llrender and lldir merge. Removed duplicate assets from skins. cleaned up skin textures.xml files to only include changes from default.

This commit is contained in:
Shyotl
2016-04-11 02:51:08 -05:00
parent d40256fb31
commit be5d2f20bc
1280 changed files with 2354 additions and 10692 deletions

View File

@@ -348,6 +348,11 @@ void gl_draw_image( S32 x, S32 y, LLTexture* image, const LLColor4& color, const
gl_draw_scaled_rotated_image( x, y, image->getWidth(0), image->getHeight(0), 0.f, image, color, uv_rect );
}
void gl_draw_scaled_target(S32 x, S32 y, S32 width, S32 height, LLRenderTarget* target, const LLColor4& color, const LLRectf& uv_rect)
{
gl_draw_scaled_rotated_image(x, y, width, height, 0.f, NULL, color, uv_rect, target);
}
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)
@@ -358,7 +363,7 @@ void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image,
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)
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, bool scale_inner)
{
if (NULL == image)
{
@@ -371,10 +376,10 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 border_width, S32 border
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);
gl_draw_scaled_image_with_border(x, y, width, height, image, color, solid_color, uv_rect, scale_rect, scale_inner);
}
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)
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, bool scale_inner)
{
stop_glerror();
@@ -384,56 +389,6 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
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 = ll_round(image_width * uv_width);
S32 image_natural_height = ll_round(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 = ll_round(ui_translation.mV[VX] + (F32)draw_center_rect.mLeft * shrink_scale * ui_scale.mV[VX]);
draw_center_rect.mTop = ll_round(ui_translation.mV[VY] + lerp((F32)height, (F32)draw_center_rect.mTop, shrink_scale) * ui_scale.mV[VY]);
draw_center_rect.mRight = ll_round(ui_translation.mV[VX] + lerp((F32)width, (F32)draw_center_rect.mRight, shrink_scale) * ui_scale.mV[VX]);
draw_center_rect.mBottom = ll_round(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)
@@ -447,7 +402,79 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
}
}
gGL.getTexUnit(0)->bind(image, true);
if (center_rect.mLeft == 0.f
&& center_rect.mRight == 1.f
&& center_rect.mBottom == 0.f
&& center_rect.mTop == 1.f)
{
gl_draw_scaled_image(x, y, width, height, image, color, uv_outer_rect);
}
else
{
// 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 = ll_round(image_width * uv_width);
S32 image_natural_height = ll_round(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);
if (scale_inner)
{
// scale center region of image to drawn region
draw_center_rect.mRight += width - image_natural_width;
draw_center_rect.mTop += height - image_natural_height;
const F32 border_shrink_width = llmax(0.f, draw_center_rect.mLeft - draw_center_rect.mRight);
const F32 border_shrink_height = llmax(0.f, draw_center_rect.mBottom - draw_center_rect.mTop);
const F32 shrink_width_ratio = center_rect.getWidth() == 1.f ? 0.f : border_shrink_width / ((F32)image_natural_width * (1.f - center_rect.getWidth()));
const F32 shrink_height_ratio = center_rect.getHeight() == 1.f ? 0.f : border_shrink_height / ((F32)image_natural_height * (1.f - center_rect.getHeight()));
const F32 border_shrink_scale = 1.f - llmax(shrink_width_ratio, shrink_height_ratio);
draw_center_rect.mLeft *= border_shrink_scale;
draw_center_rect.mTop = lerp((F32)height, (F32)draw_center_rect.mTop, border_shrink_scale);
draw_center_rect.mRight = lerp((F32)width, (F32)draw_center_rect.mRight, border_shrink_scale);
draw_center_rect.mBottom *= border_shrink_scale;
}
else
{
// keep center region of image at fixed scale, but in same relative position
F32 scale_factor = llmin((F32)width / draw_center_rect.getWidth(), (F32)height / draw_center_rect.getHeight(), 1.f);
F32 scaled_width = draw_center_rect.getWidth() * scale_factor;
F32 scaled_height = draw_center_rect.getHeight() * scale_factor;
draw_center_rect.setCenterAndSize(uv_center_rect.getCenterX() * width, uv_center_rect.getCenterY() * height, scaled_width, scaled_height);
}
draw_center_rect.mLeft = ll_round(ui_translation.mV[VX] + (F32)draw_center_rect.mLeft * ui_scale.mV[VX]);
draw_center_rect.mTop = ll_round(ui_translation.mV[VY] + (F32)draw_center_rect.mTop * ui_scale.mV[VY]);
draw_center_rect.mRight = ll_round(ui_translation.mV[VX] + (F32)draw_center_rect.mRight * ui_scale.mV[VX]);
draw_center_rect.mBottom = ll_round(ui_translation.mV[VY] + (F32)draw_center_rect.mBottom * 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;
gGL.getTexUnit(0)->bind(image, true);
gGL.color4fv(color.mV);
gGL.diffuseColor4fv(color.mV); //workaround: Intel HD 4000
@@ -611,11 +638,12 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
uv[index] = LLVector2(uv_center_rect.mRight, uv_outer_rect.mTop);
pos[index].set(draw_center_rect.mRight, draw_outer_rect.mTop, 0.f);
index++;
index++;
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
}
gGL.end();
}
gGL.end();
if (solid_color)
{
@@ -635,9 +663,9 @@ void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LL
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)
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, LLRenderTarget* target)
{
if (NULL == image)
if (!image && !target)
{
LL_WARNS() << "image == NULL; aborting function" << LL_ENDL;
return;
@@ -645,8 +673,14 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
LLGLSUIDefault gls_ui;
gGL.getTexUnit(0)->bind(image, true);
if(image != NULL)
{
gGL.getTexUnit(0)->bind(image, true);
}
else
{
gGL.getTexUnit(0)->bind(target);
}
gGL.color4fv(color.mV);
@@ -698,11 +732,18 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
gGL.translateUI(offset_x, offset_y, 0.f);
LLMatrix3 quat(0.f, 0.f, degrees*DEG_TO_RAD);
gGL.getTexUnit(0)->bind(image, true);
if(image != NULL)
{
gGL.getTexUnit(0)->bind(image, true);
}
else
{
gGL.getTexUnit(0)->bind(target);
}
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
LLVector3 v;
@@ -1202,18 +1243,18 @@ void gl_segmented_rect_2d_tex(const S32 left,
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)
void gl_segmented_rect_2d_fragment_tex(const LLRect& rect,
const S32 texture_width,
const S32 texture_height,
const S32 border_size,
const F32 start_fragment,
const F32 end_fragment,
const U32 edges)
{
const S32 left = rect.mLeft;
const S32 right = rect.mRight;
const S32 top = rect.mTop;
const S32 bottom = rect.mBottom;
S32 width = llabs(right - left);
S32 height = llabs(top - bottom);
@@ -1343,10 +1384,10 @@ void gl_segmented_rect_2d_fragment_tex(const S32 left,
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);
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);
// draw bottom right
gGL.texCoord2f(u_min, 0.f);
@@ -1393,145 +1434,132 @@ void gl_segmented_rect_2d_fragment_tex(const S32 left,
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)
void gl_segmented_rect_3d_tex(const LLRectf& clip_rect, const LLRectf& center_uv_rect, const LLRectf& center_draw_rect,
const LLVector3& width_vec, const LLVector3& height_vec)
{
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.texCoord2f(clip_rect.mLeft, clip_rect.mBottom);
gGL.vertex3f(0.f, 0.f, 0.f);
gGL.texCoord2f(border_scale.mV[VX], 0.f);
gGL.vertex3fv(left_border_width.mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(0.f, border_scale.mV[VY]);
gGL.vertex3fv(bottom_border_height.mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
// draw bottom middle
gGL.texCoord2f(border_scale.mV[VX], 0.f);
gGL.vertex3fv(left_border_width.mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f);
gGL.vertex3fv((width_vec - right_border_width).mV);
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec).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(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).mV);
// draw bottom right
gGL.texCoord2f(1.f - border_scale.mV[VX], 0.f);
gGL.vertex3fv((width_vec - right_border_width).mV);
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec).mV);
gGL.texCoord2f(1.f, 0.f);
gGL.texCoord2f(clip_rect.mRight, clip_rect.mBottom);
gGL.vertex3fv(width_vec.mV);
gGL.texCoord2f(1.f, border_scale.mV[VY]);
gGL.vertex3fv((width_vec + bottom_border_height).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).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(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
// draw left
gGL.texCoord2f(0.f, border_scale.mV[VY]);
gGL.vertex3fv(bottom_border_height.mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).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(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(0.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((height_vec - top_border_height).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).mV);
// draw middle
gGL.texCoord2f(border_scale.mV[VX], border_scale.mV[VY]);
gGL.vertex3fv((left_border_width + bottom_border_height).mV);
gGL.texCoord2f(center_uv_rect.mLeft, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mBottom * height_vec).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(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).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(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).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(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).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(center_uv_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(1.f, border_scale.mV[VY]);
gGL.vertex3fv((width_vec + bottom_border_height).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mBottom);
gGL.vertex3fv((width_vec + center_draw_rect.mBottom * height_vec).mV);
gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).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(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
// draw top left
gGL.texCoord2f(0.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((height_vec - top_border_height).mV);
gGL.texCoord2f(clip_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mTop * height_vec).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(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f);
gGL.vertex3fv((left_border_width + height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + height_vec).mV);
gGL.texCoord2f(0.f, 1.f);
gGL.texCoord2f(clip_rect.mLeft, clip_rect.mTop);
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(center_uv_rect.mLeft, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + center_draw_rect.mTop * height_vec).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(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(1.f - border_scale.mV[VX], 1.f);
gGL.vertex3fv((width_vec - right_border_width + height_vec).mV);
gGL.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + height_vec).mV);
gGL.texCoord2f(border_scale.mV[VX], 1.f);
gGL.vertex3fv((left_border_width + height_vec).mV);
gGL.texCoord2f(center_uv_rect.mLeft, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mLeft * width_vec + 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(center_uv_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(1.f, 1.f - border_scale.mV[VY]);
gGL.vertex3fv((width_vec + height_vec - top_border_height).mV);
gGL.texCoord2f(clip_rect.mRight, center_uv_rect.mTop);
gGL.vertex3fv((width_vec + center_draw_rect.mTop * height_vec).mV);
gGL.texCoord2f(1.f, 1.f);
gGL.texCoord2f(clip_rect.mRight, clip_rect.mTop);
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.texCoord2f(center_uv_rect.mRight, clip_rect.mTop);
gGL.vertex3fv((center_draw_rect.mRight * width_vec + 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)