Hash :
a971e5b4
Author :
Date :
2024-02-28T17:13:38
Account for zero vector axes in Mat4::Rotate(...) When the axis passed in to the Rotate function is (0, 0, 0), normalizing that vector will result in NaN values. Prevent this by returning an identity matrix and early out instead. Bug: angleproject:2306 Tests: MatrixBuiltinsTest.RotateAxisZero Change-Id: I65fd0b9944885daf56a4a35201d424e7f0aa9ba6 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/5333834 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// MatrixBuiltinsTest.cpp: Tests basic usage of builtin matrix operations.
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/matrix_utils.h"
#include "util/random_utils.h"
#include <stdint.h>
using namespace angle;
class MatrixBuiltinsTest : public ANGLETest<>
{
protected:
MatrixBuiltinsTest()
{
setWindowWidth(32);
setWindowHeight(32);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
setConfigDepthBits(24);
}
};
// Test rotation and check the matrix for closeness to a rotation matrix.
TEST_P(MatrixBuiltinsTest, Rotate)
{
constexpr float angle = 90.0f;
constexpr float x = 1.0f;
constexpr float y = 1.0f;
constexpr float z = 1.0f;
angle::Mat4 testMatrix = angle::Mat4::Rotate(angle, angle::Vector3(x, y, z));
glRotatef(angle, x, y, z);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(testMatrix.nearlyEqual(0.00001f, outputMatrix));
}
// Test that rotation of a (0, 0, 0) Vector doesn't result in NaN values.
TEST_P(MatrixBuiltinsTest, RotateAxisZero)
{
constexpr float angle = 90.0f;
constexpr float x = 0.0f;
constexpr float y = 0.0f;
constexpr float z = 0.0f;
angle::Mat4 testMatrix = angle::Mat4::Rotate(angle, angle::Vector3(x, y, z));
glRotatef(angle, x, y, z);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
const float *inputArray = testMatrix.data();
const float *outputArray = outputMatrix.data();
for (int index = 0; index < 16; index++)
{
EXPECT_FALSE(isnan(inputArray[index]));
EXPECT_FALSE(isnan(outputArray[index]));
}
}
// Test translation and check the matrix for closeness to a translation matrix.
TEST_P(MatrixBuiltinsTest, Translate)
{
constexpr float x = 1.0f;
constexpr float y = 1.0f;
constexpr float z = 1.0f;
angle::Mat4 testMatrix = angle::Mat4::Translate(angle::Vector3(x, y, z));
glTranslatef(1.0f, 0.0f, 0.0f);
glTranslatef(0.0f, 1.0f, 0.0f);
glTranslatef(0.0f, 0.0f, 1.0f);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(testMatrix.nearlyEqual(0.00001f, outputMatrix));
}
// Test scale and check the matrix for closeness to a scale matrix.
TEST_P(MatrixBuiltinsTest, Scale)
{
constexpr float x = 3.0f;
constexpr float y = 9.0f;
constexpr float z = 27.0f;
angle::Mat4 testMatrix = angle::Mat4::Scale(angle::Vector3(x, y, z));
glScalef(3.0f, 3.0f, 3.0f);
glScalef(1.0f, 3.0f, 3.0f);
glScalef(1.0f, 1.0f, 3.0f);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(testMatrix.nearlyEqual(0.00001f, outputMatrix));
}
// Test frustum projection and check the matrix values.
TEST_P(MatrixBuiltinsTest, Frustum)
{
constexpr float l = -1.0f;
constexpr float r = 1.0f;
constexpr float b = -1.0f;
constexpr float t = 1.0f;
constexpr float n = 0.1f;
constexpr float f = 1.0f;
angle::Mat4 testMatrix = angle::Mat4::Frustum(l, r, b, t, n, f);
glFrustumf(l, r, b, t, n, f);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(testMatrix.nearlyEqual(0.00001f, outputMatrix));
}
// Test orthographic projection and check the matrix values.
TEST_P(MatrixBuiltinsTest, Ortho)
{
constexpr float l = -1.0f;
constexpr float r = 1.0f;
constexpr float b = -1.0f;
constexpr float t = 1.0f;
constexpr float n = 0.1f;
constexpr float f = 1.0f;
angle::Mat4 testMatrix = angle::Mat4::Ortho(l, r, b, t, n, f);
glOrthof(l, r, b, t, n, f);
EXPECT_GL_NO_ERROR();
angle::Mat4 outputMatrix;
glGetFloatv(GL_MODELVIEW_MATRIX, outputMatrix.data());
EXPECT_GL_NO_ERROR();
EXPECT_TRUE(testMatrix.nearlyEqual(0.00001f, outputMatrix));
}
// Test that GL_INVALID_VALUE is issued if potential divide by zero situations happen for
// glFrustumf.
TEST_P(MatrixBuiltinsTest, FrustumNegative)
{
glFrustumf(1.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFrustumf(0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFrustumf(0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFrustumf(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFrustumf(0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glFrustumf(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that GL_INVALID_VALUE is issued if potential divide by zero situations happen for glOrthof.
TEST_P(MatrixBuiltinsTest, OrthoNegative)
{
glOrthof(1.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glOrthof(0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glOrthof(0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
}
// Test that glOrtho{fx} don't issue error result if near or far is negative.
TEST_P(MatrixBuiltinsTest, OrthoNegativeNearFar)
{
glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f);
EXPECT_GL_NO_ERROR();
glOrthof(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, -1.0f);
EXPECT_GL_NO_ERROR();
glOrthox(-1, 1, -1, 1, -1, 0);
EXPECT_GL_NO_ERROR();
glOrthox(-1, 1, -1, 1, 0, -1);
EXPECT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST_ES1(MatrixBuiltinsTest);