For tests using the core profile we no longer have the legacy
GL matrix functions to set up transformations.  These functions
let us easily setup transformations in such test programs.
---
 tests/util/CMakeLists.gl.txt |    1 +
 tests/util/piglit-matrix.c   |  458 ++++++++++++++++++++++++++++++++++++++++++
 tests/util/piglit-matrix.h   |   92 +++++++++
 3 files changed, 551 insertions(+)
 create mode 100644 tests/util/piglit-matrix.c
 create mode 100644 tests/util/piglit-matrix.h

diff --git a/tests/util/CMakeLists.gl.txt b/tests/util/CMakeLists.gl.txt
index d8fb32c..0a2cc25 100644
--- a/tests/util/CMakeLists.gl.txt
+++ b/tests/util/CMakeLists.gl.txt
@@ -2,6 +2,7 @@ set(UTIL_GL_SOURCES
        ${UTIL_GL_SOURCES}
        piglit-dispatch.c
        piglit-dispatch-init.c
+       piglit-matrix.c
        piglit-shader.c
        piglit-shader-gl.c
        piglit-util-gl-enum.c
diff --git a/tests/util/piglit-matrix.c b/tests/util/piglit-matrix.c
new file mode 100644
index 0000000..2e9cd66
--- /dev/null
+++ b/tests/util/piglit-matrix.c
@@ -0,0 +1,458 @@
+/*
+ * Copyright (c) VMware, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, and/or sell copies of the Software, and to permit persons to whom
+ * the Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include <math.h>
+#include "piglit-matrix.h"
+
+
+#define DEG_TO_RAD(D) ((D) * M_PI / 180.0)
+
+
+/**
+ * Create a scaling matrix.
+ */
+void
+piglit_identity_matrix(float mat[16])
+{
+   mat[0] = 1.0f;
+   mat[1] = 0.0f;
+   mat[2] = 0.0f;
+   mat[3] = 0.0f;
+
+   mat[4] = 0.0f;
+   mat[5] = 1.0f;
+   mat[6] = 0.0f;
+   mat[7] = 0.0f;
+
+   mat[8] = 0.0f;
+   mat[9] = 0.0f;
+   mat[10] = 1.0f;
+   mat[11] = 0.0f;
+
+   mat[12] = 0.0f;
+   mat[13] = 0.0f;
+   mat[14] = 0.0f;
+   mat[15] = 1.0f;
+}
+
+
+/**
+ * Create a scaling matrix.
+ */
+void
+piglit_scale_matrix(float mat[16], float sx, float sy, float sz)
+{
+   mat[0] = sx;
+   mat[1] = 0.0f;
+   mat[2] = 0.0f;
+   mat[3] = 0.0f;
+
+   mat[4] = 0.0f;
+   mat[5] = sy;
+   mat[6] = 0.0f;
+   mat[7] = 0.0f;
+
+   mat[8] = 0.0f;
+   mat[9] = 0.0f;
+   mat[10] = sz;
+   mat[11] = 0.0f;
+
+   mat[12] = 0.0f;
+   mat[13] = 0.0f;
+   mat[14] = 0.0f;
+   mat[15] = 1.0f;
+}
+
+
+/**
+ * Create a translation matrix.
+ */
+void
+piglit_translation_matrix(float mat[16], float tx, float ty, float tz)
+{
+   mat[0] = 0.0f;
+   mat[1] = 0.0f;
+   mat[2] = 0.0f;
+   mat[3] = 0.0f;
+
+   mat[4] = 0.0f;
+   mat[5] = 0.0f;
+   mat[6] = 0.0f;
+   mat[7] = 0.0f;
+
+   mat[8] = 0.0f;
+   mat[9] = 0.0f;
+   mat[10] = 0.0f;
+   mat[11] = 0.0f;
+
+   mat[12] = tx;
+   mat[13] = ty;
+   mat[14] = tz;
+   mat[15] = 1.0f;
+}
+
+
+void
+piglit_rotation_matrix(float mat[16], float angle, float x, float y, float z)
+{
+   /* Implementation borrowed from Mesa */
+   float xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c;
+   float m[16];
+   bool optimized = false;
+
+   s = (float) sin(DEG_TO_RAD(angle));
+   c = (float) cos(DEG_TO_RAD(angle));
+
+   piglit_identity_matrix(m);
+
+#define M(row,col)  m[col*4+row]
+
+   if (x == 0.0F) {
+      if (y == 0.0F) {
+         if (z != 0.0F) {
+            optimized = true;
+            /* rotate only around z-axis */
+            M(0,0) = c;
+            M(1,1) = c;
+            if (z < 0.0F) {
+               M(0,1) = s;
+               M(1,0) = -s;
+            }
+            else {
+               M(0,1) = -s;
+               M(1,0) = s;
+            }
+         }
+      }
+      else if (z == 0.0F) {
+         optimized = true;
+         /* rotate only around y-axis */
+         M(0,0) = c;
+         M(2,2) = c;
+         if (y < 0.0F) {
+            M(0,2) = -s;
+            M(2,0) = s;
+         }
+         else {
+            M(0,2) = s;
+            M(2,0) = -s;
+         }
+      }
+   }
+   else if (y == 0.0F) {
+      if (z == 0.0F) {
+         optimized = true;
+         /* rotate only around x-axis */
+         M(1,1) = c;
+         M(2,2) = c;
+         if (x < 0.0F) {
+            M(1,2) = s;
+            M(2,1) = -s;
+         }
+         else {
+            M(1,2) = -s;
+            M(2,1) = s;
+         }
+      }
+   }
+
+   if (!optimized) {
+      const float mag = sqrtf(x * x + y * y + z * z);
+
+      if (mag <= 1.0e-4) {
+         /* no rotation, leave mat as-is */
+         return;
+      }
+
+      x /= mag;
+      y /= mag;
+      z /= mag;
+
+
+      /*
+       *     Arbitrary axis rotation matrix.
+       *
+       *  This is composed of 5 matrices, Rz, Ry, T, Ry', Rz', multiplied
+       *  like so:  Rz * Ry * T * Ry' * Rz'.  T is the final rotation
+       *  (which is about the X-axis), and the two composite transforms
+       *  Ry' * Rz' and Rz * Ry are (respectively) the rotations necessary
+       *  from the arbitrary axis to the X-axis then back.  They are
+       *  all elementary rotations.
+       *
+       *  Rz' is a rotation about the Z-axis, to bring the axis vector
+       *  into the x-z plane.  Then Ry' is applied, rotating about the
+       *  Y-axis to bring the axis vector parallel with the X-axis.  The
+       *  rotation about the X-axis is then performed.  Ry and Rz are
+       *  simply the respective inverse transforms to bring the arbitrary
+       *  axis back to its original orientation.  The first transforms
+       *  Rz' and Ry' are considered inverses, since the data from the
+       *  arbitrary axis gives you info on how to get to it, not how
+       *  to get away from it, and an inverse must be applied.
+       *
+       *  The basic calculation used is to recognize that the arbitrary
+       *  axis vector (x, y, z), since it is of unit length, actually
+       *  represents the sines and cosines of the angles to rotate the
+       *  X-axis to the same orientation, with theta being the angle about
+       *  Z and phi the angle about Y (in the order described above)
+       *  as follows:
+       *
+       *  cos ( theta ) = x / sqrt ( 1 - z^2 )
+       *  sin ( theta ) = y / sqrt ( 1 - z^2 )
+       *
+       *  cos ( phi ) = sqrt ( 1 - z^2 )
+       *  sin ( phi ) = z
+       *
+       *  Note that cos ( phi ) can further be inserted to the above
+       *  formulas:
+       *
+       *  cos ( theta ) = x / cos ( phi )
+       *  sin ( theta ) = y / sin ( phi )
+       *
+       *  ...etc.  Because of those relations and the standard trigonometric
+       *  relations, it is pssible to reduce the transforms down to what
+       *  is used below.  It may be that any primary axis chosen will give the
+       *  same results (modulo a sign convention) using thie method.
+       *
+       *  Particularly nice is to notice that all divisions that might
+       *  have caused trouble when parallel to certain planes or
+       *  axis go away with care paid to reducing the expressions.
+       *  After checking, it does perform correctly under all cases, since
+       *  in all the cases of division where the denominator would have
+       *  been zero, the numerator would have been zero as well, giving
+       *  the expected result.
+       */
+
+      xx = x * x;
+      yy = y * y;
+      zz = z * z;
+      xy = x * y;
+      yz = y * z;
+      zx = z * x;
+      xs = x * s;
+      ys = y * s;
+      zs = z * s;
+      one_c = 1.0F - c;
+
+      /* We already hold the identity-matrix so we can skip some statements */
+      M(0,0) = (one_c * xx) + c;
+      M(0,1) = (one_c * xy) - zs;
+      M(0,2) = (one_c * zx) + ys;
+/*    M(0,3) = 0.0F; */
+
+      M(1,0) = (one_c * xy) + zs;
+      M(1,1) = (one_c * yy) + c;
+      M(1,2) = (one_c * yz) - xs;
+/*    M(1,3) = 0.0F; */
+
+      M(2,0) = (one_c * zx) - ys;
+      M(2,1) = (one_c * yz) + xs;
+      M(2,2) = (one_c * zz) + c;
+/*    M(2,3) = 0.0F; */
+
+/*
+      M(3,0) = 0.0F;
+      M(3,1) = 0.0F;
+      M(3,2) = 0.0F;
+      M(3,3) = 1.0F;
+*/
+   }
+#undef M
+}
+
+
+void
+piglit_ortho_matrix(float mat[16],
+                   float left, float right,
+                   float bottom, float top,
+                   float nearval, float farval)
+{
+#define M(row,col)  mat[col*4+row]
+   M(0,0) = 2.0F / (right-left);
+   M(0,1) = 0.0F;
+   M(0,2) = 0.0F;
+   M(0,3) = -(right+left) / (right-left);
+
+   M(1,0) = 0.0F;
+   M(1,1) = 2.0F / (top-bottom);
+   M(1,2) = 0.0F;
+   M(1,3) = -(top+bottom) / (top-bottom);
+
+   M(2,0) = 0.0F;
+   M(2,1) = 0.0F;
+   M(2,2) = -2.0F / (farval-nearval);
+   M(2,3) = -(farval+nearval) / (farval-nearval);
+
+   M(3,0) = 0.0F;
+   M(3,1) = 0.0F;
+   M(3,2) = 0.0F;
+   M(3,3) = 1.0F;
+#undef M
+}
+
+
+void
+piglit_frustum_matrix(float mat[16],
+                     float left, float right,
+                     float bottom, float top,
+                     float nearval, float farval)
+{
+   float x, y, a, b, c, d;
+
+   x = (2.0F*nearval) / (right-left);
+   y = (2.0F*nearval) / (top-bottom);
+   a = (right+left) / (right-left);
+   b = (top+bottom) / (top-bottom);
+   c = -(farval+nearval) / ( farval-nearval);
+   d = -(2.0F*farval*nearval) / (farval-nearval);  /* error? */
+
+#define M(row,col)  mat[col*4+row]
+   M(0,0) = x;     M(0,1) = 0.0F;  M(0,2) = a;      M(0,3) = 0.0F;
+   M(1,0) = 0.0F;  M(1,1) = y;     M(1,2) = b;      M(1,3) = 0.0F;
+   M(2,0) = 0.0F;  M(2,1) = 0.0F;  M(2,2) = c;      M(2,3) = d;
+   M(3,0) = 0.0F;  M(3,1) = 0.0F;  M(3,2) = -1.0F;  M(3,3) = 0.0F;
+#undef M
+}
+
+
+void
+piglit_matrix_mul_matrix(float product[16],
+                         const float a[16], const float b[16])
+{
+#define ELEM(MAT, ROW, COL)  MAT[(COL) * 4 + (ROW)]
+   float tmp[16];
+   int i, j;
+
+   for (i = 0; i < 4; i++) {
+      for (j = 0; j < 4; j++) {
+         ELEM(tmp, i, j) = (ELEM(a, i, 0) * ELEM(b, 0, j) +
+                            ELEM(a, i, 1) * ELEM(b, 1, j) +
+                            ELEM(a, i, 2) * ELEM(b, 2, j) +
+                            ELEM(a, i, 3) * ELEM(b, 3, j));
+      }
+   }
+
+   for (i = 0; i < 16; i++) {
+      product[i] = tmp[i];
+   }
+#undef ELEM
+}
+
+
+/**
+ * Compute "out = mat * in" where in and out are column vectors
+ * Typically used to transform homogeneous coordinates by a matrix.
+ */
+void
+piglit_matrix_mul_vector(float out[4],
+                         const float mat[16],
+                         const float in[4])
+{
+   const float in0 = in[0], in1 = in[1], in2 = in[2], in3 = in[3];
+#define M(row,col)  mat[row + col*4]
+   out[0] = M(0,0) * in0 + M(0,1) * in1 + M(0,2) * in2 + M(0,3) * in3;
+   out[1] = M(1,0) * in0 + M(1,1) * in1 + M(1,2) * in2 + M(1,3) * in3;
+   out[2] = M(2,0) * in0 + M(2,1) * in1 + M(2,2) * in2 + M(2,3) * in3;
+   out[3] = M(3,0) * in0 + M(3,1) * in1 + M(3,2) * in2 + M(3,3) * in3;
+#undef M
+}
+
+
+/**
+ * Transfrom NDC coordinate to window coordinate using a viewport.
+ */
+void
+piglit_ndc_to_window(float win[3],
+                     const float ndc[4],
+                     int vp_left, int vp_bottom, int vp_width, int vp_height)
+{
+   float x = ndc[0] * 0.5 + 0.5;
+   float y = ndc[1] * 0.5 + 0.5;
+   float z = ndc[2] * 0.5 + 0.5;
+   win[0] = vp_left + x * vp_width;
+   win[1] = vp_bottom + y * vp_height;
+   win[2] = z;
+}
+
+
+/**
+ * Transform an object coordinate to a window coordinate using a
+ * modelview matrix, projection matrix and viewport.
+ * \return true for success, false if coordinate is clipped away
+ */
+bool
+piglit_project_to_window(float win[3],
+                         const float obj[4],
+                         const float modelview[16],
+                         const float projection[16],
+                         int vp_left, int vp_bottom,
+                         int vp_width, int vp_height)
+{
+   float eye[4], clip[4], ndc[4];
+
+   /* eye coord = modelview * object */
+   piglit_matrix_mul_vector(eye, modelview, obj);
+
+   /* clip coord = projection * eye */
+   piglit_matrix_mul_vector(clip, projection, eye);
+
+   /* view volume clipping */
+   if ( clip[0] > clip[3] ||
+       -clip[0] > clip[3] ||
+        clip[1] > clip[3] ||
+       -clip[1] > clip[3] ||
+        clip[2] > clip[3] ||
+       -clip[2] > clip[3]) {
+      /* clipped */
+      return false;
+   }
+
+   /* ndc = clip / clip.w (divide by w) */
+   ndc[0] = clip[0] / clip[3];
+   ndc[1] = clip[1] / clip[3];
+   ndc[2] = clip[2] / clip[3];
+   ndc[3] = clip[3];
+
+   /* window = viewport_map(ndc) */
+   piglit_ndc_to_window(win, ndc, vp_left, vp_bottom, vp_width, vp_height);
+
+   return true;
+}
+
+
+void
+piglit_print_matrix(const float mat[16])
+{
+   printf("%f %f %f %f\n", mat[0], mat[4], mat[8], mat[12]);
+   printf("%f %f %f %f\n", mat[1], mat[5], mat[9], mat[13]);
+   printf("%f %f %f %f\n", mat[2], mat[6], mat[10], mat[14]);
+   printf("%f %f %f %f\n", mat[3], mat[7], mat[11], mat[15]);
+}
+
+
+/*
+ * XXX to do items:
+ * We could add a simple set of matrix stack functions.
+ * Could add scale/translate/rotate functions that accumulate onto
+ *   the incoming matrix, similar to glScale, glTranslate, etc.
+ */
diff --git a/tests/util/piglit-matrix.h b/tests/util/piglit-matrix.h
new file mode 100644
index 0000000..96d9d73
--- /dev/null
+++ b/tests/util/piglit-matrix.h
@@ -0,0 +1,92 @@
+/*
+ * Copyright (c) VMware, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * on the rights to use, copy, modify, merge, publish, distribute, sub
+ * license, and/or sell copies of the Software, and to permit persons to whom
+ * the Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+
+#ifndef PIGLIT_MATRIX_H
+#define PIGLIT_MATRIX_H
+
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#include <stdbool.h>
+
+
+void
+piglit_identity_matrix(float mat[16]);
+
+void
+piglit_scale_matrix(float mat[16], float sx, float sy, float sz);
+
+void
+piglit_translation_matrix(float mat[16], float tx, float ty, float tz);
+
+void
+piglit_rotation_matrix(float mat[16], float angle, float x, float y, float z);
+
+void
+piglit_ortho_matrix(float mat[16],
+                   float left, float right,
+                   float bottom, float top,
+                   float nearval, float farval);
+
+void
+piglit_frustum_matrix(float mat[16],
+                     float left, float right,
+                     float bottom, float top,
+                     float nearval, float farval);
+
+void
+piglit_matrix_mul_matrix(float product[16],
+                         const float a[16], const float b[16]);
+
+void
+piglit_matrix_mul_vector(float out[4],
+                         const float mat[16],
+                         const float in[4]);
+
+void
+piglit_ndc_to_window(float win[3],
+                     const float ndc[4],
+                     int vp_left, int vp_bottom, int vp_width, int vp_height);
+
+bool
+piglit_project_to_window(float win[3],
+                         const float obj[4],
+                         const float modelview[16],
+                         const float projection[16],
+                         int vp_left, int vp_bottom,
+                         int vp_width, int vp_height);
+
+void
+piglit_print_matrix(const float mat[16]);
+
+
+#ifdef __cplusplus
+} /* end extern "C" */
+#endif
+
+
+#endif /* PIGLIT_MATRIX_H */
-- 
1.7.10.4

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