Mat3 SubRectMat3(const gfx::IntRect& subrect, const gfx::IntSize& size) { return SubRectMat3(float(subrect.X()) / size.width, float(subrect.Y()) / size.height, float(subrect.Width()) / size.width, float(subrect.Height()) / size.height); }
Mat3 SubRectMat3(const gfx::IntRect& bigSubrect, const gfx::IntSize& smallSize, const gfx::IntSize& divisors) { const float x = float(bigSubrect.X()) / divisors.width; const float y = float(bigSubrect.Y()) / divisors.height; const float w = float(bigSubrect.Width()) / divisors.width; const float h = float(bigSubrect.Height()) / divisors.height; return SubRectMat3(x / smallSize.width, y / smallSize.height, w / smallSize.width, h / smallSize.height); }
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); } }