Example #1
0
void LLHUDText::renderText()
{
    if (!mVisible || mHidden)
    {
        return;
    }

    gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);

    LLGLState gls_blend(GL_BLEND, TRUE);
    LLGLState gls_alpha(GL_ALPHA_TEST, TRUE);

    LLColor4 shadow_color(0.f, 0.f, 0.f, 1.f);
    F32 alpha_factor = 1.f;
    LLColor4 text_color = mColor;
    if (mDoFade)
    {
        if (mLastDistance > mFadeDistance)
        {
            alpha_factor = llmax(0.f, 1.f - (mLastDistance - mFadeDistance)/mFadeRange);
            text_color.mV[3] = text_color.mV[3]*alpha_factor;
        }
    }
    if (text_color.mV[3] < 0.01f)
    {
        return;
    }
    shadow_color.mV[3] = text_color.mV[3];

    mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f));

    // *TODO: cache this image
    LLUIImagePtr imagep = LLUI::getUIImage("Rounded_Square");

    // *TODO: make this a per-text setting
    LLColor4 bg_color = LLUIColorTable::instance().getColor("ObjectBubbleColor");
    bg_color.setAlpha(gSavedSettings.getF32("ChatBubbleOpacity") * alpha_factor);

    const S32 border_height = 16;
    const S32 border_width = 16;

    // *TODO move this into helper function
    F32 border_scale = 1.f;

    if (border_height * 2 > mHeight)
    {
        border_scale = (F32)mHeight / ((F32)border_height * 2.f);
    }
    if (border_width * 2 > mWidth)
    {
        border_scale = llmin(border_scale, (F32)mWidth / ((F32)border_width * 2.f));
    }

    // scale screen size of borders down
    //RN: for now, text on hud objects is never occluded

    LLVector3 x_pixel_vec;
    LLVector3 y_pixel_vec;

    if (mOnHUDAttachment)
    {
        x_pixel_vec = LLVector3::y_axis / (F32)gViewerWindow->getWorldViewWidthRaw();
        y_pixel_vec = LLVector3::z_axis / (F32)gViewerWindow->getWorldViewHeightRaw();
    }
    else
    {
        LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec);
    }

    LLVector2 border_scale_vec((F32)border_width / (F32)imagep->getTextureWidth(), (F32)border_height / (F32)imagep->getTextureHeight());
    LLVector3 width_vec = mWidth * x_pixel_vec;
    LLVector3 height_vec = mHeight * y_pixel_vec;
    LLVector3 scaled_border_width = (F32)llfloor(border_scale * (F32)border_width) * x_pixel_vec;
    LLVector3 scaled_border_height = (F32)llfloor(border_scale * (F32)border_height) * y_pixel_vec;

    mRadius = (width_vec + height_vec).magVec() * 0.5f;

    LLVector2 screen_offset;
    screen_offset = mPositionOffset;

    LLVector3 render_position = mPositionAgent
                                + (x_pixel_vec * screen_offset.mV[VX])
                                + (y_pixel_vec * screen_offset.mV[VY]);

    F32 y_offset = (F32)mOffsetY;

    // Render label
    {
        gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
    }

    // Render text
    {
        // -1 mMaxLines means unlimited lines.
        S32 start_segment;
        S32 max_lines = getMaxLines();

        if (max_lines < 0)
        {
            start_segment = 0;
        }
        else
        {
            start_segment = llmax((S32)0, (S32)mTextSegments.size() - max_lines);
        }

        for (std::vector<LLHUDTextSegment>::iterator segment_iter = mTextSegments.begin() + start_segment;
                segment_iter != mTextSegments.end(); ++segment_iter )
        {
            const LLFontGL* fontp = segment_iter->mFont;
            y_offset -= fontp->getLineHeight() - 1; // correction factor to match legacy font metrics

            U8 style = segment_iter->mStyle;
            LLFontGL::ShadowType shadow = LLFontGL::DROP_SHADOW;

            F32 x_offset;
            if (mTextAlignment== ALIGN_TEXT_CENTER)
            {
                x_offset = -0.5f*segment_iter->getWidth(fontp);
            }
            else // ALIGN_LEFT
            {
                x_offset = -0.5f * mWidth + (HORIZONTAL_PADDING / 2.f);
            }

            text_color = segment_iter->mColor;
            text_color.mV[VALPHA] *= alpha_factor;

            hud_render_text(segment_iter->getText(), render_position, *fontp, style, shadow, x_offset, y_offset, text_color, mOnHUDAttachment);
        }
    }
    /// Reset the default color to white.  The renderer expects this to be the default.
    gGL.color4f(1.0f, 1.0f, 1.0f, 1.0f);
}
Example #2
0
//-----------------------------------------------------------------------------
// render()
//-----------------------------------------------------------------------------
void LLHUDEffectLookAt::render()
{
    if (gSavedSettings.getBOOL("EmeraldDontShowMyLookAt") &&
        (gAgent.getAvatarObject() == ((LLVOAvatar*)(LLViewerObject*)mSourceObject))) return;
	if (sDebugLookAt && mSourceObject.notNull())
	{
		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		LLVector3 target = mTargetPos + ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->mHeadp->getWorldPosition();
		glMatrixMode(GL_MODELVIEW);
		gGL.pushMatrix();
		gGL.translatef(target.mV[VX], target.mV[VY], target.mV[VZ]);
		glScalef(0.3f, 0.3f, 0.3f);
		gGL.begin(LLRender::LINES);
		{
			LLColor3 color = (*mAttentions)[mTargetType].mColor;
			gGL.color3f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE]);
			gGL.vertex3f(-1.f, 0.f, 0.f);
			gGL.vertex3f(1.f, 0.f, 0.f);

			gGL.vertex3f(0.f, -1.f, 0.f);
			gGL.vertex3f(0.f, 1.f, 0.f);

			gGL.vertex3f(0.f, 0.f, -1.f);
			gGL.vertex3f(0.f, 0.f, 1.f);
		} gGL.end();
		gGL.popMatrix();
		if( gSavedSettings.getBOOL("EmeraldShowLookAtNames") )
		{
			//const LLFontGL* fontp = LLFontGL::sSansSerifSmall;
			const LLFontGL* fontp = LLResMgr::getInstance()->getRes( LLFONT_SANSSERIF_SMALL );
			LLGLEnable color_mat(GL_COLOR_MATERIAL);
			LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
			LLGLState gls_blend(GL_BLEND, TRUE);
			LLGLState gls_alpha(GL_ALPHA_TEST, TRUE);
			glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
			gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
			gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);

			// Well.. after that nasty complex try at somehow getting it to work initialising all sorts of stuff
			// It seems to work and fix the previous bug of merely displaying untextured cubes, 
			// probably due to the helpful getTexUnit->enable. - Nexii
			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			LLVector3 render_pos = target + LLVector3( 0.f, 0.f, 0.25f );
			LLColor4 Color = LLColor4( (*mAttentions)[mTargetType].mColor, 1.0f ); 
			std::string text = ((LLVOAvatar*)(LLViewerObject*)mSourceObject)->getFullname();
			
// [RLVa:KB] - Alternate: Emerald-370
			// Show anonyms in place of actual names when @shownames=n restricted
			if (gRlvHandler.hasBehaviour(RLV_BHVR_SHOWNAMES))
			{
				text = RlvStrings::getAnonym(text);
			}
// [/RLVa:KB]

			// render shadow first
//			gViewerWindow->setupViewport(1, -1);
//			hud_render_utf8text(text, render_pos, *fontp, LLFontGL::NORMAL, -0.5f * fontp->getWidthF32(text), 3.f, LLColor4( 0.f, 0.f, 0.f, 0.5f ), FALSE );
			gViewerWindow->setupViewport();
			hud_render_utf8text(text, render_pos, *fontp, LLFontGL::NORMAL, -0.5f * fontp->getWidthF32(text), 3.f, Color, FALSE );
			
			glPopMatrix();
		}
	}
}
//-----------------------------------------------------------------------------
// draw()
//-----------------------------------------------------------------------------
void LLFloaterImagePreview::draw()
{
	LLFloater::draw();
	LLRect r = getRect();

	if (mRawImagep.notNull())
	{
		LLCtrlSelectionInterface* iface = childGetSelectionInterface("clothing_type_combo");
		U32 selected = 0;
		if (iface)
			selected = iface->getFirstSelectedIndex();
		
		if (selected <= 0)
		{
			gl_rect_2d_checkerboard(mPreviewRect);
			LLGLDisable gls_alpha(GL_ALPHA_TEST);

			if(mImagep.notNull())
			{
				gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mImagep->getTexName());
			}
			else
			{
				mImagep = new LLImageGL(mRawImagep, FALSE) ;
				
				gGL.getTexUnit(0)->unbind(mImagep->getTarget()) ;
				gGL.getTexUnit(0)->bindManual(LLTexUnit::TT_TEXTURE, mImagep->getTexName());
				stop_glerror();

				gGL.getTexUnit(0)->setTextureFilteringOption(LLTexUnit::TFO_BILINEAR);
				
				gGL.getTexUnit(0)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
				if (mAvatarPreview)
				{
					mAvatarPreview->setTexture(mImagep->getTexName());
					mSculptedPreview->setTexture(mImagep->getTexName());
				}
			}

			gGL.color3f(1.f, 1.f, 1.f);
			gGL.begin( LLRender::QUADS );
			{
				gGL.texCoord2f(mPreviewImageRect.mLeft, mPreviewImageRect.mTop);
				gGL.vertex2i(PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
				gGL.texCoord2f(mPreviewImageRect.mLeft, mPreviewImageRect.mBottom);
				gGL.vertex2i(PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
				gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mBottom);
				gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
				gGL.texCoord2f(mPreviewImageRect.mRight, mPreviewImageRect.mTop);
				gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
			}
			gGL.end();

			gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

			stop_glerror();
		}
		else
		{
			if ((mAvatarPreview) && (mSculptedPreview))
			{
				gGL.color3f(1.f, 1.f, 1.f);

				if (selected == 9)
				{
					gGL.getTexUnit(0)->bind(mSculptedPreview->getTexture());
				}
				else
				{
					gGL.getTexUnit(0)->bind(mAvatarPreview->getTexture());
				}

				gGL.begin( LLRender::QUADS );
				{
					gGL.texCoord2f(0.f, 1.f);
					gGL.vertex2i(PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
					gGL.texCoord2f(0.f, 0.f);
					gGL.vertex2i(PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
					gGL.texCoord2f(1.f, 0.f);
					gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_HPAD + PREF_BUTTON_HEIGHT + PREVIEW_HPAD);
					gGL.texCoord2f(1.f, 1.f);
					gGL.vertex2i(r.getWidth() - PREVIEW_HPAD, PREVIEW_TEXTURE_HEIGHT);
				}
				gGL.end();

				gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
			}
		}
	}
}
void LLHUDNameTag::renderText(BOOL for_select)
{
	if (!mVisible || mHidden)
	{
		return;
	}

	// don't pick text that isn't bound to a viewerobject
	if (for_select && 
		(!mSourceObject || mSourceObject->mDrawable.isNull()))
	{
		return;
	}
	
	if (for_select)
	{
		gGL.getTexUnit(0)->disable();
	}
	else
	{
		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
	}

	LLGLState gls_blend(GL_BLEND, for_select ? FALSE : TRUE);
	LLGLState gls_alpha(GL_ALPHA_TEST, for_select ? FALSE : TRUE);
	
	LLColor4 shadow_color(0.f, 0.f, 0.f, 1.f);
	F32 alpha_factor = 1.f;
	LLColor4 text_color = mColor;
	if (mDoFade)
	{
		if (mLastDistance > mFadeDistance)
		{
			alpha_factor = llmax(0.f, 1.f - (mLastDistance - mFadeDistance)/mFadeRange);
			text_color.mV[3] = text_color.mV[3]*alpha_factor;
		}
	}
	if (text_color.mV[3] < 0.01f)
	{
		return;
	}
	shadow_color.mV[3] = text_color.mV[3];

	mOffsetY = lltrunc(mHeight * ((mVertAlignment == ALIGN_VERT_CENTER) ? 0.5f : 1.f));

	// *TODO: cache this image
	// <FS:Ansariel> Performance improvement
	//LLUIImagePtr imagep = LLUI::getUIImage("Rounded_Rect");

	// *TODO: make this a per-text setting
	//LLColor4 bg_color = LLUIColorTable::instance().getColor("NameTagBackground");
	//bg_color.setAlpha(gSavedSettings.getF32("ChatBubbleOpacity") * alpha_factor);

	static LLUIColor s_bg_color = LLUIColorTable::instance().getColor("NameTagBackground");
	static LLCachedControl<F32> chatBubbleOpacity(gSavedSettings, "ChatBubbleOpacity");
	LLColor4 bg_color = s_bg_color.get();
	F32 color_alpha = chatBubbleOpacity * alpha_factor;
	bg_color.setAlpha(color_alpha);
	// </FS:Ansariel>

	// scale screen size of borders down
	//RN: for now, text on hud objects is never occluded

	LLVector3 x_pixel_vec;
	LLVector3 y_pixel_vec;
	
	LLViewerCamera::getInstance()->getPixelVectors(mPositionAgent, y_pixel_vec, x_pixel_vec);

	LLVector3 width_vec = mWidth * x_pixel_vec;
	LLVector3 height_vec = mHeight * y_pixel_vec;

	mRadius = (width_vec + height_vec).magVec() * 0.5f;

	LLCoordGL screen_pos;
	LLViewerCamera::getInstance()->projectPosAgentToScreen(mPositionAgent, screen_pos, FALSE);

	LLVector2 screen_offset = updateScreenPos(mPositionOffset);

	LLVector3 render_position = mPositionAgent  
			+ (x_pixel_vec * screen_offset.mV[VX])
			+ (y_pixel_vec * screen_offset.mV[VY]);

	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
	LLRect screen_rect;
	screen_rect.setCenterAndSize(0, static_cast<S32>(lltrunc(-mHeight / 2 + mOffsetY)), static_cast<S32>(lltrunc(mWidth)), static_cast<S32>(lltrunc(mHeight)));
	// <FS:Ansariel> Performance improvement
	//imagep->draw3D(render_position, x_pixel_vec, y_pixel_vec, screen_rect, bg_color);
	mRoundedRectImg->draw3D(render_position, x_pixel_vec, y_pixel_vec, screen_rect, bg_color);
	// </FS:Ansariel>
	if (mLabelSegments.size())
	{
		// <FS:Ansariel> Performance improvement
		//LLUIImagePtr rect_top_image = LLUI::getUIImage("Rounded_Rect_Top");
		LLRect label_top_rect = screen_rect;
		const S32 label_height = ll_round((mFontp->getLineHeight() * (F32)mLabelSegments.size() + (VERTICAL_PADDING / 3.f)));
		label_top_rect.mBottom = label_top_rect.mTop - label_height;
		LLColor4 label_top_color = text_color;
		// <FS:Ansariel> Performance improvement
		//label_top_color.mV[VALPHA] = gSavedSettings.getF32("ChatBubbleOpacity") * alpha_factor;
		label_top_color.mV[VALPHA] = color_alpha;
		// </FS:Ansariel>

		// <FS:Ansariel> Performance improvement
		//rect_top_image->draw3D(render_position, x_pixel_vec, y_pixel_vec, label_top_rect, label_top_color);
		mRoundedRectTopImg->draw3D(render_position, x_pixel_vec, y_pixel_vec, label_top_rect, label_top_color);
		// </FS:Ansariel>
	}

	F32 y_offset = (F32)mOffsetY;
		
	// Render label
	{
		//gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);

		for(std::vector<LLHUDTextSegment>::iterator segment_iter = mLabelSegments.begin();
			segment_iter != mLabelSegments.end(); ++segment_iter )
		{
			// Label segments use default font
			const LLFontGL* fontp = (segment_iter->mStyle == LLFontGL::BOLD) ? mBoldFontp : mFontp;
			y_offset -= fontp->getLineHeight();

			F32 x_offset;
			if (mTextAlignment == ALIGN_TEXT_CENTER)
			{
				x_offset = -0.5f*segment_iter->getWidth(fontp);
			}
			else // ALIGN_LEFT
			{
				x_offset = -0.5f * mWidth + (HORIZONTAL_PADDING / 2.f);
			}

			LLColor4 label_color(0.f, 0.f, 0.f, 1.f);
			label_color.mV[VALPHA] = alpha_factor;
			hud_render_text(segment_iter->getText(), render_position, *fontp, segment_iter->mStyle, LLFontGL::NO_SHADOW, x_offset, y_offset, label_color, FALSE);
		}
	}

	// Render text
	{
		// -1 mMaxLines means unlimited lines.
		S32 start_segment;
		S32 max_lines = getMaxLines();

		if (max_lines < 0) 
		{
			start_segment = 0;
		}
		else 
		{
			start_segment = llmax((S32)0, (S32)mTextSegments.size() - max_lines);
		}

		for (std::vector<LLHUDTextSegment>::iterator segment_iter = mTextSegments.begin() + start_segment;
			 segment_iter != mTextSegments.end(); ++segment_iter )
		{
			const LLFontGL* fontp = segment_iter->mFont;
			y_offset -= fontp->getLineHeight();
			y_offset -= LINE_PADDING;

			U8 style = segment_iter->mStyle;
			LLFontGL::ShadowType shadow = LLFontGL::DROP_SHADOW;
	
			F32 x_offset;
			if (mTextAlignment== ALIGN_TEXT_CENTER)
			{
				x_offset = -0.5f*segment_iter->getWidth(fontp);
			}
			else // ALIGN_LEFT
			{
				x_offset = -0.5f * mWidth + (HORIZONTAL_PADDING / 2.f);

				// *HACK
				x_offset += 1;
			}

			text_color = segment_iter->mColor;
			text_color.mV[VALPHA] *= alpha_factor;

			hud_render_text(segment_iter->getText(), render_position, *fontp, style, shadow, x_offset, y_offset, text_color, FALSE);
		}
	}
	/// Reset the default color to white.  The renderer expects this to be the default. 
	gGL.color4f(1.0f, 1.0f, 1.0f, 1.0f);
	if (for_select)
	{
		gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
	}
}