Huge renderer update (WIP). Still plenty to do, especially pertaining to UI.

-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges...
-VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
This commit is contained in:
Shyotl
2011-12-09 14:02:29 -06:00
parent 8e7733b2ce
commit ffb285c6ff
499 changed files with 22321 additions and 12356 deletions

View File

@@ -442,7 +442,7 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 border_width, S32 border
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_rect, const LLRectf& 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();
@@ -452,36 +452,53 @@ 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 = LLVector3(1.f,1.f,1.f);//gGL.getUIScale();
const LLVector3 ui_translation = LLVector3(x,y,0.f);//(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 scale_rect_uv(
uv_rect.mLeft + (scale_rect.mLeft * uv_rect.getWidth()),
uv_rect.mBottom + (scale_rect.mTop * uv_rect.getHeight()),
uv_rect.mLeft + (scale_rect.mRight * uv_rect.getWidth()),
uv_rect.mBottom + (scale_rect.mBottom * uv_rect.getHeight()));
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));
S32 image_natural_width = llround((F32)image->getWidth(0) * uv_rect.getWidth());
S32 image_natural_height = llround((F32)image->getHeight(0) * uv_rect.getHeight());
F32 image_width = image->getWidth(0);
F32 image_height = image->getHeight(0);
LLRect draw_rect(0, height, width, 0);
LLRect draw_scale_rect(llround(scale_rect_uv.mLeft * (F32)image->getWidth(0)),
llround(scale_rect_uv.mTop * (F32)image->getHeight(0)),
llround(scale_rect_uv.mRight * (F32)image->getWidth(0)),
llround(scale_rect_uv.mBottom * (F32)image->getHeight(0)));
// scale fixed region of image to drawn region
draw_scale_rect.mRight += width - image_natural_width;
draw_scale_rect.mTop += height - image_natural_height;
S32 image_natural_width = llround(image_width * uv_width);
S32 image_natural_height = llround(image_height * uv_height);
S32 border_shrink_width = llmax(0, draw_scale_rect.mLeft - draw_scale_rect.mRight);
S32 border_shrink_height = llmax(0, draw_scale_rect.mBottom - draw_scale_rect.mTop);
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);
F32 shrink_width_ratio = scale_rect.getWidth() == 1.f ? 0.f : border_shrink_width / ((F32)image_natural_width * (1.f - scale_rect.getWidth()));
F32 shrink_height_ratio = scale_rect.getHeight() == 1.f ? 0.f : border_shrink_height / ((F32)image_natural_height * (1.f - scale_rect.getHeight()));
{ // 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 shrink_scale = 1.f - llmax(shrink_width_ratio, shrink_height_ratio);
draw_scale_rect.mLeft = llround((F32)draw_scale_rect.mLeft * shrink_scale);
draw_scale_rect.mTop = llround(lerp((F32)height, (F32)draw_scale_rect.mTop, shrink_scale));
draw_scale_rect.mRight = llround(lerp((F32)width, (F32)draw_scale_rect.mRight, shrink_scale));
draw_scale_rect.mBottom = llround((F32)draw_scale_rect.mBottom * shrink_scale);
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;
@@ -498,136 +515,174 @@ void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTex
}
}
gGL.pushMatrix();
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);
{
gGL.translatef((F32)x, (F32)y, 0.f);
// 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++;
gGL.getTexUnit(0)->bind(image);
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++;
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
// draw bottom left
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2i(0, 0);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, 0);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
// 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++;
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(0, draw_scale_rect.mBottom);
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++;
// draw bottom middle
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, 0);
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++;
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, 0);
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++;
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
// 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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
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++;
// draw bottom right
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, 0);
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++;
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2i(width, 0);
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++;
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(width, draw_scale_rect.mBottom);
// 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++;
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
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 left
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(0, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
// 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++;
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(0, draw_scale_rect.mTop);
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 middle
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
// 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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
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++;
// draw right
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mBottom);
gGL.vertex2i(width, draw_scale_rect.mBottom);
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++;
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mTop);
gGL.vertex2i(width, draw_scale_rect.mTop);
// 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++;
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
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 top left
gGL.texCoord2f(uv_rect.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(0, draw_scale_rect.mTop);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
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++;
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, height);
// 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++;
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2i(0, height);
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 middle
gGL.texCoord2f(scale_rect_uv.mLeft, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, draw_scale_rect.mTop);
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.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
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++;
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mRight, height);
// 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++;
gGL.texCoord2f(scale_rect_uv.mLeft, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mLeft, height);
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++;
// draw top right
gGL.texCoord2f(scale_rect_uv.mRight, scale_rect_uv.mTop);
gGL.vertex2i(draw_scale_rect.mRight, draw_scale_rect.mTop);
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++;
gGL.texCoord2f(uv_rect.mRight, scale_rect_uv.mTop);
gGL.vertex2i(width, draw_scale_rect.mTop);
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.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2i(width, height);
gGL.texCoord2f(scale_rect_uv.mRight, uv_rect.mTop);
gGL.vertex2i(draw_scale_rect.mRight, height);
}
gGL.end();
gGL.vertexBatchPreTransformed(pos, uv, NUM_VERTICES);
}
gGL.popMatrix();
gGL.end();
if (solid_color)
{
@@ -657,77 +712,88 @@ void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degre
LLGLSUIDefault gls_ui;
gGL.pushMatrix();
{
gGL.translatef((F32)x, (F32)y, 0.f);
if( degrees )
{
F32 offset_x = F32(width/2);
F32 offset_y = F32(height/2);
gGL.translatef( offset_x, offset_y, 0.f);
gGL.rotatef( degrees, 0.f, 0.f, 1.f );
gGL.translatef( -offset_x, -offset_y, 0.f );
}
gGL.getTexUnit(0)->bind(image);
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 = LLVector3(1.f,1.f,1.f);//gGL.getUIScale();
LLVector3 ui_translation = LLVector3(0.f,0.f,0.f); //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.pushMatrix();
gGL.translatef((F32)x, (F32)y, 0.f);
F32 offset_x = F32(width/2);
F32 offset_y = F32(height/2);
gGL.translatef(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.vertex2i(width, height );
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.vertex2i(0, height );
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.vertex2i(0, 0);
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.vertex2i(width, 0);
gGL.vertex2f(v.mV[0], v.mV[1] );
}
gGL.end();
}
gGL.popMatrix();
}
void gl_draw_scaled_image_inverted(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;
gGL.popMatrix();
}
LLGLSUIDefault gls_ui;
gGL.pushMatrix();
{
gGL.translatef((F32)x, (F32)y, 0.f);
gGL.getTexUnit(0)->bind(image);
gGL.color4fv(color.mV);
gGL.begin(LLRender::QUADS);
{
gGL.texCoord2f(uv_rect.mRight, uv_rect.mBottom);
gGL.vertex2i(width, height );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mBottom);
gGL.vertex2i(0, height );
gGL.texCoord2f(uv_rect.mLeft, uv_rect.mTop);
gGL.vertex2i(0, 0);
gGL.texCoord2f(uv_rect.mRight, uv_rect.mTop);
gGL.vertex2i(width, 0);
}
gGL.end();
}
gGL.popMatrix();
}
@@ -756,25 +822,6 @@ void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LL
LLUI::setLineWidth(1.f);
}
void gl_rect_2d_xor(S32 left, S32 top, S32 right, S32 bottom)
{
gGL.color4fv( LLColor4::white.mV );
glLogicOp( GL_XOR );
stop_glerror();
gGL.begin(LLRender::QUADS);
gGL.vertex2i(left, top);
gGL.vertex2i(left, bottom);
gGL.vertex2i(right, bottom);
gGL.vertex2i(right, top);
gGL.end();
glLogicOp( GL_COPY );
stop_glerror();
}
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)
@@ -900,7 +947,7 @@ void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor
}
// Draw gray and white checkerboard with black border
void gl_rect_2d_checkerboard(const LLRect& rect)
void gl_rect_2d_checkerboard(const LLRect& rect, GLfloat alpha)
{
// Initialize the first time this is called.
const S32 PIXELS = 32;
@@ -921,16 +968,24 @@ void gl_rect_2d_checkerboard(const LLRect& rect)
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
// ...white squares
gGL.color3f( 1.f, 1.f, 1.f );
gGL.color4f( 1.f, 1.f, 1.f, alpha );
gl_rect_2d(rect);
// ...gray squares
gGL.color3f( .7f, .7f, .7f );
gGL.color4f( .7f, .7f, .7f, alpha );
gGL.flush();
glPolygonStipple( checkerboard );
LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
gl_rect_2d(rect);
if (!LLGLSLShader::sNoFixedFunction)
{ //polygon stipple is deprecated
glPolygonStipple( checkerboard );
LLGLEnable polygon_stipple(GL_POLYGON_STIPPLE);
gl_rect_2d(rect);
}
else
{
gl_rect_2d(rect);
}
gGL.flush();
}
@@ -1231,6 +1286,7 @@ void gl_segmented_rect_2d_tex(const S32 left,
gGL.popMatrix();
}
//FIXME: rewrite to use scissor?
void gl_segmented_rect_2d_fragment_tex(const S32 left,
const S32 top,
const S32 right,
@@ -1650,7 +1706,7 @@ void LLUI::setLineWidth(F32 width)
}
//static
void LLUI::setCursorPositionScreen(S32 x, S32 y)
void LLUI::setMousePositionScreen(S32 x, S32 y)
{
S32 screen_x, screen_y;
screen_x = llround((F32)x * sGLScaleFactor.mV[VX]);
@@ -1663,26 +1719,34 @@ void LLUI::setCursorPositionScreen(S32 x, S32 y)
}
//static
void LLUI::setCursorPositionLocal(const LLView* viewp, S32 x, S32 y)
{
S32 screen_x, screen_y;
viewp->localPointToScreen(x, y, &screen_x, &screen_y);
setCursorPositionScreen(screen_x, screen_y);
}
//static
void LLUI::getCursorPositionLocal(const LLView* viewp, S32 *x, S32 *y)
void LLUI::getMousePositionScreen(S32 *x, S32 *y)
{
LLCoordWindow cursor_pos_window;
LLView::getWindow()->getCursorPosition(&cursor_pos_window);
LLCoordGL cursor_pos_gl;
LLView::getWindow()->convertCoords(cursor_pos_window, &cursor_pos_gl);
cursor_pos_gl.mX = llround((F32)cursor_pos_gl.mX / LLUI::sGLScaleFactor.mV[VX]);
cursor_pos_gl.mY = llround((F32)cursor_pos_gl.mY / LLUI::sGLScaleFactor.mV[VY]);
viewp->screenPointToLocal(cursor_pos_gl.mX, cursor_pos_gl.mY, x, y);
*x = llround((F32)cursor_pos_gl.mX / sGLScaleFactor.mV[VX]);
*y = llround((F32)cursor_pos_gl.mY / sGLScaleFactor.mV[VX]);
}
//static
void LLUI::setMousePositionLocal(const LLView* viewp, S32 x, S32 y)
{
S32 screen_x, screen_y;
viewp->localPointToScreen(x, y, &screen_x, &screen_y);
setMousePositionScreen(screen_x, screen_y);
}
//static
void LLUI::getMousePositionLocal(const LLView* viewp, S32 *x, S32 *y)
{
S32 screen_x, screen_y;
getMousePositionScreen(&screen_x, &screen_y);
viewp->screenPointToLocal(screen_x, screen_y, x, y);
}
// On Windows, the user typically sets the language when they install the
// app (by running it with a shortcut that sets InstallLanguage). On Mac,
// or on Windows if the SecondLife.exe executable is run directly, the
@@ -1875,102 +1939,3 @@ LLLocalClipRect::LLLocalClipRect(const LLRect &rect, BOOL enabled)
{
}
//
// LLUIImage
//
LLUIImage::LLUIImage(const std::string& name, LLPointer<LLTexture> image) :
mName(name),
mImage(image),
mScaleRegion(0.f, 1.f, 1.f, 0.f),
mClipRegion(0.f, 1.f, 1.f, 0.f),
mUniformScaling(TRUE),
mNoClip(TRUE)
{
}
void LLUIImage::setClipRegion(const LLRectf& region)
{
mClipRegion = region;
mNoClip = mClipRegion.mLeft == 0.f
&& mClipRegion.mRight == 1.f
&& mClipRegion.mBottom == 0.f
&& mClipRegion.mTop == 1.f;
}
void LLUIImage::setScaleRegion(const LLRectf& region)
{
mScaleRegion = region;
mUniformScaling = mScaleRegion.mLeft == 0.f
&& mScaleRegion.mRight == 1.f
&& mScaleRegion.mBottom == 0.f
&& mScaleRegion.mTop == 1.f;
}
//TODO: move drawing implementation inside class
void LLUIImage::draw(S32 x, S32 y, const LLColor4& color) const
{
gl_draw_image(x, y, mImage, color, mClipRegion);
}
void LLUIImage::draw(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const
{
if (mUniformScaling)
{
gl_draw_scaled_image(x, y, width, height, mImage, color, mClipRegion);
}
else
{
gl_draw_scaled_image_with_border(
x, y,
width, height,
mImage,
color,
FALSE,
mClipRegion,
mScaleRegion);
}
}
void LLUIImage::drawSolid(S32 x, S32 y, S32 width, S32 height, const LLColor4& color) const
{
gl_draw_scaled_image_with_border(
x, y,
width, height,
mImage,
color,
TRUE,
mClipRegion,
mScaleRegion);
}
void LLUIImage::drawBorder(S32 x, S32 y, S32 width, S32 height, const LLColor4& color, S32 border_width) const
{
LLRect border_rect;
border_rect.setOriginAndSize(x, y, width, height);
border_rect.stretch(border_width, border_width);
drawSolid(border_rect, color);
}
S32 LLUIImage::getWidth() const
{
// return clipped dimensions of actual image area
return llround((F32)mImage->getWidth(0) * mClipRegion.getWidth());
}
S32 LLUIImage::getHeight() const
{
// return clipped dimensions of actual image area
return llround((F32)mImage->getHeight(0) * mClipRegion.getHeight());
}
S32 LLUIImage::getTextureWidth() const
{
return mImage->getWidth(0);
}
S32 LLUIImage::getTextureHeight() const
{
return mImage->getHeight(0);
}