Beispiel #1
0
size_t
DecomposeIntoNoRepeatRects(const gfx::Rect& aRect,
                           const gfx::Rect& aTexCoordRect,
                           decomposedRectArrayT* aLayerRects,
                           decomposedRectArrayT* aTextureRects)
{
  gfx::Rect texCoordRect = aTexCoordRect;

  // If the texture should be flipped, it will have negative height. Detect that
  // here and compensate for it. We will flip each rect as we emit it.
  bool flipped = false;
  if (texCoordRect.height < 0) {
    flipped = true;
    texCoordRect.y += texCoordRect.height;
    texCoordRect.height = -texCoordRect.height;
  }

  // Wrap the texture coordinates so they are within [0,1] and cap width/height
  // at 1. We rely on this below.
  texCoordRect = gfx::Rect(gfx::Point(WrapTexCoord(texCoordRect.x),
                                      WrapTexCoord(texCoordRect.y)),
                           gfx::Size(std::min(texCoordRect.width, 1.0f),
                                     std::min(texCoordRect.height, 1.0f)));

  NS_ASSERTION(texCoordRect.x >= 0.0f && texCoordRect.x <= 1.0f &&
               texCoordRect.y >= 0.0f && texCoordRect.y <= 1.0f &&
               texCoordRect.width >= 0.0f && texCoordRect.width <= 1.0f &&
               texCoordRect.height >= 0.0f && texCoordRect.height <= 1.0f &&
               texCoordRect.XMost() >= 0.0f && texCoordRect.XMost() <= 2.0f &&
               texCoordRect.YMost() >= 0.0f && texCoordRect.YMost() <= 2.0f,
               "We just wrapped the texture coordinates, didn't we?");

  // Get the top left and bottom right points of the rectangle. Note that
  // tl.x/tl.y are within [0,1] but br.x/br.y are within [0,2].
  gfx::Point tl = texCoordRect.TopLeft();
  gfx::Point br = texCoordRect.BottomRight();

  NS_ASSERTION(tl.x >= 0.0f && tl.x <= 1.0f &&
               tl.y >= 0.0f && tl.y <= 1.0f &&
               br.x >= tl.x && br.x <= 2.0f &&
               br.y >= tl.y && br.y <= 2.0f &&
               FuzzyLTE(br.x - tl.x, 1.0f) &&
               FuzzyLTE(br.y - tl.y, 1.0f),
               "Somehow generated invalid texture coordinates");

  // Then check if we wrap in either the x or y axis.
  bool xwrap = br.x > 1.0f;
  bool ywrap = br.y > 1.0f;

  // If xwrap is false, the texture will be sampled from tl.x .. br.x.
  // If xwrap is true, then it will be split into tl.x .. 1.0, and
  // 0.0 .. WrapTexCoord(br.x). Same for the Y axis. The destination
  // rectangle is also split appropriately, according to the calculated
  // xmid/ymid values.
  if (!xwrap && !ywrap) {
    SetRects(0, aLayerRects, aTextureRects,
             aRect.x, aRect.y, aRect.XMost(), aRect.YMost(),
             tl.x, tl.y, br.x, br.y,
             flipped);
    return 1;
  }

  // If we are dealing with wrapping br.x and br.y are greater than 1.0 so
  // wrap them here as well.
  br = gfx::Point(xwrap ? WrapTexCoord(br.x) : br.x,
                  ywrap ? WrapTexCoord(br.y) : br.y);

  // If we wrap around along the x axis, we will draw first from
  // tl.x .. 1.0 and then from 0.0 .. br.x (which we just wrapped above).
  // The same applies for the Y axis. The midpoints we calculate here are
  // only valid if we actually wrap around.
  GLfloat xmid = aRect.x + (1.0f - tl.x) / texCoordRect.width * aRect.width;
  GLfloat ymid = aRect.y + (1.0f - tl.y) / texCoordRect.height * aRect.height;

  NS_ASSERTION(!xwrap ||
               (xmid > aRect.x &&
                xmid < aRect.XMost() &&
                FuzzyEqual((xmid - aRect.x) + (aRect.XMost() - xmid), aRect.width)),
               "xmid should be within [x,XMost()] and the wrapped rect should have the same width");
  NS_ASSERTION(!ywrap ||
               (ymid > aRect.y &&
                ymid < aRect.YMost() &&
                FuzzyEqual((ymid - aRect.y) + (aRect.YMost() - ymid), aRect.height)),
               "ymid should be within [y,YMost()] and the wrapped rect should have the same height");

  if (!xwrap && ywrap) {
    SetRects(0, aLayerRects, aTextureRects,
             aRect.x, aRect.y, aRect.XMost(), ymid,
             tl.x, tl.y, br.x, 1.0f,
             flipped);
    SetRects(1, aLayerRects, aTextureRects,
             aRect.x, ymid, aRect.XMost(), aRect.YMost(),
             tl.x, 0.0f, br.x, br.y,
             flipped);
    return 2;
  }

  if (xwrap && !ywrap) {
    SetRects(0, aLayerRects, aTextureRects,
             aRect.x, aRect.y, xmid, aRect.YMost(),
             tl.x, tl.y, 1.0f, br.y,
             flipped);
    SetRects(1, aLayerRects, aTextureRects,
             xmid, aRect.y, aRect.XMost(), aRect.YMost(),
             0.0f, tl.y, br.x, br.y,
             flipped);
    return 2;
  }

  SetRects(0, aLayerRects, aTextureRects,
           aRect.x, aRect.y, xmid, ymid,
           tl.x, tl.y, 1.0f, 1.0f,
           flipped);
  SetRects(1, aLayerRects, aTextureRects,
           xmid, aRect.y, aRect.XMost(), ymid,
           0.0f, tl.y, br.x, 1.0f,
           flipped);
  SetRects(2, aLayerRects, aTextureRects,
           aRect.x, ymid, xmid, aRect.YMost(),
           tl.x, 0.0f, 1.0f, br.y,
           flipped);
  SetRects(3, aLayerRects, aTextureRects,
           xmid, ymid, aRect.XMost(), aRect.YMost(),
           0.0f, 0.0f, br.x, br.y,
           flipped);
  return 4;
}
void
DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
                               const gfx::IntSize& aTexSize,
                               RectTriangles& aRects,
                               bool aFlipY /* = false */)
{
    // normalize this
    gfx::IntRect 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);
    }
}