зеркало из https://github.com/mozilla/gecko-dev.git
78 строки
2.6 KiB
C++
78 строки
2.6 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/. */
|
|
|
|
#ifndef DecomposeIntoNoRepeatTriangles_h_
|
|
#define DecomposeIntoNoRepeatTriangles_h_
|
|
|
|
#include "GLTypes.h"
|
|
#include "nsRect.h"
|
|
#include "nsTArray.h"
|
|
|
|
namespace mozilla {
|
|
namespace gl {
|
|
|
|
/** Helper for DecomposeIntoNoRepeatTriangles
|
|
*/
|
|
class RectTriangles {
|
|
public:
|
|
typedef struct { GLfloat x,y; } coord;
|
|
|
|
// Always pass texture coordinates upright. If you want to flip the
|
|
// texture coordinates emitted to the tex_coords array, set flip_y to
|
|
// true.
|
|
void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
|
|
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
|
|
bool flip_y = false);
|
|
|
|
/**
|
|
* these return a float pointer to the start of each array respectively.
|
|
* Use it for glVertexAttribPointer calls.
|
|
* We can return nullptr if we choose to use Vertex Buffer Objects here.
|
|
*/
|
|
InfallibleTArray<coord>& vertCoords() {
|
|
return mVertexCoords;
|
|
}
|
|
|
|
InfallibleTArray<coord>& texCoords() {
|
|
return mTexCoords;
|
|
}
|
|
|
|
unsigned int elements() {
|
|
return mVertexCoords.Length();
|
|
}
|
|
private:
|
|
// Reserve inline storage for one quad (2 triangles, 3 coords).
|
|
nsAutoTArray<coord, 6> mVertexCoords;
|
|
nsAutoTArray<coord, 6> mTexCoords;
|
|
|
|
static void
|
|
AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1);
|
|
};
|
|
|
|
/**
|
|
* Decompose drawing the possibly-wrapped aTexCoordRect rectangle
|
|
* of a texture of aTexSize into one or more rectangles (represented
|
|
* as 2 triangles) and associated tex coordinates, such that
|
|
* we don't have to use the REPEAT wrap mode. If aFlipY is true, the
|
|
* texture coordinates will be specified vertically flipped.
|
|
*
|
|
* The resulting triangle vertex coordinates will be in the space of
|
|
* (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
|
|
* if you need a different space.
|
|
*
|
|
* The resulting vertex coordinates should be drawn using GL_TRIANGLES,
|
|
* and rects.numRects * 3 * 6
|
|
*/
|
|
void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
|
|
const nsIntSize& aTexSize,
|
|
RectTriangles& aRects,
|
|
bool aFlipY = false);
|
|
|
|
}
|
|
}
|
|
|
|
#endif // DecomposeIntoNoRepeatTriangles_h_
|