHUDText::LLHUDText(const U8 type) : LLHUDObject(type), mOnHUDAttachment(FALSE), // mVisibleOffScreen(FALSE), mWidth(0.f), mHeight(0.f), mFontp(LLFontGL::getFontSansSerifSmall()), mBoldFontp(LLFontGL::getFontSansSerifBold()), mMass(1.f), mMaxLines(10), mOffsetY(0), mTextAlignment(ALIGN_TEXT_CENTER), mVertAlignment(ALIGN_VERT_CENTER), // mLOD(0), mHidden(FALSE) { mColor = LLColor4(1.f, 1.f, 1.f, 1.f); mDoFade = TRUE; mFadeDistance = 8.f; mFadeRange = 4.f; mZCompare = TRUE; mOffscreen = FALSE; mRadius = 0.1f; LLPointer<LLHUDText> ptr(this); sTextObjects.insert(ptr); } LLHUDText::~LLHUDText() { } void LLHUDText::render() { if (!mOnHUDAttachment && sDisplayText) { LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); renderText(); } } void LLHUDText::renderText() { if (!mVisible || mHidden) { return; } gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); LLGLState gls_blend(GL_BLEND, TRUE); LLGLState gls_alpha(GL_ALPHA_TEST, TRUE); LLColor4 shadow_color(0.f, 0.f, 0.f, 1.f); F32 alpha_factor = 1.f; LLColor4 text_color = mColor; if (mDoFade) { if (mLastDistance > mFadeDistance) { alpha_factor = llmax(0.f, 1.f - (mLastDistance - mFadeDistance)/mFadeRange); text_color.mV[3] = text_color.mV[3]*alpha_factor; } } if (text_color.mV[3] < 0.01f) { return; } shadow_color.mV[3] = text_color.mV[3]; mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f)); // *TODO: cache this image LLUIImagePtr imagep = LLUI::getUIImage("Rounded_Square"); // *TODO: make this a per-text setting LLColor4 bg_color = LLUIColorTable::instance().getColor("ObjectBubbleColor"); bg_color.setAlpha(gSavedSettings.getF32("ChatBubbleOpacity") * alpha_factor); const S32 border_height = 16; const S32 border_width = 16; // *TODO move this into helper function F32 border_scale = 1.f; if (border_height * 2 > mHeight) { border_scale = (F32)mHeight / ((F32)border_height * 2.f); } if (border_width * 2 > mWidth) { border_scale = llmin(border_scale, (F32)mWidth / ((F32)border_width * 2.f)); } // scale screen size of borders down //RN: for now, text on hud objects is never occluded LLVector3 x_pixel_vec; LLVector3 y_pixel_vec; if (mOnHUDAttachment) { x_pixel_vec = LLVector3::y_axis / (F32)gViewerWindow->getWorldViewWidthRaw(); y_pixel_vec = LLVector3::z_axis / (F32)gViewerWindow->getWorldViewHeightRaw(); } else { LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec); } LLVector3 width_vec = mWidth * x_pixel_vec; LLVector3 height_vec = mHeight * y_pixel_vec; mRadius = (width_vec + height_vec).magVec() * 0.5f; LLVector2 screen_offset; screen_offset = mPositionOffset; LLVector3 render_position = mPositionAgent + (x_pixel_vec * screen_offset.mV[VX]) + (y_pixel_vec * screen_offset.mV[VY]); F32 y_offset = (F32)mOffsetY; // Render label { gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } // Render text { // -1 mMaxLines means unlimited lines. S32 start_segment; S32 max_lines = getMaxLines(); if (max_lines < 0) { start_segment = 0; } else { start_segment = llmax((S32)0, (S32)mTextSegments.size() - max_lines); } for (std::vector<LLHUDTextSegment>::iterator segment_iter = mTextSegments.begin() + start_segment; segment_iter != mTextSegments.end(); ++segment_iter ) { const LLFontGL* fontp = segment_iter->mFont; y_offset -= fontp->getLineHeight() - 1; // correction factor to match legacy font metrics U8 style = segment_iter->mStyle; LLFontGL::ShadowType shadow = LLFontGL::DROP_SHADOW; F32 x_offset; if (mTextAlignment== ALIGN_TEXT_CENTER) { x_offset = -0.5f*segment_iter->getWidth(fontp); } else // ALIGN_LEFT { x_offset = -0.5f * mWidth + (HORIZONTAL_PADDING / 2.f); } text_color = segment_iter->mColor; text_color.mV[VALPHA] *= alpha_factor; hud_render_text(segment_iter->getText(), render_position, *fontp, style, shadow, x_offset, y_offset, text_color, mOnHUDAttachment); } } /// Reset the default color to white. The renderer expects this to be the default. gGL.color4f(1.0f, 1.0f, 1.0f, 1.0f); } void LLHUDText::setString(const std::string &text_utf8) { mTextSegments.clear(); addLine(text_utf8, mColor); } void LLHUDText::clearString() { mTextSegments.clear(); } void LLHUDText::addLine(const std::string &text_utf8, const LLColor4& color, const LLFontGL::StyleFlags style, const LLFontGL* font) { LLWString wline = utf8str_to_wstring(text_utf8); if (!wline.empty()) { // use default font for segment if custom font not specified if (!font) { font = mFontp; } typedef boost::tokenizer<boost::char_separator<llwchar>, LLWString::const_iterator, LLWString > tokenizer; LLWString seps(utf8str_to_wstring("\r\n")); boost::char_separator<llwchar> sep(seps.c_str()); tokenizer tokens(wline, sep); tokenizer::iterator iter = tokens.begin(); while (iter != tokens.end()) { U32 line_length = 0; do { F32 max_pixels = HUD_TEXT_MAX_WIDTH_NO_BUBBLE; S32 segment_length = font->maxDrawableChars(iter->substr(line_length).c_str(), max_pixels, wline.length(), LLFontGL::WORD_BOUNDARY_IF_POSSIBLE); LLHUDTextSegment segment(iter->substr(line_length, segment_length), style, color, font); mTextSegments.push_back(segment); line_length += segment_length; } while (line_length != iter->size()); ++iter; } } } void LLHUDText::setZCompare(const BOOL zcompare) { mZCompare = zcompare; } void LLHUDText::setFont(const LLFontGL* font) { mFontp = font; } void LLHUDText::setColor(const LLColor4 &color) { mColor = color; for (std::vector<LLHUDTextSegment>::iterator segment_iter = mTextSegments.begin(); segment_iter != mTextSegments.end(); ++segment_iter ) { segment_iter->mColor = color; } } void LLHUDText::setAlpha(F32 alpha) { mColor.mV[VALPHA] = alpha; for (std::vector<LLHUDTextSegment>::iterator segment_iter = mTextSegments.begin(); segment_iter != mTextSegments.end(); ++segment_iter ) { segment_iter->mColor.mV[VALPHA] = alpha; } } void LLHUDText::setDoFade(const BOOL do_fade) { mDoFade = do_fade; } void LLHUDText::updateVisibility() { if (mSourceObject) { mSourceObject->updateText(); } mPositionAgent = gAgent.getPosAgentFromGlobal(mPositionGlobal); if (!mSourceObject) { //LL_WARNS() << "LLHUDText::updateScreenPos -- mSourceObject is NULL!" << LL_ENDL; mVisible = TRUE; if (mOnHUDAttachment) { sVisibleHUDTextObjects.push_back(LLPointer<LLHUDText> (this)); } else { sVisibleTextObjects.push_back(LLPointer<LLHUDText> (this)); } return; } // Not visible if parent object is dead if (mSourceObject->isDead()) { mVisible = FALSE; return; } // for now, all text on hud objects is visible if (mOnHUDAttachment) { mVisible = TRUE; sVisibleHUDTextObjects.push_back(LLPointer<LLHUDText> (this)); mLastDistance = mPositionAgent.mV[VX]; return; } // push text towards camera by radius of object, but not past camera LLVector3 vec_from_camera = mPositionAgent - LLViewerCamera::getInstance()->getOrigin(); LLVector3 dir_from_camera = vec_from_camera; dir_from_camera.normVec(); if (dir_from_camera * LLViewerCamera::getInstance()->getAtAxis() <= 0.f) { //text is behind camera, don't render mVisible = FALSE; return; } if (vec_from_camera * LLViewerCamera::getInstance()->getAtAxis() <= LLViewerCamera::getInstance()->getNear() + 0.1f + mSourceObject->getVObjRadius()) { mPositionAgent = LLViewerCamera::getInstance()->getOrigin() + vec_from_camera * ((LLViewerCamera::getInstance()->getNear() + 0.1f) / (vec_from_camera * LLViewerCamera::getInstance()->getAtAxis())); } else { mPositionAgent -= dir_from_camera * mSourceObject->getVObjRadius(); } mLastDistance = (mPositionAgent - LLViewerCamera::getInstance()->getOrigin()).magVec(); if (!mTextSegments.size() || (mDoFade && (mLastDistance > mFadeDistance + mFadeRange))) { mVisible = FALSE; return; } LLVector3 x_pixel_vec; LLVector3 y_pixel_vec; LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec); LLVector3 render_position = mPositionAgent + (x_pixel_vec * mPositionOffset.mV[VX]) + (y_pixel_vec * mPositionOffset.mV[VY]); mOffscreen = FALSE; if (!LLViewerCamera::getInstance()->sphereInFrustum(render_position, mRadius)) { // if (!mVisibleOffScreen) // { mVisible = FALSE; return; // } // else // { // mOffscreen = TRUE; // } } mVisible = TRUE; sVisibleTextObjects.push_back(LLPointer<LLHUDText> (this)); } LLVector2 LLHUDText::updateScreenPos(LLVector2 &offset) { LLCoordGL screen_pos; LLVector2 screen_pos_vec; LLVector3 x_pixel_vec; LLVector3 y_pixel_vec; LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec); // LLVector3 world_pos = mPositionAgent + (offset.mV[VX] * x_pixel_vec) + (offset.mV[VY] * y_pixel_vec); // if (!LLViewerCamera::getInstance()->projectPosAgentToScreen(world_pos, screen_pos, FALSE) && mVisibleOffScreen) // { // // bubble off-screen, so find a spot for it along screen edge // LLViewerCamera::getInstance()->projectPosAgentToScreenEdge(world_pos, screen_pos); // } screen_pos_vec.setVec((F32)screen_pos.mX, (F32)screen_pos.mY); LLRect world_rect = gViewerWindow->getWorldViewRectScaled(); S32 bottom = world_rect.mBottom + STATUS_BAR_HEIGHT; LLVector2 screen_center; screen_center.mV[VX] = llclamp((F32)screen_pos_vec.mV[VX], (F32)world_rect.mLeft + mWidth * 0.5f, (F32)world_rect.mRight - mWidth * 0.5f); if(mVertAlignment == ALIGN_VERT_TOP) { screen_center.mV[VY] = llclamp((F32)screen_pos_vec.mV[VY], (F32)bottom, (F32)world_rect.mTop - mHeight - (F32)MENU_BAR_HEIGHT); mSoftScreenRect.setLeftTopAndSize(screen_center.mV[VX] - (mWidth + BUFFER_SIZE) * 0.5f, screen_center.mV[VY] + (mHeight + BUFFER_SIZE), mWidth + BUFFER_SIZE, mHeight + BUFFER_SIZE); } else { screen_center.mV[VY] = llclamp((F32)screen_pos_vec.mV[VY], (F32)bottom + mHeight * 0.5f, (F32)world_rect.mTop - mHeight * 0.5f - (F32)MENU_BAR_HEIGHT); mSoftScreenRect.setCenterAndSize(screen_center.mV[VX], screen_center.mV[VY], mWidth + BUFFER_SIZE, mHeight + BUFFER_SIZE); } return offset + (screen_center - LLVector2((F32)screen_pos.mX, (F32)screen_pos.mY)); } void LLHUDText::updateSize() { F32 height = 0.f; F32 width = 0.f; S32 max_lines = getMaxLines(); S32 start_segment; if (max_lines < 0) start_segment = 0; else start_segment = llmax((S32)0, (S32)mTextSegments.size() - max_lines); std::vector<LLHUDTextSegment>::iterator iter = mTextSegments.begin() + start_segment; while (iter != mTextSegments.end()) { const LLFontGL* fontp = iter->mFont; height += fontp->getLineHeight() - 1; // correction factor to match legacy font metrics width = llmax(width, llmin(iter->getWidth(fontp), HUD_TEXT_MAX_WIDTH)); ++iter; } if (width == 0.f) { return; } width += HORIZONTAL_PADDING; height += VERTICAL_PADDING; // *TODO: Could do some sort of timer-based resize logic here F32 u = 1.f; mWidth = llmax(width, lerp(mWidth, (F32)width, u)); mHeight = llmax(height, lerp(mHeight, (F32)height, u)); } void LLHUDText::updateAll() { // iterate over all text objects, calculate their restoration forces, // and add them to the visible set if they are on screen and close enough sVisibleTextObjects.clear(); sVisibleHUDTextObjects.clear(); TextObjectIterator text_it; for (text_it = sTextObjects.begin(); text_it != sTextObjects.end(); ++text_it) { LLHUDText* textp = (*text_it); textp->mTargetPositionOffset.clearVec(); textp->updateSize(); textp->updateVisibility(); } // sort back to front for rendering purposes std::sort(sVisibleTextObjects.begin(), sVisibleTextObjects.end(), lltextobject_further_away()); std::sort(sVisibleHUDTextObjects.begin(), sVisibleHUDTextObjects.end(), lltextobject_further_away()); } //void LLHUDText::setLOD(S32 lod) //{ // mLOD = lod; // //RN: uncomment this to visualize LOD levels // //std::string label = llformat("%d", lod); // //setLabel(label); //} S32 LLHUDText::getMaxLines() { return mMaxLines; //switch(mLOD) //{ //case 0: // return mMaxLines; //case 1: // return mMaxLines > 0 ? mMaxLines / 2 : 5; //case 2: // return mMaxLines > 0 ? mMaxLines / 3 : 2; //default: // // label only // return 0; //} } void LLHUDText::markDead() { sTextObjects.erase(LLPointer<LLHUDText>(this)); LLHUDObject::markDead(); } void LLHUDText::renderAllHUD() { LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); { LLGLEnable color_mat(GL_COLOR_MATERIAL); LLGLDepthTest depth(GL_FALSE, GL_FALSE); VisibleTextObjectIterator text_it; for (text_it = sVisibleHUDTextObjects.begin(); text_it != sVisibleHUDTextObjects.end(); ++text_it) { (*text_it)->renderText(); } } LLVertexBuffer::unbind(); LLVertexBuffer::unbind(); LLGLState::checkStates(); LLGLState::checkTextureChannels(); LLGLState::checkClientArrays(); } void LLHUDText::shiftAll(const LLVector3& offset) { TextObjectIterator text_it; for (text_it = sTextObjects.begin(); text_it != sTextObjects.end(); ++text_it) { LLHUDText *textp = text_it->get(); textp->shift(offset); } } void LLHUDText::shift(const LLVector3& offset) { mPositionAgent += offset; } //static // called when UI scale changes, to flush font width caches void LLHUDText::reshape() { TextObjectIterator text_it; for (text_it = sTextObjects.begin(); text_it != sTextObjects.end(); ++text_it) { LLHUDText* textp = (*text_it); std::vector<LLHUDTextSegment>::iterator segment_iter; for (segment_iter = textp->mTextSegments.begin(); segment_iter != textp->mTextSegments.end(); ++segment_iter ) { segment_iter->clearFontWidthMap(); } } } //============================================================================ F32 LLHUDText::LLHUDTextSegment::getWidth(const LLFontGL* font) { std::map<const LLFontGL*, F32>::iterator iter = mFontWidthMap.find(font); if (iter != mFontWidthMap.end()) { return iter->second; } else { F32 width = font->getWidthF32(mText.c_str()); mFontWidthMap[font] = width; return width; } }