Bug 1012407 - Part 9: Ensure texture coordinates are within (0,0)(1,1) and nits for Part 6 (r=Bas)

This commit is contained in:
Andreas Gal 2014-05-24 02:49:41 +02:00
Родитель 367a375f64
Коммит 1a4978569a
1 изменённых файлов: 58 добавлений и 46 удалений

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@ -376,6 +376,12 @@ SetRects(int n,
aTextureRects[n] = Rect(tx0, ty0, tx1 - tx0, ty1 - ty0);
}
static inline bool
FuzzyEqual(float a, float b)
{
return fabs(a - b) < 0.0001f;
}
static int
DecomposeIntoNoRepeatRects(const Rect& aRect,
const Rect& aTexCoordRect,
@ -389,61 +395,47 @@ DecomposeIntoNoRepeatRects(const Rect& aRect,
bool flipped = false;
if (texCoordRect.height < 0) {
flipped = true;
texCoordRect.y = texCoordRect.YMost();
texCoordRect.y += texCoordRect.height;
texCoordRect.height = -texCoordRect.height;
}
// Wrap the texture coordinates so they are within [0,1] and cap width/height
// at 1. We rely on this below.
texCoordRect = Rect(Point(WrapTexCoord(texCoordRect.x),
WrapTexCoord(texCoordRect.y)),
Size(std::min(texCoordRect.width, 1.0f),
std::min(texCoordRect.height, 1.0f)));
NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
"We just wrapped the texture coordinates, didn't we?");
// Get the top left and bottom right points of the rectangle. Note that
// tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
Point tl = texCoordRect.TopLeft();
Point br = texCoordRect.BottomRight();
// Chen check if we wrap in either the x or y axis; if we do,
// then also use fmod to figure out the "true" non-wrapping
// texture coordinates.
bool xwrap = false, ywrap = false;
if (texCoordRect.x < 0 ||
texCoordRect.x > 1.0f ||
texCoordRect.XMost() < 0 ||
texCoordRect.XMost() > 1.0f) {
xwrap = true;
tl = Point(WrapTexCoord(tl.x), tl.y);
br = Point(WrapTexCoord(br.x), br.y);
}
if (texCoordRect.y < 0 ||
texCoordRect.y > 1.0f ||
texCoordRect.YMost() < 0 ||
texCoordRect.YMost() > 1.0f) {
ywrap = true;
tl = Point(tl.x, WrapTexCoord(tl.y));
br = Point(br.x, WrapTexCoord(br.y));
}
NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
tl.y >= 0.0f && tl.y <= 1.0f &&
br.x >= 0.0f && br.x <= 1.0f &&
br.y >= 0.0f && br.y <= 1.0f,
br.x >= tl.x && br.x <= 2.0f &&
br.y >= tl.y && br.y <= 2.0f &&
br.x - tl.x <= 1.0f &&
br.y - tl.y <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl.x
// .. br.x. If xwrap is true, then it will be split into tl.x
// .. 1.0, and 0.0 .. br.x. Same for the Y axis. The
// destination rectangle is also split appropriately, according
// to the calculated xmid/ymid values.
// There isn't a 1:1 mapping between tex coords and destination coords;
// when computing midpoints, we have to take that into account. We
// need to map the texture coords, which are (in the wrap case):
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
// we have the length (1-tl)+(br) that needs to map into 0->1.
// These are only valid if there is wrap involved, they won't be used
// otherwise.
GLfloat xlen = (1.0f - tl.x) + br.x;
GLfloat ylen = (1.0f - tl.y) + br.y;
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
// Then check if we wrap in either the x or y axis.
bool xwrap = br.x > 1.0f;
bool ywrap = br.y > 1.0f;
// If xwrap is false, the texture will be sampled from tl.x .. br.x.
// If xwrap is true, then it will be split into tl.x .. 1.0, and
// 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
// rectangle is also split appropriately, according to the calculated
// xmid/ymid values.
if (!xwrap && !ywrap) {
SetRects(0, aLayerRects, aTextureRects,
aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
@ -452,8 +444,28 @@ DecomposeIntoNoRepeatRects(const Rect& aRect,
return 1;
}
GLfloat xmid = aRect.x + (1.0f - tl.x) / xlen * aRect.width;
GLfloat ymid = aRect.y + (1.0f - tl.y) / ylen * aRect.height;
// If we are dealing with wrapping br.x and br.y are greater than 1.0 so
// wrap them here as well.
br = Point(xwrap ? WrapTexCoord(br.x) : br.x,
ywrap ? WrapTexCoord(br.y) : br.y);
// If we wrap around along the x axis, we will draw first from
// tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
// The same applies for the Y axis. The midpoints we calculate here are
// only valid if we actually wrap around.
GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;
NS_ASSERTION(!xwrap ||
(xmid > aRect.x &&
xmid < aRect.XMost() &&
FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)),
"xmid should be within [x,XMost()] and the wrapped rect should have the same width");
NS_ASSERTION(!ywrap ||
(ymid > aRect.y &&
ymid < aRect.YMost() &&
FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)),
"ymid should be within [y,YMost()] and the wrapped rect should have the same height");
if (!xwrap && ywrap) {
SetRects(0, aLayerRects, aTextureRects,