Fix winding issues with various ui draw methods. Face culling is actually disabled during ui rendering, but it's still good to do winding correctly regardless. Also automated tri strip batching.

This commit is contained in:
Shyotl
2017-02-24 01:49:31 -06:00
parent d39ad79986
commit 5d96bd8966
3 changed files with 144 additions and 76 deletions

View File

@@ -945,15 +945,15 @@ void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4&
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.begin( LLRender::TRIANGLE_STRIP );
gGL.begin( LLRender::TRIANGLE_STRIP );
{
steps += 1; // An extra step to close the circle.
while( steps-- )
{
gGL.color4fv(inner_color.mV);
gGL.vertex2f(x2, y2);
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;
@@ -986,10 +986,10 @@ void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians,
steps += 1; // An extra step to close the circle.
while( steps-- )
{
gGL.color4fv(inner_color.mV);
gGL.vertex2f(x2, y2);
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;
@@ -1042,31 +1042,33 @@ void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LL
void gl_rect_2d_simple_tex( S32 width, S32 height )
{
gGL.begin( LLRender::TRIANGLE_STRIP );
{
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2i(0, height);
gGL.texCoord2f(0.f, 0.f);
gGL.vertex2i(0, 0);
gGL.texCoord2f(0.f, 1.f);
gGL.vertex2i(0, height);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
gGL.texCoord2f(1.f, 1.f);
gGL.vertex2i(width, height);
gGL.texCoord2f(1.f, 0.f);
gGL.vertex2i(width, 0);
}
gGL.end();
}
void gl_rect_2d_simple( S32 width, S32 height )
void gl_rect_2d_simple(S32 width, S32 height)
{
gGL.begin( LLRender::TRIANGLES);
gGL.begin(LLRender::TRIANGLES);
{
gGL.vertex2i(0, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(0, height);
gGL.vertex2i(width, 0);
gGL.vertex2i(width, 0);
gGL.vertex2i(0, height);
gGL.vertex2i(width, height);
gGL.vertex2i(width, height);
gGL.vertex2i(0, 0);
gGL.vertex2i(width, 0);
}
gGL.end();
}
@@ -1132,13 +1134,10 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + height_vec - border_height_top).mV);
// draw degenerate
gGL.texCoord2f(1.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + 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);
}
gGL.end();
gGL.begin(LLRender::TRIANGLE_STRIP);
{
// draw left
gGL.texCoord2f(0.f, 1.f - border_uv_scale.mV[VY]);
gGL.vertex2fv((height_vec - border_height_top).mV);
@@ -1166,12 +1165,10 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
// draw degenerate
gGL.texCoord2f(1.f, border_uv_scale.mV[VY]);
gGL.vertex2fv((width_vec + border_height_bottom).mV);
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
}
gGL.end();
gGL.begin(LLRender::TRIANGLE_STRIP);
{
// draw bottom left
gGL.texCoord2f(0.f, border_uv_scale.mV[VY]);
gGL.vertex2fv(border_height_bottom.mV);
@@ -1249,10 +1246,10 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
LLVector2 x_min;
LLVector2 x_max;
gGL.begin(LLRender::TRIANGLE_STRIP);
{
if (start_fragment < middle_start)
{
gGL.begin(LLRender::TRIANGLE_STRIP);
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;
@@ -1284,22 +1281,14 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.end();
}
if (end_fragment > middle_start || start_fragment < middle_end)
{
if (start_fragment < middle_start)
{
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
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;
if (start_fragment < middle_start)
{
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
gGL.vertex2fv(x_min.mV);
}
// draw bottom middle
gGL.texCoord2f(border_uv_scale.mV[VX], 0.f);
@@ -1328,31 +1317,18 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.end();
}
if (end_fragment > middle_end)
{
if (end_fragment > middle_start || start_fragment < middle_end)
{
gGL.texCoord2f(1.f - border_uv_scale.mV[VX], 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
}
else if (start_fragment < middle_start)
{
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
}
gGL.begin(LLRender::TRIANGLE_STRIP);
u_min = 1.f - ((1.f - llmax(0.f, (start_fragment - middle_end) / middle_start)) * border_uv_scale.mV[VX]);
u_max = 1.f - ((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);
if (end_fragment > middle_start || start_fragment < middle_end || start_fragment < middle_start)
{
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv((x_min).mV);
}
// draw bottom right
gGL.texCoord2f(u_min, 0.f);
gGL.vertex2fv((x_min).mV);
@@ -1379,9 +1355,9 @@ void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
gGL.texCoord2f(u_max, 1.f);
gGL.vertex2fv((x_max + height_vec).mV);
gGL.end();
}
}
gGL.end();
gGL.popUIMatrix();
}
@@ -1417,13 +1393,10 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
// draw degenerate
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
}
gGL.end();
gGL.begin(LLRender::TRIANGLE_STRIP);
{
// draw left
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
@@ -1451,12 +1424,10 @@ void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
// draw degenerate
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
}
gGL.end();
gGL.begin(LLRender::TRIANGLE_STRIP);
{
// draw bottom left
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);