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