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SingularityViewer/indra/llrender/llrender2dutils.h

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/**
* @file llrender2dutils.h
* @brief GL function declarations for immediate-mode gl drawing.
*
* $LicenseInfo:firstyear=2012&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
// All immediate-mode gl drawing should happen here.
#ifndef LL_RENDER2DUTILS_H
#define LL_RENDER2DUTILS_H
#include "llpointer.h" // LLPointer<>
#include "llrect.h"
#include "llglslshader.h"
class LLColor4;
class LLVector3;
class LLVector2;
class LLUIImage;
class LLUUID;
extern const LLColor4 UI_VERTEX_COLOR;
BOOL ui_point_in_rect(S32 x, S32 y, S32 left, S32 top, S32 right, S32 bottom);
void gl_state_for_2d(S32 width, S32 height);
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2);
void gl_line_2d(S32 x1, S32 y1, S32 x2, S32 y2, const LLColor4 &color );
void gl_triangle_2d(S32 x1, S32 y1, S32 x2, S32 y2, S32 x3, S32 y3, const LLColor4& color, BOOL filled);
void gl_rect_2d_simple( S32 width, S32 height );
void gl_draw_x(const LLRect& rect, const LLColor4& color);
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, BOOL filled = TRUE );
void gl_rect_2d(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, BOOL filled = TRUE );
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &color, S32 pixel_offset = 0, BOOL filled = TRUE );
void gl_rect_2d_offset_local( S32 left, S32 top, S32 right, S32 bottom, S32 pixel_offset = 0, BOOL filled = TRUE );
void gl_rect_2d(const LLRect& rect, BOOL filled = TRUE );
void gl_rect_2d(const LLRect& rect, const LLColor4& color, BOOL filled = TRUE );
void gl_rect_2d_checkerboard(const LLRect& parent_screen_rect, const LLRect& rect, GLfloat alpha = 1.0f);
void gl_drop_shadow(S32 left, S32 top, S32 right, S32 bottom, const LLColor4 &start_color, S32 lines);
void gl_circle_2d(F32 x, F32 y, F32 radius, S32 steps, BOOL filled);
void gl_arc_2d(F32 center_x, F32 center_y, F32 radius, S32 steps, BOOL filled, F32 start_angle, F32 end_angle);
void gl_deep_circle( F32 radius, F32 depth );
void gl_ring( F32 radius, F32 width, const LLColor4& center_color, const LLColor4& side_color, S32 steps, BOOL render_center );
void gl_corners_2d(S32 left, S32 top, S32 right, S32 bottom, S32 length, F32 max_frac);
void gl_washer_2d(F32 outer_radius, F32 inner_radius, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color);
void gl_washer_segment_2d(F32 outer_radius, F32 inner_radius, F32 start_radians, F32 end_radians, S32 steps, const LLColor4& inner_color, const LLColor4& outer_color);
void gl_washer_spokes_2d(F32 outer_radius, F32 inner_radius, S32 count, const LLColor4& inner_color, const LLColor4& outer_color);
void gl_draw_image(S32 x, S32 y, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_scaled_image(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_rotated_image(S32 x, S32 y, F32 degrees, LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_scaled_rotated_image(S32 x, S32 y, S32 width, S32 height, F32 degrees,LLTexture* image, const LLColor4& color = UI_VERTEX_COLOR, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
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 = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_draw_scaled_image_with_border(S32 x, S32 y, S32 width, S32 height, LLTexture* image, const LLColor4 &color, BOOL solid_color = FALSE, const LLRectf& uv_rect = LLRectf(0.f, 1.f, 1.f, 0.f), const LLRectf& scale_rect = LLRectf(0.f, 1.f, 1.f, 0.f));
void gl_stippled_line_3d( const LLVector3& start, const LLVector3& end, const LLColor4& color, F32 phase = 0.f );
void gl_rect_2d_simple_tex( S32 width, S32 height );
// segmented rectangles
/*
TL |______TOP_________| TR
/| |\
_/_|__________________|_\_
L| | MIDDLE | |R
_|_|__________________|_|_
\ | BOTTOM | /
BL\|__________________|/ BR
| |
*/
typedef enum e_rounded_edge
{
ROUNDED_RECT_LEFT = 0x1,
ROUNDED_RECT_TOP = 0x2,
ROUNDED_RECT_RIGHT = 0x4,
ROUNDED_RECT_BOTTOM = 0x8,
ROUNDED_RECT_ALL = 0xf
}ERoundedEdge;
void gl_segmented_rect_2d_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 U32 edges = ROUNDED_RECT_ALL);
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 = ROUNDED_RECT_ALL);
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, U32 edges = ROUNDED_RECT_ALL);
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);
inline void gl_rect_2d( const LLRect& rect, BOOL filled )
{
gl_rect_2d( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, filled );
}
inline void gl_rect_2d_offset_local( const LLRect& rect, S32 pixel_offset, BOOL filled)
{
gl_rect_2d_offset_local( rect.mLeft, rect.mTop, rect.mRight, rect.mBottom, pixel_offset, filled );
}
class LLImageProviderInterface;
class LLRender2D
{
LOG_CLASS(LLRender2D);
public:
static void initClass(LLImageProviderInterface* image_provider,
const LLVector2* scale_factor);
static void cleanupClass();
static void pushMatrix();
static void popMatrix();
static void loadIdentity();
static void translate(F32 x, F32 y, F32 z = 0.0f);
static void setLineWidth(F32 width);
static void setScaleFactor(const LLVector2& scale_factor);
static LLPointer<LLUIImage> getUIImageByID(const LLUUID& image_id, S32 priority = 0);
static LLPointer<LLUIImage> getUIImage(const std::string& name, S32 priority = 0);
static LLVector2 sGLScaleFactor;
private:
static LLImageProviderInterface* sImageProvider;
};
class LLImageProviderInterface
{
protected:
LLImageProviderInterface() {};
virtual ~LLImageProviderInterface() {};
public:
virtual LLPointer<LLUIImage> getUIImage(const std::string& name, S32 priority) = 0;
virtual LLPointer<LLUIImage> getUIImageByID(const LLUUID& id, S32 priority) = 0;
virtual void cleanUp() = 0;
};
extern LLGLSLShader gSolidColorProgram;
extern LLGLSLShader gUIProgram;
#endif // LL_RENDER2DUTILS_H