gecko/gfx/gl/DecomposeIntoNoRepeatTriangles.cpp
Wes Kocher c18978a8b2 Backed out 4 changesets (bug 1012407) for b2g reftest5 orange on an otherwise CLOSED TREE
Backed out changeset 08e17f48aed1 (bug 1012407)
Backed out changeset b17b7b59cf88 (bug 1012407)
Backed out changeset 1c692df3f080 (bug 1012407)
Backed out changeset 560bd45d52de (bug 1012407)
2014-05-21 18:05:15 -07:00

200 lines
6.7 KiB
C++

/* -*- 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/. */
#include "DecomposeIntoNoRepeatTriangles.h"
#include "gfxMatrix.h"
namespace mozilla {
namespace gl {
void
RectTriangles::AppendRectToCoordArray(InfallibleTArray<coord>& array,
GLfloat x0, GLfloat y0,
GLfloat x1, GLfloat y1)
{
coord* v = array.AppendElements(6);
v[0].x = x0; v[0].y = y0;
v[1].x = x1; v[1].y = y0;
v[2].x = x0; v[2].y = y1;
v[3].x = x0; v[3].y = y1;
v[4].x = x1; v[4].y = y0;
v[5].x = x1; v[5].y = y1;
}
void
RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
bool flip_y /* = false */)
{
if (flip_y) {
std::swap(ty0, ty1);
}
AppendRectToCoordArray(mVertexCoords, x0, y0, x1, y1);
AppendRectToCoordArray(mTexCoords, tx0, ty0, tx1, ty1);
}
bool
RectTriangles::isSimpleQuad(gfx3DMatrix& aOutTextureTransform) const
{
if (mVertexCoords.Length() == 6 &&
mVertexCoords[0].x == 0.0f &&
mVertexCoords[0].y == 0.0f &&
mVertexCoords[5].x == 1.0f &&
mVertexCoords[5].y == 1.0f)
{
GLfloat tx0 = mTexCoords[0].x;
GLfloat ty0 = mTexCoords[0].y;
GLfloat tx1 = mTexCoords[5].x;
GLfloat ty1 = mTexCoords[5].y;
aOutTextureTransform = gfx3DMatrix::From2D(gfxMatrix(tx1 - tx0, 0, 0, ty1 - ty0, tx0, ty0));
return true;
}
return false;
}
static GLfloat
WrapTexCoord(GLfloat v)
{
// fmodf gives negative results for negative numbers;
// that is, fmodf(0.75, 1.0) == 0.75, but
// fmodf(-0.75, 1.0) == -0.75. For the negative case,
// the result we need is 0.25, so we add 1.0f.
if (v < 0.0f) {
return 1.0f + fmodf(v, 1.0f);
}
return fmodf(v, 1.0f);
}
void
DecomposeIntoNoRepeatTriangles(const nsIntRect& aTexCoordRect,
const nsIntSize& aTexSize,
RectTriangles& aRects,
bool aFlipY /* = false */)
{
// normalize this
nsIntRect tcr(aTexCoordRect);
while (tcr.x >= aTexSize.width)
tcr.x -= aTexSize.width;
while (tcr.y >= aTexSize.height)
tcr.y -= aTexSize.height;
// Compute top left and bottom right tex coordinates
GLfloat tl[2] =
{ GLfloat(tcr.x) / GLfloat(aTexSize.width),
GLfloat(tcr.y) / GLfloat(aTexSize.height) };
GLfloat br[2] =
{ GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
// then check if we wrap in either the x or y axis; if we do,
// then also use fmod to figure out the "true" non-wrapping
// texture coordinates.
bool xwrap = false, ywrap = false;
if (tcr.x < 0 || tcr.x > aTexSize.width ||
tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
{
xwrap = true;
tl[0] = WrapTexCoord(tl[0]);
br[0] = WrapTexCoord(br[0]);
}
if (tcr.y < 0 || tcr.y > aTexSize.height ||
tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
{
ywrap = true;
tl[1] = WrapTexCoord(tl[1]);
br[1] = WrapTexCoord(br[1]);
}
NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
tl[1] >= 0.0f && tl[1] <= 1.0f &&
br[0] >= 0.0f && br[0] <= 1.0f &&
br[1] >= 0.0f && br[1] <= 1.0f,
"Somehow generated invalid texture coordinates");
// If xwrap is false, the texture will be sampled from tl[0]
// .. br[0]. If xwrap is true, then it will be split into tl[0]
// .. 1.0, and 0.0 .. br[0]. Same for the Y axis. The
// destination rectangle is also split appropriately, according
// to the calculated xmid/ymid values.
// There isn't a 1:1 mapping between tex coords and destination coords;
// when computing midpoints, we have to take that into account. We
// need to map the texture coords, which are (in the wrap case):
// |tl->1| and |0->br| to the |0->1| range of the vertex coords. So
// we have the length (1-tl)+(br) that needs to map into 0->1.
// These are only valid if there is wrap involved, they won't be used
// otherwise.
GLfloat xlen = (1.0f - tl[0]) + br[0];
GLfloat ylen = (1.0f - tl[1]) + br[1];
NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");
if (!xwrap && !ywrap) {
aRects.addRect(0.0f, 0.0f,
1.0f, 1.0f,
tl[0], tl[1],
br[0], br[1],
aFlipY);
} else if (!xwrap && ywrap) {
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f,
1.0f, ymid,
tl[0], tl[1],
br[0], 1.0f,
aFlipY);
aRects.addRect(0.0f, ymid,
1.0f, 1.0f,
tl[0], 0.0f,
br[0], br[1],
aFlipY);
} else if (xwrap && !ywrap) {
GLfloat xmid = (1.0f - tl[0]) / xlen;
aRects.addRect(0.0f, 0.0f,
xmid, 1.0f,
tl[0], tl[1],
1.0f, br[1],
aFlipY);
aRects.addRect(xmid, 0.0f,
1.0f, 1.0f,
0.0f, tl[1],
br[0], br[1],
aFlipY);
} else {
GLfloat xmid = (1.0f - tl[0]) / xlen;
GLfloat ymid = (1.0f - tl[1]) / ylen;
aRects.addRect(0.0f, 0.0f,
xmid, ymid,
tl[0], tl[1],
1.0f, 1.0f,
aFlipY);
aRects.addRect(xmid, 0.0f,
1.0f, ymid,
0.0f, tl[1],
br[0], 1.0f,
aFlipY);
aRects.addRect(0.0f, ymid,
xmid, 1.0f,
tl[0], 0.0f,
1.0f, br[1],
aFlipY);
aRects.addRect(xmid, ymid,
1.0f, 1.0f,
0.0f, 0.0f,
br[0], br[1],
aFlipY);
}
}
}
}