150 lines
4.9 KiB
C++
150 lines
4.9 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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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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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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F64 winX, winY, winZ;
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LLRect world_view_rect = gViewerWindow->getWorldViewRectRaw();
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S32 viewport[4];
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viewport[0] = world_view_rect.mLeft;
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viewport[1] = world_view_rect.mBottom;
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viewport[2] = world_view_rect.getWidth();
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viewport[3] = world_view_rect.getHeight();
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F64 mdlv[16];
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F64 proj[16];
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for (U32 i = 0; i < 16; i++)
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{
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mdlv[i] = (F64) gGLModelView[i];
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proj[i] = (F64) gGLProjection[i];
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}
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gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
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mdlv, proj, (GLint*) viewport,
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&winX, &winY, &winZ);
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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, 1, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, shadow, static_cast<S32>(wstr.length()), 1000, &right_x, /*use_ellipses*/false, /*use_color*/true);
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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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