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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/gl/DecomposeIntoNoRepeatTriangles.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/gl/DecomposeIntoNoRepeatTriangles.cpp')
-rw-r--r-- | gfx/gl/DecomposeIntoNoRepeatTriangles.cpp | 128 |
1 files changed, 128 insertions, 0 deletions
diff --git a/gfx/gl/DecomposeIntoNoRepeatTriangles.cpp b/gfx/gl/DecomposeIntoNoRepeatTriangles.cpp new file mode 100644 index 0000000000..9e04bfa67a --- /dev/null +++ b/gfx/gl/DecomposeIntoNoRepeatTriangles.cpp @@ -0,0 +1,128 @@ +/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ +/* vim: set ts=8 sts=2 et sw=2 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(nsTArray<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); +} + +static GLfloat WrapTexCoord(GLfloat v) { + // This should return values in range [0, 1.0) + return v - floorf(v); +} + +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.MoveByX(-aTexSize.width); + while (tcr.Y() >= aTexSize.height) tcr.MoveByY(-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); + } +} + +} // namespace gl +} // namespace mozilla |