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/**
* @file llhudrender.cpp
* @brief LLHUDRender class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llhudrender.h"
#include "llrender.h"
#include "llgl.h"
#include "llviewercamera.h"
#include "v3math.h"
#include "llquaternion.h"
#include "llfontgl.h"
#include "llglheaders.h"
#include "llviewerwindow.h"
#include "llui.h"
void hud_render_utf8text(const std::string &str, const LLVector3 &pos_agent,
const LLFontGL &font,
const U8 style,
const LLFontGL::ShadowType shadow,
const F32 x_offset, const F32 y_offset,
const LLColor4& color,
const BOOL orthographic)
{
LLWString wstr(utf8str_to_wstring(str));
hud_render_text(wstr, pos_agent, font, style, shadow, x_offset, y_offset, color, orthographic);
}
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
const LLFontGL &font,
const U8 style,
const LLFontGL::ShadowType shadow,
const F32 x_offset, const F32 y_offset,
const LLColor4& color,
const BOOL orthographic)
{
LLViewerCamera* camera = LLViewerCamera::getInstance();
// Do cheap plane culling
LLVector3 dir_vec = pos_agent - camera->getOrigin();
dir_vec /= dir_vec.magVec();
if (wstr.empty() || (!orthographic && dir_vec * camera->getAtAxis() <= 0.f))
{
return;
}
LLVector3 right_axis;
LLVector3 up_axis;
if (orthographic)
{
right_axis.setVec(0.f, -1.f / gViewerWindow->getWorldViewHeightScaled(), 0.f);
up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWorldViewHeightScaled());
}
else
{
camera->getPixelVectors(pos_agent, up_axis, right_axis);
}
LLCoordFrame render_frame = *camera;
LLQuaternion rot;
if (!orthographic)
{
rot = render_frame.getQuaternion();
rot = rot * LLQuaternion(-F_PI_BY_TWO, camera->getYAxis());
rot = rot * LLQuaternion(F_PI_BY_TWO, camera->getXAxis());
}
else
{
rot = LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 0.f, 1.f));
rot = rot * LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 1.f, 0.f));
}
F32 angle;
LLVector3 axis;
rot.getAngleAxis(&angle, axis);
LLVector3 render_pos = pos_agent + (floorf(x_offset) * right_axis) + (floorf(y_offset) * up_axis);
//get the render_pos in screen space
F64 winX, winY, winZ;
LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
S32 viewport[4];
viewport[0] = world_view_rect.mLeft;
viewport[1] = world_view_rect.mBottom;
viewport[2] = world_view_rect.getWidth();
viewport[3] = world_view_rect.getHeight();
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
gGLModelView, gGLProjection, (GLint*) viewport,
&winX, &winY, &winZ);
//fonts all render orthographically, set up projection``
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
gGL.pushMatrix();
LLUI::pushMatrix();
gl_state_for_2d(world_view_rect.getWidth(), world_view_rect.getHeight());
gViewerWindow->setup3DViewport();
winX -= world_view_rect.mLeft;
winY -= world_view_rect.mBottom;
LLUI::loadIdentity();
glLoadIdentity();
LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
F32 right_x;
font.render(wstr, 0, 0, 0, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, shadow, wstr.length(), 1000, &right_x);
LLUI::popMatrix();
gGL.popMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
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