glm/test/gtc/gtc_matrix_transform.cpp

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#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/ext/matrix_relational.hpp>
#include <glm/ext/scalar_relational.hpp>
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static int test_perspective()
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{
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int Error = 0;
const float Near = 0.1f;
const float Far = 100.0f;
const float Eps = glm::epsilon<float>();
glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Far, 1.f);
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
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Projection = glm::perspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
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N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::perspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Far, 1.f);
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N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
return Error;
}
static int test_infinitePerspective()
{
int Error = 0;
const float Near = 0.1f;
const float Inf = 1.0e+10f;
const float Eps = glm::epsilon<float>();
glm::mat4 Projection = glm::infinitePerspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, Inf, 1.f);
N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
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Projection = glm::infinitePerspectiveRH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
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N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, 0.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
Projection = glm::infinitePerspectiveRH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near);
{
glm::vec4 N = Projection * glm::vec4(0.f, 0.f, -Near, 1.f);
glm::vec4 F = Projection * glm::vec4(0.f, 0.f, -Inf, 1.f);
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N /= N.w;
F /= F.w;
Error += glm::notEqual(N.z, -1.f, Eps);
Error += glm::notEqual(F.z, 1.f, Eps);
}
return Error;
}
static int test_pick()
{
int Error = 0;
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glm::mat4 Pick = glm::pickMatrix(glm::vec2(1, 2), glm::vec2(3, 4), glm::ivec4(0, 0, 320, 240));
Error += !glm::all(glm::notEqual(Pick, glm::mat4(2.0), 0.001f));
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return Error;
}
static int test_tweakedInfinitePerspective()
{
int Error = 0;
glm::mat4 ProjectionA = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f);
glm::mat4 ProjectionB = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f, 0.001f);
Error += !glm::all(glm::notEqual(ProjectionA, glm::mat4(1.0), 0.001f));
Error += !glm::all(glm::notEqual(ProjectionB, glm::mat4(1.0), 0.001f));
return Error;
}
static int test_translate()
{
int Error = 0;
glm::lowp_vec3 v(1.0);
glm::lowp_mat4 m(0);
glm::lowp_mat4 t = glm::translate(m, v);
glm::bvec4 b = glm::notEqual(t, glm::lowp_mat4(1.0), 0.001f);
Error += !glm::all(b);
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return Error;
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}
int main()
{
int Error = 0;
Error += test_translate();
Error += test_tweakedInfinitePerspective();
Error += test_pick();
Error += test_perspective();
Error += test_infinitePerspective();
return Error;
}