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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/gl/DecomposeIntoNoRepeatTriangles.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/gl/DecomposeIntoNoRepeatTriangles.h')
-rw-r--r-- | gfx/gl/DecomposeIntoNoRepeatTriangles.h | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/gfx/gl/DecomposeIntoNoRepeatTriangles.h b/gfx/gl/DecomposeIntoNoRepeatTriangles.h new file mode 100644 index 000000000..f67d6f93e --- /dev/null +++ b/gfx/gl/DecomposeIntoNoRepeatTriangles.h @@ -0,0 +1,77 @@ +/* -*- 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: + typedef struct { GLfloat x,y; } coord; + + // 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. + */ + InfallibleTArray<coord>& vertCoords() { + return mVertexCoords; + } + + InfallibleTArray<coord>& texCoords() { + return mTexCoords; + } + + unsigned int elements() { + return mVertexCoords.Length(); + } +private: + // Reserve inline storage for one quad (2 triangles, 3 coords). + AutoTArray<coord, 6> mVertexCoords; + AutoTArray<coord, 6> mTexCoords; + + static void + AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1); +}; + +/** + * 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 gfx::IntRect& aTexCoordRect, + const gfx::IntSize& aTexSize, + RectTriangles& aRects, + bool aFlipY = false); + +} // namespace gl +} // namespace mozilla + +#endif // DecomposeIntoNoRepeatTriangles_h_ |