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90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef DecomposeIntoNoRepeatTriangles_h_
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#define DecomposeIntoNoRepeatTriangles_h_
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#include "GLTypes.h"
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#include "nsRect.h"
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#include "nsTArray.h"
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#include "gfx3DMatrix.h"
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namespace mozilla {
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namespace gl {
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/** Helper for DecomposeIntoNoRepeatTriangles
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*/
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class RectTriangles {
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public:
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RectTriangles() : mIsSimpleQuad(false) { }
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// Always pass texture coordinates upright. If you want to flip the
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// texture coordinates emitted to the tex_coords array, set flip_y to
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// true.
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void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
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GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
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bool flip_y = false);
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// Returns whether this object is made of only one rect that can be drawn
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// with a pre-buffered unity quad which has 0,0,1,1 as both vertex
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// positions and texture coordinates.
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// aOutTextureTransform returns the transform that maps 0,0,1,1 texture
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// coordinates to the correct ones.
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bool IsSimpleQuad(gfx3DMatrix& aOutTextureTransform) const {
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aOutTextureTransform = mTextureTransform;
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return mIsSimpleQuad;
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}
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/**
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* these return a float pointer to the start of each array respectively.
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* Use it for glVertexAttribPointer calls.
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* We can return nullptr if we choose to use Vertex Buffer Objects here.
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*/
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float* vertexPointer() {
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return &vertexCoords[0].x;
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}
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float* texCoordPointer() {
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return &texCoords[0].u;
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}
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unsigned int elements() {
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return vertexCoords.Length();
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}
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typedef struct { GLfloat x,y; } vert_coord;
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typedef struct { GLfloat u,v; } tex_coord;
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private:
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// default is 4 rectangles, each made up of 2 triangles (3 coord vertices each)
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nsAutoTArray<vert_coord, 6> vertexCoords;
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nsAutoTArray<tex_coord, 6> texCoords;
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gfx3DMatrix mTextureTransform;
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bool mIsSimpleQuad;
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};
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/**
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* Decompose drawing the possibly-wrapped aTexCoordRect rectangle
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* of a texture of aTexSize into one or more rectangles (represented
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* as 2 triangles) and associated tex coordinates, such that
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* we don't have to use the REPEAT wrap mode. If aFlipY is true, the
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* texture coordinates will be specified vertically flipped.
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*
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* The resulting triangle vertex coordinates will be in the space of
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* (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
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* if you need a different space.
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*
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* The resulting vertex coordinates should be drawn using GL_TRIANGLES,
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* and rects.numRects * 3 * 6
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*/
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void DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
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const nsIntSize& aTexSize,
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RectTriangles& aRects,
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bool aFlipY = false);
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}
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}
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#endif // DecomposeIntoNoRepeatTriangles_h_
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