[Piglit] [PATCH 1/2] util: add a simple set of matrix functions

Brian Paul brianp at vmware.com
Thu May 22 19:19:50 PDT 2014


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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