/* -*- 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: RectTriangles() { } // 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. */ float* vertexPointer() { return &vertexCoords[0].x; } float* texCoordPointer() { return &texCoords[0].u; } unsigned int elements() { return vertexCoords.Length(); } typedef struct { GLfloat x,y; } vert_coord; typedef struct { GLfloat u,v; } tex_coord; private: // default is 4 rectangles, each made up of 2 triangles (3 coord vertices each) nsAutoTArray vertexCoords; nsAutoTArray texCoords; }; /** * 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_