gecko-dev/gfx/gl/DecomposeIntoNoRepeatTriang...

219 строки
7.2 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* vim: set ts=8 sts=4 et sw=4 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "DecomposeIntoNoRepeatTriangles.h"
#include "gfxMatrix.h"
namespace mozilla {
namespace gl {
void
RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
bool flip_y /* = false */)
{
if (vertexCoords.IsEmpty() &&
x0 == 0.0f && y0 == 0.0f && x1 == 1.0f && y1 == 1.0f) {
mIsSimpleQuad = true;
if (flip_y) {
mTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty0 - ty1, tx0, ty1));
} else {
mTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty1 - ty0, tx0, ty0));
}
} else if (mIsSimpleQuad) {
mIsSimpleQuad = false;
mTextureTransform = gfx3DMatrix();
}
vert_coord v;
v.x = x0; v.y = y0;
vertexCoords.AppendElement(v);
v.x = x1; v.y = y0;
vertexCoords.AppendElement(v);
v.x = x0; v.y = y1;
vertexCoords.AppendElement(v);
v.x = x0; v.y = y1;
vertexCoords.AppendElement(v);
v.x = x1; v.y = y0;
vertexCoords.AppendElement(v);
v.x = x1; v.y = y1;
vertexCoords.AppendElement(v);
if (flip_y) {
tex_coord t;
t.u = tx0; t.v = ty1;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty1;
texCoords.AppendElement(t);
t.u = tx0; t.v = ty0;
texCoords.AppendElement(t);
t.u = tx0; t.v = ty0;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty1;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty0;
texCoords.AppendElement(t);
} else {
tex_coord t;
t.u = tx0; t.v = ty0;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty0;
texCoords.AppendElement(t);
t.u = tx0; t.v = ty1;
texCoords.AppendElement(t);
t.u = tx0; t.v = ty1;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty0;
texCoords.AppendElement(t);
t.u = tx1; t.v = ty1;
texCoords.AppendElement(t);
}
}
static GLfloat
WrapTexCoord(GLfloat v)
{
// fmodf gives negative results for negative numbers;
// that is, fmodf(0.75, 1.0) == 0.75, but
// fmodf(-0.75, 1.0) == -0.75. For the negative case,
// the result we need is 0.25, so we add 1.0f.
if (v < 0.0f) {
return 1.0f + fmodf(v, 1.0f);
}
return fmodf(v, 1.0f);
}
void
DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
RectTriangles& aRects,
bool aFlipY /* = false */)
{
// normalize this
nsIntRect tcr(aTexCoordRect);
while (tcr.x >= aTexSize.width)
tcr.x -= aTexSize.width;
while (tcr.y >= aTexSize.height)
tcr.y -= aTexSize.height;
// Compute top left and bottom right tex coordinates
GLfloat tl[2] =
{ GLfloat(tcr.x) / GLfloat(aTexSize.width),
GLfloat(tcr.y) / GLfloat(aTexSize.height) };
GLfloat br[2] =
{ GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
// then 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 (tcr.x < 0 || tcr.x > aTexSize.width ||
tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
{
xwrap = true;
tl[0] = WrapTexCoord(tl[0]);
br[0] = WrapTexCoord(br[0]);
}
if (tcr.y < 0 || tcr.y > aTexSize.height ||
tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
{
ywrap = true;
tl[1] = WrapTexCoord(tl[1]);
br[1] = WrapTexCoord(br[1]);
}
NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
tl[1] >= 0.0f && tl[1] <= 1.0f &&
br[0] >= 0.0f && br[0] <= 1.0f &&
br[1] >= 0.0f && br[1] <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl[0]
// .. br[0]. If xwrap is true, then it will be split into tl[0]
// .. 1.0, and 0.0 .. br[0]. 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[0]) + br[0];
GLfloat ylen = (1.0f - tl[1]) + br[1];
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?");
NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");
if (!xwrap && !ywrap) {
aRects.addRect(0.0f, 0.0f,
1.0f, 1.0f,
tl[0], tl[1],
br[0], br[1],
aFlipY);
} else if (!xwrap && ywrap) {
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f,
1.0f, ymid,
tl[0], tl[1],
br[0], 1.0f,
aFlipY);
aRects.addRect(0.0f, ymid,
1.0f, 1.0f,
tl[0], 0.0f,
br[0], br[1],
aFlipY);
} else if (xwrap && !ywrap) {
GLfloat xmid = (1.0f - tl[0]) / xlen;
aRects.addRect(0.0f, 0.0f,
xmid, 1.0f,
tl[0], tl[1],
1.0f, br[1],
aFlipY);
aRects.addRect(xmid, 0.0f,
1.0f, 1.0f,
0.0f, tl[1],
br[0], br[1],
aFlipY);
} else {
GLfloat xmid = (1.0f - tl[0]) / xlen;
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f,
xmid, ymid,
tl[0], tl[1],
1.0f, 1.0f,
aFlipY);
aRects.addRect(xmid, 0.0f,
1.0f, ymid,
0.0f, tl[1],
br[0], 1.0f,
aFlipY);
aRects.addRect(0.0f, ymid,
xmid, 1.0f,
tl[0], 0.0f,
1.0f, br[1],
aFlipY);
aRects.addRect(xmid, ymid,
1.0f, 1.0f,
0.0f, 0.0f,
br[0], br[1],
aFlipY);
}
}
}
}