gfx/gl/DecomposeIntoNoRepeatTriangles.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/gl/DecomposeIntoNoRepeatTriangles.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,199 @@
     1.4 +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
     1.5 +/* vim: set ts=8 sts=4 et sw=4 tw=80: */
     1.6 +/* This Source Code Form is subject to the terms of the Mozilla Public
     1.7 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.8 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.9 +
    1.10 +#include "DecomposeIntoNoRepeatTriangles.h"
    1.11 +#include "gfxMatrix.h"
    1.12 +
    1.13 +namespace mozilla {
    1.14 +namespace gl {
    1.15 +
    1.16 +void
    1.17 +RectTriangles::AppendRectToCoordArray(InfallibleTArray<coord>& array,
    1.18 +                                      GLfloat x0, GLfloat y0,
    1.19 +                                      GLfloat x1, GLfloat y1)
    1.20 +{
    1.21 +    coord* v = array.AppendElements(6);
    1.22 +
    1.23 +    v[0].x = x0; v[0].y = y0;
    1.24 +    v[1].x = x1; v[1].y = y0;
    1.25 +    v[2].x = x0; v[2].y = y1;
    1.26 +    v[3].x = x0; v[3].y = y1;
    1.27 +    v[4].x = x1; v[4].y = y0;
    1.28 +    v[5].x = x1; v[5].y = y1;
    1.29 +}
    1.30 +
    1.31 +void
    1.32 +RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
    1.33 +                       GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
    1.34 +                       bool flip_y /* = false */)
    1.35 +{
    1.36 +    if (flip_y) {
    1.37 +        std::swap(ty0, ty1);
    1.38 +    }
    1.39 +    AppendRectToCoordArray(mVertexCoords, x0, y0, x1, y1);
    1.40 +    AppendRectToCoordArray(mTexCoords, tx0, ty0, tx1, ty1);
    1.41 +}
    1.42 +
    1.43 +bool
    1.44 +RectTriangles::isSimpleQuad(gfx3DMatrix& aOutTextureTransform) const
    1.45 +{
    1.46 +    if (mVertexCoords.Length() == 6 &&
    1.47 +        mVertexCoords[0].x == 0.0f &&
    1.48 +        mVertexCoords[0].y == 0.0f &&
    1.49 +        mVertexCoords[5].x == 1.0f &&
    1.50 +        mVertexCoords[5].y == 1.0f)
    1.51 +    {
    1.52 +        GLfloat tx0 = mTexCoords[0].x;
    1.53 +        GLfloat ty0 = mTexCoords[0].y;
    1.54 +        GLfloat tx1 = mTexCoords[5].x;
    1.55 +        GLfloat ty1 = mTexCoords[5].y;
    1.56 +        aOutTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty1 - ty0, tx0, ty0));
    1.57 +        return true;
    1.58 +    }
    1.59 +    return false;
    1.60 +}
    1.61 +
    1.62 +static GLfloat
    1.63 +WrapTexCoord(GLfloat v)
    1.64 +{
    1.65 +    // fmodf gives negative results for negative numbers;
    1.66 +    // that is, fmodf(0.75, 1.0) == 0.75, but
    1.67 +    // fmodf(-0.75, 1.0) == -0.75.  For the negative case,
    1.68 +    // the result we need is 0.25, so we add 1.0f.
    1.69 +    if (v < 0.0f) {
    1.70 +        return 1.0f + fmodf(v, 1.0f);
    1.71 +    }
    1.72 +
    1.73 +    return fmodf(v, 1.0f);
    1.74 +}
    1.75 +
    1.76 +void
    1.77 +DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
    1.78 +                               const nsIntSize& aTexSize,
    1.79 +                               RectTriangles& aRects,
    1.80 +                               bool aFlipY /* = false */)
    1.81 +{
    1.82 +    // normalize this
    1.83 +    nsIntRect tcr(aTexCoordRect);
    1.84 +    while (tcr.x >= aTexSize.width)
    1.85 +        tcr.x -= aTexSize.width;
    1.86 +    while (tcr.y >= aTexSize.height)
    1.87 +        tcr.y -= aTexSize.height;
    1.88 +
    1.89 +    // Compute top left and bottom right tex coordinates
    1.90 +    GLfloat tl[2] =
    1.91 +        { GLfloat(tcr.x) / GLfloat(aTexSize.width),
    1.92 +          GLfloat(tcr.y) / GLfloat(aTexSize.height) };
    1.93 +    GLfloat br[2] =
    1.94 +        { GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
    1.95 +          GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
    1.96 +
    1.97 +    // then check if we wrap in either the x or y axis; if we do,
    1.98 +    // then also use fmod to figure out the "true" non-wrapping
    1.99 +    // texture coordinates.
   1.100 +
   1.101 +    bool xwrap = false, ywrap = false;
   1.102 +    if (tcr.x < 0 || tcr.x > aTexSize.width ||
   1.103 +        tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
   1.104 +    {
   1.105 +        xwrap = true;
   1.106 +        tl[0] = WrapTexCoord(tl[0]);
   1.107 +        br[0] = WrapTexCoord(br[0]);
   1.108 +    }
   1.109 +
   1.110 +    if (tcr.y < 0 || tcr.y > aTexSize.height ||
   1.111 +        tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
   1.112 +    {
   1.113 +        ywrap = true;
   1.114 +        tl[1] = WrapTexCoord(tl[1]);
   1.115 +        br[1] = WrapTexCoord(br[1]);
   1.116 +    }
   1.117 +
   1.118 +    NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
   1.119 +                 tl[1] >= 0.0f && tl[1] <= 1.0f &&
   1.120 +                 br[0] >= 0.0f && br[0] <= 1.0f &&
   1.121 +                 br[1] >= 0.0f && br[1] <= 1.0f,
   1.122 +                 "Somehow generated invalid texture coordinates");
   1.123 +
   1.124 +    // If xwrap is false, the texture will be sampled from tl[0]
   1.125 +    // .. br[0].  If xwrap is true, then it will be split into tl[0]
   1.126 +    // .. 1.0, and 0.0 .. br[0].  Same for the Y axis.  The
   1.127 +    // destination rectangle is also split appropriately, according
   1.128 +    // to the calculated xmid/ymid values.
   1.129 +
   1.130 +    // There isn't a 1:1 mapping between tex coords and destination coords;
   1.131 +    // when computing midpoints, we have to take that into account.  We
   1.132 +    // need to map the texture coords, which are (in the wrap case):
   1.133 +    // |tl->1| and |0->br| to the |0->1| range of the vertex coords.  So
   1.134 +    // we have the length (1-tl)+(br) that needs to map into 0->1.
   1.135 +    // These are only valid if there is wrap involved, they won't be used
   1.136 +    // otherwise.
   1.137 +    GLfloat xlen = (1.0f - tl[0]) + br[0];
   1.138 +    GLfloat ylen = (1.0f - tl[1]) + br[1];
   1.139 +
   1.140 +    NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
   1.141 +    NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
   1.142 +    NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
   1.143 +                 aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");
   1.144 +
   1.145 +    if (!xwrap && !ywrap) {
   1.146 +        aRects.addRect(0.0f, 0.0f,
   1.147 +                       1.0f, 1.0f,
   1.148 +                       tl[0], tl[1],
   1.149 +                       br[0], br[1],
   1.150 +                       aFlipY);
   1.151 +    } else if (!xwrap && ywrap) {
   1.152 +        GLfloat ymid = (1.0f - tl[1]) / ylen;
   1.153 +        aRects.addRect(0.0f, 0.0f,
   1.154 +                       1.0f, ymid,
   1.155 +                       tl[0], tl[1],
   1.156 +                       br[0], 1.0f,
   1.157 +                       aFlipY);
   1.158 +        aRects.addRect(0.0f, ymid,
   1.159 +                       1.0f, 1.0f,
   1.160 +                       tl[0], 0.0f,
   1.161 +                       br[0], br[1],
   1.162 +                       aFlipY);
   1.163 +    } else if (xwrap && !ywrap) {
   1.164 +        GLfloat xmid = (1.0f - tl[0]) / xlen;
   1.165 +        aRects.addRect(0.0f, 0.0f,
   1.166 +                       xmid, 1.0f,
   1.167 +                       tl[0], tl[1],
   1.168 +                       1.0f, br[1],
   1.169 +                       aFlipY);
   1.170 +        aRects.addRect(xmid, 0.0f,
   1.171 +                       1.0f, 1.0f,
   1.172 +                       0.0f, tl[1],
   1.173 +                       br[0], br[1],
   1.174 +                       aFlipY);
   1.175 +    } else {
   1.176 +        GLfloat xmid = (1.0f - tl[0]) / xlen;
   1.177 +        GLfloat ymid = (1.0f - tl[1]) / ylen;
   1.178 +        aRects.addRect(0.0f, 0.0f,
   1.179 +                       xmid, ymid,
   1.180 +                       tl[0], tl[1],
   1.181 +                       1.0f, 1.0f,
   1.182 +                       aFlipY);
   1.183 +        aRects.addRect(xmid, 0.0f,
   1.184 +                       1.0f, ymid,
   1.185 +                       0.0f, tl[1],
   1.186 +                       br[0], 1.0f,
   1.187 +                       aFlipY);
   1.188 +        aRects.addRect(0.0f, ymid,
   1.189 +                       xmid, 1.0f,
   1.190 +                       tl[0], 0.0f,
   1.191 +                       1.0f, br[1],
   1.192 +                       aFlipY);
   1.193 +        aRects.addRect(xmid, ymid,
   1.194 +                       1.0f, 1.0f,
   1.195 +                       0.0f, 0.0f,
   1.196 +                       br[0], br[1],
   1.197 +                       aFlipY);
   1.198 +    }
   1.199 +}
   1.200 +
   1.201 +}
   1.202 +}

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