LCOV - code coverage report
Current view: top level - gfx/gl - DecomposeIntoNoRepeatTriangles.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 70 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 4 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /* vim: set ts=8 sts=4 et sw=4 tw=80: */
       3             : /* This Source Code Form is subject to the terms of the Mozilla Public
       4             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       5             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       6             : 
       7             : #include "DecomposeIntoNoRepeatTriangles.h"
       8             : #include "gfxMatrix.h"
       9             : 
      10             : namespace mozilla {
      11             : namespace gl {
      12             : 
      13             : void
      14           0 : RectTriangles::AppendRectToCoordArray(InfallibleTArray<coord>& array,
      15             :                                       GLfloat x0, GLfloat y0,
      16             :                                       GLfloat x1, GLfloat y1)
      17             : {
      18           0 :     coord* v = array.AppendElements(6);
      19             : 
      20           0 :     v[0].x = x0; v[0].y = y0;
      21           0 :     v[1].x = x1; v[1].y = y0;
      22           0 :     v[2].x = x0; v[2].y = y1;
      23           0 :     v[3].x = x0; v[3].y = y1;
      24           0 :     v[4].x = x1; v[4].y = y0;
      25           0 :     v[5].x = x1; v[5].y = y1;
      26           0 : }
      27             : 
      28             : void
      29           0 : RectTriangles::addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
      30             :                        GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
      31             :                        bool flip_y /* = false */)
      32             : {
      33           0 :     if (flip_y) {
      34           0 :         std::swap(ty0, ty1);
      35             :     }
      36           0 :     AppendRectToCoordArray(mVertexCoords, x0, y0, x1, y1);
      37           0 :     AppendRectToCoordArray(mTexCoords, tx0, ty0, tx1, ty1);
      38           0 : }
      39             : 
      40             : static GLfloat
      41           0 : WrapTexCoord(GLfloat v)
      42             : {
      43             :     // This should return values in range [0, 1.0)
      44           0 :     return v - floorf(v);
      45             : }
      46             : 
      47             : void
      48           0 : DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
      49             :                                const gfx::IntSize& aTexSize,
      50             :                                RectTriangles& aRects,
      51             :                                bool aFlipY /* = false */)
      52             : {
      53             :     // normalize this
      54           0 :     gfx::IntRect tcr(aTexCoordRect);
      55           0 :     while (tcr.x >= aTexSize.width)
      56           0 :         tcr.x -= aTexSize.width;
      57           0 :     while (tcr.y >= aTexSize.height)
      58           0 :         tcr.y -= aTexSize.height;
      59             : 
      60             :     // Compute top left and bottom right tex coordinates
      61             :     GLfloat tl[2] =
      62           0 :         { GLfloat(tcr.x) / GLfloat(aTexSize.width),
      63           0 :           GLfloat(tcr.y) / GLfloat(aTexSize.height) };
      64             :     GLfloat br[2] =
      65           0 :         { GLfloat(tcr.XMost()) / GLfloat(aTexSize.width),
      66           0 :           GLfloat(tcr.YMost()) / GLfloat(aTexSize.height) };
      67             : 
      68             :     // then check if we wrap in either the x or y axis; if we do,
      69             :     // then also use fmod to figure out the "true" non-wrapping
      70             :     // texture coordinates.
      71             : 
      72           0 :     bool xwrap = false, ywrap = false;
      73           0 :     if (tcr.x < 0 || tcr.x > aTexSize.width ||
      74           0 :         tcr.XMost() < 0 || tcr.XMost() > aTexSize.width)
      75             :     {
      76           0 :         xwrap = true;
      77           0 :         tl[0] = WrapTexCoord(tl[0]);
      78           0 :         br[0] = WrapTexCoord(br[0]);
      79             :     }
      80             : 
      81           0 :     if (tcr.y < 0 || tcr.y > aTexSize.height ||
      82           0 :         tcr.YMost() < 0 || tcr.YMost() > aTexSize.height)
      83             :     {
      84           0 :         ywrap = true;
      85           0 :         tl[1] = WrapTexCoord(tl[1]);
      86           0 :         br[1] = WrapTexCoord(br[1]);
      87             :     }
      88             : 
      89           0 :     NS_ASSERTION(tl[0] >= 0.0f && tl[0] <= 1.0f &&
      90             :                  tl[1] >= 0.0f && tl[1] <= 1.0f &&
      91             :                  br[0] >= 0.0f && br[0] <= 1.0f &&
      92             :                  br[1] >= 0.0f && br[1] <= 1.0f,
      93             :                  "Somehow generated invalid texture coordinates");
      94             : 
      95             :     // If xwrap is false, the texture will be sampled from tl[0]
      96             :     // .. br[0].  If xwrap is true, then it will be split into tl[0]
      97             :     // .. 1.0, and 0.0 .. br[0].  Same for the Y axis.  The
      98             :     // destination rectangle is also split appropriately, according
      99             :     // to the calculated xmid/ymid values.
     100             : 
     101             :     // There isn't a 1:1 mapping between tex coords and destination coords;
     102             :     // when computing midpoints, we have to take that into account.  We
     103             :     // need to map the texture coords, which are (in the wrap case):
     104             :     // |tl->1| and |0->br| to the |0->1| range of the vertex coords.  So
     105             :     // we have the length (1-tl)+(br) that needs to map into 0->1.
     106             :     // These are only valid if there is wrap involved, they won't be used
     107             :     // otherwise.
     108           0 :     GLfloat xlen = (1.0f - tl[0]) + br[0];
     109           0 :     GLfloat ylen = (1.0f - tl[1]) + br[1];
     110             : 
     111           0 :     NS_ASSERTION(!xwrap || xlen > 0.0f, "xlen isn't > 0, what's going on?");
     112           0 :     NS_ASSERTION(!ywrap || ylen > 0.0f, "ylen isn't > 0, what's going on?");
     113           0 :     NS_ASSERTION(aTexCoordRect.width <= aTexSize.width &&
     114             :                  aTexCoordRect.height <= aTexSize.height, "tex coord rect would cause tiling!");
     115             : 
     116           0 :     if (!xwrap && !ywrap) {
     117           0 :         aRects.addRect(0.0f, 0.0f,
     118             :                        1.0f, 1.0f,
     119             :                        tl[0], tl[1],
     120             :                        br[0], br[1],
     121           0 :                        aFlipY);
     122           0 :     } else if (!xwrap && ywrap) {
     123           0 :         GLfloat ymid = (1.0f - tl[1]) / ylen;
     124           0 :         aRects.addRect(0.0f, 0.0f,
     125             :                        1.0f, ymid,
     126             :                        tl[0], tl[1],
     127             :                        br[0], 1.0f,
     128           0 :                        aFlipY);
     129           0 :         aRects.addRect(0.0f, ymid,
     130             :                        1.0f, 1.0f,
     131             :                        tl[0], 0.0f,
     132             :                        br[0], br[1],
     133           0 :                        aFlipY);
     134           0 :     } else if (xwrap && !ywrap) {
     135           0 :         GLfloat xmid = (1.0f - tl[0]) / xlen;
     136           0 :         aRects.addRect(0.0f, 0.0f,
     137             :                        xmid, 1.0f,
     138             :                        tl[0], tl[1],
     139             :                        1.0f, br[1],
     140           0 :                        aFlipY);
     141           0 :         aRects.addRect(xmid, 0.0f,
     142             :                        1.0f, 1.0f,
     143             :                        0.0f, tl[1],
     144             :                        br[0], br[1],
     145           0 :                        aFlipY);
     146             :     } else {
     147           0 :         GLfloat xmid = (1.0f - tl[0]) / xlen;
     148           0 :         GLfloat ymid = (1.0f - tl[1]) / ylen;
     149           0 :         aRects.addRect(0.0f, 0.0f,
     150             :                        xmid, ymid,
     151             :                        tl[0], tl[1],
     152             :                        1.0f, 1.0f,
     153           0 :                        aFlipY);
     154           0 :         aRects.addRect(xmid, 0.0f,
     155             :                        1.0f, ymid,
     156             :                        0.0f, tl[1],
     157             :                        br[0], 1.0f,
     158           0 :                        aFlipY);
     159           0 :         aRects.addRect(0.0f, ymid,
     160             :                        xmid, 1.0f,
     161             :                        tl[0], 0.0f,
     162             :                        1.0f, br[1],
     163           0 :                        aFlipY);
     164           0 :         aRects.addRect(xmid, ymid,
     165             :                        1.0f, 1.0f,
     166             :                        0.0f, 0.0f,
     167             :                        br[0], br[1],
     168           0 :                        aFlipY);
     169             :     }
     170           0 : }
     171             : 
     172             : } // namespace gl
     173             : } // namespace mozilla

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