本文整理汇总了C++中gfx::IntRect::Width方法的典型用法代码示例。如果您正苦于以下问题:C++ IntRect::Width方法的具体用法?C++ IntRect::Width怎么用?C++ IntRect::Width使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类gfx::IntRect
的用法示例。
在下文中一共展示了IntRect::Width方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: float
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);
}
示例2: tcr
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 {
//.........这里部分代码省略.........