gfx/gl/DecomposeIntoNoRepeatTriangles.h

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/gl/DecomposeIntoNoRepeatTriangles.h	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,85 @@
     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 +#ifndef DecomposeIntoNoRepeatTriangles_h_
    1.11 +#define DecomposeIntoNoRepeatTriangles_h_
    1.12 +
    1.13 +#include "GLTypes.h"
    1.14 +#include "nsRect.h"
    1.15 +#include "nsTArray.h"
    1.16 +#include "gfx3DMatrix.h"
    1.17 +
    1.18 +namespace mozilla {
    1.19 +namespace gl {
    1.20 +
    1.21 +/** Helper for DecomposeIntoNoRepeatTriangles
    1.22 +  */
    1.23 +class RectTriangles {
    1.24 +public:
    1.25 +    typedef struct { GLfloat x,y; } coord;
    1.26 +
    1.27 +    // Always pass texture coordinates upright. If you want to flip the
    1.28 +    // texture coordinates emitted to the tex_coords array, set flip_y to
    1.29 +    // true.
    1.30 +    void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
    1.31 +                 GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
    1.32 +                 bool flip_y = false);
    1.33 +
    1.34 +    // Returns whether this object is made of only one rect that can be drawn
    1.35 +    // with a pre-buffered unity quad which has 0,0,1,1 as both vertex
    1.36 +    // positions and texture coordinates.
    1.37 +    // aOutTextureTransform returns the transform that maps 0,0,1,1 texture
    1.38 +    // coordinates to the correct ones.
    1.39 +    bool isSimpleQuad(gfx3DMatrix& aOutTextureTransform) const;
    1.40 +
    1.41 +    /**
    1.42 +      * these return a float pointer to the start of each array respectively.
    1.43 +      * Use it for glVertexAttribPointer calls.
    1.44 +      * We can return nullptr if we choose to use Vertex Buffer Objects here.
    1.45 +      */
    1.46 +    InfallibleTArray<coord>& vertCoords() {
    1.47 +        return mVertexCoords;
    1.48 +    }
    1.49 +
    1.50 +    InfallibleTArray<coord>& texCoords() {
    1.51 +        return mTexCoords;
    1.52 +    }
    1.53 +
    1.54 +    unsigned int elements() {
    1.55 +        return mVertexCoords.Length();
    1.56 +    }
    1.57 +private:
    1.58 +    // Reserve inline storage for one quad (2 triangles, 3 coords).
    1.59 +    nsAutoTArray<coord, 6> mVertexCoords;
    1.60 +    nsAutoTArray<coord, 6> mTexCoords;
    1.61 +
    1.62 +    static void
    1.63 +    AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1);
    1.64 +};
    1.65 +
    1.66 +/**
    1.67 +  * Decompose drawing the possibly-wrapped aTexCoordRect rectangle
    1.68 +  * of a texture of aTexSize into one or more rectangles (represented
    1.69 +  * as 2 triangles) and associated tex coordinates, such that
    1.70 +  * we don't have to use the REPEAT wrap mode. If aFlipY is true, the
    1.71 +  * texture coordinates will be specified vertically flipped.
    1.72 +  *
    1.73 +  * The resulting triangle vertex coordinates will be in the space of
    1.74 +  * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
    1.75 +  * if you need a different space.
    1.76 +  *
    1.77 +  * The resulting vertex coordinates should be drawn using GL_TRIANGLES,
    1.78 +  * and rects.numRects * 3 * 6
    1.79 +  */
    1.80 +void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
    1.81 +                                    const nsIntSize& aTexSize,
    1.82 +                                    RectTriangles& aRects,
    1.83 +                                    bool aFlipY = false);
    1.84 +
    1.85 +}
    1.86 +}
    1.87 +
    1.88 +#endif // DecomposeIntoNoRepeatTriangles_h_

mercurial