gfx/gl/DecomposeIntoNoRepeatTriangles.h

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1 /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 /* vim: set ts=8 sts=4 et sw=4 tw=80: */
3 /* This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6
7 #ifndef DecomposeIntoNoRepeatTriangles_h_
8 #define DecomposeIntoNoRepeatTriangles_h_
9
10 #include "GLTypes.h"
11 #include "nsRect.h"
12 #include "nsTArray.h"
13 #include "gfx3DMatrix.h"
14
15 namespace mozilla {
16 namespace gl {
17
18 /** Helper for DecomposeIntoNoRepeatTriangles
19 */
20 class RectTriangles {
21 public:
22 typedef struct { GLfloat x,y; } coord;
23
24 // Always pass texture coordinates upright. If you want to flip the
25 // texture coordinates emitted to the tex_coords array, set flip_y to
26 // true.
27 void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
28 GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
29 bool flip_y = false);
30
31 // Returns whether this object is made of only one rect that can be drawn
32 // with a pre-buffered unity quad which has 0,0,1,1 as both vertex
33 // positions and texture coordinates.
34 // aOutTextureTransform returns the transform that maps 0,0,1,1 texture
35 // coordinates to the correct ones.
36 bool isSimpleQuad(gfx3DMatrix& aOutTextureTransform) const;
37
38 /**
39 * these return a float pointer to the start of each array respectively.
40 * Use it for glVertexAttribPointer calls.
41 * We can return nullptr if we choose to use Vertex Buffer Objects here.
42 */
43 InfallibleTArray<coord>& vertCoords() {
44 return mVertexCoords;
45 }
46
47 InfallibleTArray<coord>& texCoords() {
48 return mTexCoords;
49 }
50
51 unsigned int elements() {
52 return mVertexCoords.Length();
53 }
54 private:
55 // Reserve inline storage for one quad (2 triangles, 3 coords).
56 nsAutoTArray<coord, 6> mVertexCoords;
57 nsAutoTArray<coord, 6> mTexCoords;
58
59 static void
60 AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1);
61 };
62
63 /**
64 * Decompose drawing the possibly-wrapped aTexCoordRect rectangle
65 * of a texture of aTexSize into one or more rectangles (represented
66 * as 2 triangles) and associated tex coordinates, such that
67 * we don't have to use the REPEAT wrap mode. If aFlipY is true, the
68 * texture coordinates will be specified vertically flipped.
69 *
70 * The resulting triangle vertex coordinates will be in the space of
71 * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
72 * if you need a different space.
73 *
74 * The resulting vertex coordinates should be drawn using GL_TRIANGLES,
75 * and rects.numRects * 3 * 6
76 */
77 void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
78 const nsIntSize& aTexSize,
79 RectTriangles& aRects,
80 bool aFlipY = false);
81
82 }
83 }
84
85 #endif // DecomposeIntoNoRepeatTriangles_h_

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