Hash :
bb5ce5cc
Author :
Date :
2018-04-09T08:08:46
GLES1: Built-in matrix operations glRotate glTranslate glScale glFrustum glPerspective glOrtho BUG=angleproject:2306 Change-Id: Ia9321d52f5824ef7c15b56d94e23ff3b1fbc3151 Reviewed-on: https://chromium-review.googlesource.com/1002915 Commit-Queue: Lingfeng Yang <lfy@google.com> Reviewed-by: Jamie Madill <jmadill@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 "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 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);
glOrthof(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
EXPECT_GL_ERROR(GL_INVALID_VALUE);
glOrthof(0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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);
}
ANGLE_INSTANTIATE_TEST(MatrixBuiltinsTest, ES1_D3D11(), ES1_OPENGL(), ES1_OPENGLES());