예제 #1
0
void Previewer::paintEvent( QPaintEvent * )
{
    QSize input_size = INPUT_SIZE;
    const QRect & rct = rect();

    QPainter painter(this);
        painter.setRenderHint( QPainter::Antialiasing , true );

    QColor color1( BASE_COLOR_1 );
    QColor color2( BASE_COLOR_2 );
    QColor shadow_color( "#000000" );

    color1.setAlpha( MAGNIFIER_ALPHA );
    color2.setAlpha( MAGNIFIER_ALPHA );

    QLinearGradient gradiant(QPointF(0, rct.y()), QPointF(0,rct.y()+rct.height()));
        gradiant.setColorAt(0, color1);
        gradiant.setColorAt(1, color2);

    painter.fillPath( magnifierPath( input_size , rct , SHADOW_SIZE ) , gradiant );

    for( int i=SHADOW_SIZE-1 ; i>=0 ; i-- )
    {
        QSize top_size( input_size.width() + 2*(SHADOW_SIZE-i) , input_size.height() );

        shadow_color.setAlpha( ((double)i/SHADOW_SIZE)*MAGNIFIER_ALPHA/2 );

        painter.setPen( shadow_color );
        painter.drawPath( magnifierPath(top_size , rct , i) );
    }
}
//Draws a line for each ray that is slightly transparent
void RayTree::setupVBOs() {
	raytree_verts.clear();
	raytree_edge_indices.clear();

	//Sets different colors for each type and the constant for making the lines transparent
	double alpha = .5;
	Vec main_color(.7,.7,.7);
	Vec shadow_color(.1,.9,.1);
	Vec reflected_color(.9,.1,.1);
	Vec single_scatter_color(.1,.1,.9);
	Vec multiple_scatter_color(.9,.1,.9);

	unsigned int i;
	int count = 0;
	for(i = 0;i < main_segments.size();++i){
		raytree_verts.push_back(VBOPosColor4(main_segments[i].getStart(),main_color,alpha));
		raytree_verts.push_back(VBOPosColor4(main_segments[i].getEnd(),main_color,alpha));
		raytree_edge_indices.push_back(VBOIndexedEdge(count,count+1));
		count+=2;
	}
	for(i = 0;i < shadow_segments.size();++i){
		raytree_verts.push_back(VBOPosColor4(shadow_segments[i].getStart(),shadow_color,alpha));
		raytree_verts.push_back(VBOPosColor4(shadow_segments[i].getEnd(),shadow_color,alpha));
		raytree_edge_indices.push_back(VBOIndexedEdge(count,count+1));
		count+=2;
	}
	for(i = 0;i < reflected_segments.size();++i){
		raytree_verts.push_back(VBOPosColor4(reflected_segments[i].getStart(),reflected_color,alpha));
		raytree_verts.push_back(VBOPosColor4(reflected_segments[i].getEnd(),reflected_color,alpha));
		raytree_edge_indices.push_back(VBOIndexedEdge(count,count+1));
		count+=2;
	}
	for(i = 0;i < single_scatter_segments.size();++i){
		raytree_verts.push_back(VBOPosColor4(single_scatter_segments[i].getStart(),single_scatter_color,alpha));
		raytree_verts.push_back(VBOPosColor4(single_scatter_segments[i].getEnd(),single_scatter_color,alpha));
		raytree_edge_indices.push_back(VBOIndexedEdge(count,count+1));
		count+=2;
	}
	for(i = 0;i < multiple_scatter_segments.size();++i){
		raytree_verts.push_back(VBOPosColor4(multiple_scatter_segments[i].getStart(),multiple_scatter_color,alpha));
		raytree_verts.push_back(VBOPosColor4(multiple_scatter_segments[i].getEnd(),multiple_scatter_color,alpha));
		raytree_edge_indices.push_back(VBOIndexedEdge(count,count+1));
		count+=2;
	}

	int ne = raytree_edge_indices.size();

	cleanupVBOs();

	if(ne > 0) {
		glBindBuffer(GL_ARRAY_BUFFER,raytree_verts_VBO);
		glBufferData(GL_ARRAY_BUFFER,sizeof(VBOPosColor4) * ne *2,&raytree_verts[0],GL_STATIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,raytree_edge_indices_VBO);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(VBOIndexedEdge) * ne,&raytree_edge_indices[0],GL_STATIC_DRAW);
	}
}
예제 #3
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);
}
예제 #4
0
void Text::Draw(Bitmap& dest, int x, int y, int color, std::string const& text, Text::Alignment align) {
    if (text.length() == 0) return;

    FontRef font = dest.GetFont();
    Rect dst_rect = Font::Default()->GetSize(text);

    switch (align) {
    case Text::AlignCenter:
        dst_rect.x = x - dst_rect.width / 2;
        break;
    case Text::AlignRight:
        dst_rect.x = x - dst_rect.width;
        break;
    case Text::AlignLeft:
        dst_rect.x = x;
        break;
    default:
        assert(false);
    }

    dst_rect.y = y;
    dst_rect.width += 1;
    dst_rect.height += 1; // Need place for shadow
    if (dst_rect.IsOutOfBounds(dest.GetWidth(), dest.GetHeight())) return;

    BitmapRef text_surface; // Complete text will be on this surface
    text_surface = Bitmap::Create(dst_rect.width, dst_rect.height, true);
    text_surface->SetTransparentColor(dest.GetTransparentColor());
    text_surface->Clear();

    // Load the system file for the shadow and text color
    BitmapRef system = Cache::System(Data::system.system_name);
    // Load the exfont-file
    BitmapRef exfont = Cache::Exfont();

    // Get the Shadow color
    Color shadow_color(Cache::system_info.sh_color);
    // If shadow is pure black, increase blue channel
    // so it doesn't become transparent
    if ((shadow_color.red == 0) &&
            (shadow_color.green == 0) &&
            (shadow_color.blue == 0) ) {

        if (text_surface->bytes() >= 3) {
            shadow_color.blue++;
        } else {
            shadow_color.blue += 8;
        }
    }

    // Where to draw the next glyph (x pos)
    int next_glyph_pos = 0;

    // The current char is an exfont
    bool is_exfont = false;

    // This loops always renders a single char, color blends it and then puts
    // it onto the text_surface (including the drop shadow)
    for (boost::u8_to_u32_iterator<std::string::const_iterator>
            c(text.begin(), text.begin(), text.end()),
            end(text.end(), text.begin(), text.end()); c != end; ++c) {
        Rect next_glyph_rect(next_glyph_pos, 0, 0, 0);

        boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);
        uint32_t const next_c = std::distance(c, end) > 1? *next_c_it : 0;

        // ExFont-Detection: Check for A-Z or a-z behind the $
        if (*c == '$' && std::isalpha(next_c)) {
            int exfont_value = -1;
            // Calculate which exfont shall be rendered
            if (islower(next_c)) {
                exfont_value = 26 + next_c - 'a';
            } else if (isupper(next_c)) {
                exfont_value = next_c - 'A';
            } else {
                assert(false);
            }
            is_exfont = true;

            BitmapRef mask = Bitmap::Create(12, 12, true);

            // Get exfont from graphic
            Rect const rect_exfont((exfont_value % 13) * 12, (exfont_value / 13) * 12, 12, 12);

            // Create a mask
            mask->Clear();
            mask->Blit(0, 0, *exfont, rect_exfont, 255);

            // Get color region from system graphic
            Rect clip_system(8+16*(color%10), 4+48+16*(color/10), 6, 12);

            BitmapRef char_surface = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
            char_surface->SetTransparentColor(dest.GetTransparentColor());
            char_surface->Clear();

            // Blit gradient color background (twice because of full glyph)
            char_surface->Blit(0, 0, *system, clip_system, 255);
            char_surface->Blit(6, 0, *system, clip_system, 255);

            // Blit mask onto background
            char_surface->MaskBlit(0, 0, *mask, mask->GetRect());

            BitmapRef char_shadow = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
            char_shadow->SetTransparentColor(dest.GetTransparentColor());
            char_shadow->Clear();

            // Blit solid color background
            char_shadow->Fill(shadow_color);
            // Blit mask onto background
            char_shadow->MaskBlit(0, 0, *mask, mask->GetRect());

            // Blit first shadow and then text
            text_surface->Blit(next_glyph_rect.x + 1, next_glyph_rect.y + 1, *char_shadow, char_shadow->GetRect(), 255);
            text_surface->Blit(next_glyph_rect.x, next_glyph_rect.y, *char_surface, char_surface->GetRect(), 255);
        } else { // Not ExFont, draw normal text
            font->Render(*text_surface, next_glyph_rect.x, next_glyph_rect.y, *system, color, *c);
        }

        // If it's a full size glyph, add the size of a half-size glypth twice
        if (is_exfont) {
            is_exfont = false;
            next_glyph_pos += 12;
            // Skip the next character
            ++c;
        } else {
            std::string const glyph(c.base(), next_c_it.base());
            next_glyph_pos += Font::Default()->GetSize(glyph).width;
        }
    }

    BitmapRef text_bmp = Bitmap::Create(*text_surface, text_surface->GetRect());

    Rect src_rect(0, 0, dst_rect.width, dst_rect.height);
    int iy = dst_rect.y;
    if (dst_rect.height > text_bmp->GetHeight()) {
        iy += ((dst_rect.height - text_bmp->GetHeight()) / 2);
    }
    int ix = dst_rect.x;

    dest.Blit(ix, iy, *text_bmp, src_rect, 255);
}
예제 #5
0
파일: Window.cpp 프로젝트: Soth1985/Survive
RenderQueue* BREW::CreateWindowDrawable( SharedPtr<const Window> window ) const {
	RenderQueue* queue( new RenderQueue );
	sf::Color background_color( GetProperty<sf::Color>( "BackgroundColor", window ) );
	sf::Color border_color( GetProperty<sf::Color>( "BorderColor", window ) );
	sf::Color title_background_color( GetProperty<sf::Color>( "TitleBackgroundColor", window ) );
	sf::Color title_text_color( GetProperty<sf::Color>( "Color", window ) );
	int border_color_shift( GetProperty<int>( "BorderColorShift", window ) );
	float border_width( GetProperty<float>( "BorderWidth", window ) );
	float title_padding( GetProperty<float>( "TitlePadding", window ) );
	float shadow_distance( GetProperty<float>( "ShadowDistance", window ) );
	float handle_size( GetProperty<float>( "HandleSize", window ) );
	sf::Uint8 shadow_alpha( GetProperty<sf::Uint8>( "ShadowAlpha", window ) );
	unsigned int title_font_size( GetProperty<unsigned int>( "FontSize", window ) );
	const sf::Font& title_font( *GetResourceManager().GetFont( GetProperty<std::string>( "FontName", window ) ) );
	float title_size( GetFontLineHeight( title_font, title_font_size ) + 2 * title_padding );

	if( window->HasStyle( Window::SHADOW ) ) {
		// Shadow.
		sf::Color shadow_color( 0, 0, 0, shadow_alpha );

		sf::FloatRect shadow_rect(
			shadow_distance,
			shadow_distance,
			window->GetAllocation().width,
			window->GetAllocation().height
		);

		queue->Add(
			Renderer::Get().CreateRect(
				shadow_rect,
				shadow_color
			)
		);
	}

	if( window->HasStyle( Window::BACKGROUND ) ) {
		// Pane.
		queue->Add(
			Renderer::Get().CreatePane(
				sf::Vector2f( 0.f, 0.f ),
				sf::Vector2f( window->GetAllocation().width, window->GetAllocation().height ),
				border_width,
				background_color,
				border_color,
				border_color_shift
			)
		);
	}

	if( window->HasStyle( Window::RESIZE ) ) {
		queue->Add(
			Renderer::Get().CreateTriangle(
				sf::Vector2f( window->GetAllocation().width, window->GetAllocation().height - handle_size ),
				sf::Vector2f( window->GetAllocation().width - handle_size, window->GetAllocation().height ),
				sf::Vector2f( window->GetAllocation().width, window->GetAllocation().height ),
				title_background_color
			)
		);
	}


	if( !window->HasStyle( Window::TITLEBAR ) ) {
		title_size = 0;
	}

	if( title_size > 0 ) {
		queue->Add(
			Renderer::Get().CreateRect(
				sf::FloatRect(
					border_width + .1f,
					border_width + .1f,
					window->GetAllocation().width - 2 * border_width,
					title_size
				),
				title_background_color
			)
		);

		// Find out visible text, count in "...".
		float avail_width( window->GetAllocation().width - 2.f * border_width - 2.f * title_padding );

		sf::Text title_text( window->GetTitle(), title_font, title_font_size );

		if( title_text.getLocalBounds().width > avail_width ) {
			sf::Text dots( "...", title_font, title_font_size );
			const sf::String& title_string( window->GetTitle() );
			sf::String visible_title;

			avail_width = window->GetAllocation().width - 2.f * border_width - 2.f * title_padding - dots.getLocalBounds().width;

			for( std::size_t ch_index = 0; ch_index < title_string.getSize(); ++ch_index ) {
				avail_width -= static_cast<float>( title_font.getGlyph( title_string[ch_index], title_font_size, false ).advance );

				if( avail_width < 0.f ) {
					visible_title += "...";
					break;
				}

				visible_title += title_string[ch_index];
			}

			title_text.setString( visible_title );
		}

		// Calculate title text position.
		sf::Vector2f title_position(
			border_width + title_padding,
			border_width + title_size / 2.f - static_cast<float>( title_font_size ) / 2.f
		);

		title_text.setPosition( title_position );
		title_text.setColor( title_text_color );

		queue->Add( Renderer::Get().CreateText( title_text ) );
	}

	return queue;
}
예제 #6
0
void PlaylistView::paintEvent(QPaintEvent* event) {
  // Reimplemented to draw the background image.
  // Reimplemented also to draw the drop indicator
  // When the user is dragging some stuff over the playlist paintEvent gets
  // called for the entire viewport every time the user moves the mouse.
  // The drawTree is kinda expensive, so we cache the result and draw from the
  // cache while the user is dragging.  The cached pixmap gets invalidated in
  // dragLeaveEvent, dropEvent and scrollContentsBy.

  // Draw background
  if (background_image_type_ == Custom ||
      background_image_type_ == AlbumCover) {
    if (!background_image_.isNull() || !previous_background_image_.isNull()) {
      QPainter background_painter(viewport());

      // Check if we should recompute the background image
      if (height() != last_height_ || width() != last_width_ ||
          force_background_redraw_) {
        if (background_image_.isNull()) {
          cached_scaled_background_image_ = QPixmap();
        } else {
          cached_scaled_background_image_ =
              QPixmap::fromImage(background_image_.scaled(
                  width(), height(), Qt::KeepAspectRatioByExpanding,
                  Qt::SmoothTransformation));
        }

        last_height_ = height();
        last_width_ = width();
        force_background_redraw_ = false;
      }

      // Actually draw the background image
      if (!cached_scaled_background_image_.isNull()) {
        // Set opactiy only if needed, as this deactivate hardware acceleration
        if (!qFuzzyCompare(previous_background_image_opacity_, qreal(0.0))) {
          background_painter.setOpacity(1.0 -
                                        previous_background_image_opacity_);
        }
        background_painter.drawPixmap(
            (width() - cached_scaled_background_image_.width()) / 2,
            (height() - cached_scaled_background_image_.height()) / 2,
            cached_scaled_background_image_);
      }
      // Draw the previous background image if we're fading
      if (!previous_background_image_.isNull()) {
        background_painter.setOpacity(previous_background_image_opacity_);
        background_painter.drawPixmap(
            (width() - previous_background_image_.width()) / 2,
            (height() - previous_background_image_.height()) / 2,
            previous_background_image_);
      }
    }
  }

  QPainter p(viewport());

  if (drop_indicator_row_ != -1) {
    if (cached_tree_.isNull()) {
      cached_tree_ = QPixmap(size());
      cached_tree_.fill(Qt::transparent);

      QPainter cache_painter(&cached_tree_);
      drawTree(&cache_painter, event->region());
    }

    p.drawPixmap(0, 0, cached_tree_);
  } else {
    drawTree(&p, event->region());
    return;
  }

  const int first_column = header_->logicalIndex(0);

  // Find the y position of the drop indicator
  QModelIndex drop_index = model()->index(drop_indicator_row_, first_column);
  int drop_pos = -1;
  switch (dropIndicatorPosition()) {
    case QAbstractItemView::OnItem:
      return;  // Don't draw anything

    case QAbstractItemView::AboveItem:
      drop_pos = visualRect(drop_index).top();
      break;

    case QAbstractItemView::BelowItem:
      drop_pos = visualRect(drop_index).bottom() + 1;
      break;

    case QAbstractItemView::OnViewport:
      if (model()->rowCount() == 0)
        drop_pos = 1;
      else
        drop_pos = 1 + visualRect(model()->index(model()->rowCount() - 1,
                                                 first_column)).bottom();
      break;
  }

  // Draw a nice gradient first
  QColor line_color(QApplication::palette().color(QPalette::Highlight));
  QColor shadow_color(line_color.lighter(140));
  QColor shadow_fadeout_color(shadow_color);
  shadow_color.setAlpha(255);
  shadow_fadeout_color.setAlpha(0);

  QLinearGradient gradient(QPoint(0, drop_pos - kDropIndicatorGradientWidth),
                           QPoint(0, drop_pos + kDropIndicatorGradientWidth));
  gradient.setColorAt(0.0, shadow_fadeout_color);
  gradient.setColorAt(0.5, shadow_color);
  gradient.setColorAt(1.0, shadow_fadeout_color);
  QPen gradient_pen(QBrush(gradient), kDropIndicatorGradientWidth * 2);
  p.setPen(gradient_pen);
  p.drawLine(QPoint(0, drop_pos), QPoint(width(), drop_pos));

  // Now draw the line on top
  QPen line_pen(line_color, kDropIndicatorWidth);
  p.setPen(line_pen);
  p.drawLine(QPoint(0, drop_pos), QPoint(width(), drop_pos));
}
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);
	}
}