gl_transform.cc 6.9 KB

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  1. #include "catch.hpp"
  2. #include "gl_transform.hh"
  3. using namespace gl;
  4. // Test approximations.
  5. static bool approxEq(float x, float y)
  6. {
  7. return fabsf(x - y) < 1.0e-5f;
  8. }
  9. static bool approxEq(const vec4& x, const vec4&y)
  10. {
  11. return length2(x - y) < 1.0e-4f;
  12. }
  13. static bool approxEq(const mat4& x, const mat4&y)
  14. {
  15. return norm2_2(x - y) < 1.0e-3f;
  16. }
  17. TEST_CASE("gl_transform: scale")
  18. {
  19. mat4 S1 = scale(vec3(1, 2, 3));
  20. mat4 S2 = scale(S1, vec3(2, 3, 4)); // first this scale, then S1
  21. CHECK(S1 == mat4(vec4(1, 0, 0, 0), vec4(0, 2, 0, 0), vec4(0, 0, 3, 0), vec4(0, 0, 0, 1)));
  22. CHECK(S2 == mat4(vec4(2, 0, 0, 0), vec4(0, 6, 0, 0), vec4(0, 0, 12, 0), vec4(0, 0, 0, 1)));
  23. vec4 p(4, 5, 6, 1); // point
  24. vec4 d(4, 5, 6, 0); // direction
  25. CHECK(S1 * p == vec4(4, 10, 18, 1));
  26. CHECK(S1 * d == vec4(4, 10, 18, 0));
  27. CHECK(S2 * p == vec4(8, 30, 72, 1));
  28. CHECK(S2 * d == vec4(8, 30, 72, 0));
  29. CHECK(S1 * S2 == S2 * S1); // scaling is commutative
  30. CHECK(approxEq(inverse(S1), scale(vec3(1.0f / 1.0f, 1.0f / 2.0f, 1.0f / 3.0f))));
  31. }
  32. TEST_CASE("gl_transform: translate")
  33. {
  34. mat4 T1 = translate( vec3( 1, 2, 3));
  35. mat4 T2 = translate(T1, vec3(-2, 1, -1)); // first this, then T1
  36. mat4 T3 = translate( vec3(-1, 3, 2));
  37. CHECK(T1 == mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4( 1, 2, 3, 1)));
  38. CHECK(T2 == mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(-1, 3, 2, 1)));
  39. CHECK(T2 == T3);
  40. vec4 p(4, 5, 6, 1); // point
  41. vec4 d(4, 5, 6, 0); // direction
  42. CHECK((T1 * p) == (p + vec4( 1, 2, 3, 0)));
  43. CHECK((T1 * d) == d);
  44. CHECK((T2 * p) == (p + vec4(-1, 3, 2, 0)));
  45. CHECK((T2 * d) == d);
  46. CHECK(T1 * T2 == T2 * T1); // translation is commutative
  47. CHECK(approxEq(inverse(T1), translate(vec3(-1, -2, -3))));
  48. }
  49. TEST_CASE("gl_transform: scale + translate")
  50. {
  51. vec3 s(2, 1, 1);
  52. vec3 t(1, 1, 0);
  53. mat4 S1 = scale(s);
  54. mat4 T1 = translate(t);
  55. mat4 ST1 = T1 * S1; // first scale, then translate
  56. mat4 TS1 = S1 * T1; // first translate, then scale
  57. mat4 ST2 = scale(T1, s); // first scale, then translate
  58. mat4 TS2 = translate(S1, t); // first translate, then scale
  59. CHECK(ST1 == ST2);
  60. CHECK(TS1 == TS2);
  61. CHECK(ST1 != TS1); // not commutative
  62. vec4 p(4, 5, 6, 1); // point
  63. vec4 d(4, 5, 6, 0); // direction
  64. CHECK(ST1 * p == vec4( 9, 6, 6, 1));
  65. CHECK(ST1 * d == vec4( 8, 5, 6, 0));
  66. CHECK(TS1 * p == vec4(10, 6, 6, 1));
  67. CHECK(TS1 * d == vec4( 8, 5, 6, 0));
  68. }
  69. TEST_CASE("gl_transform: rotation")
  70. {
  71. float deg0 = radians( 0.0f);
  72. float deg90 = radians( 90.0f);
  73. float deg180 = radians(180.0f);
  74. float deg270 = radians(270.0f);
  75. SECTION("x") {
  76. mat4 R0 = rotateX(deg0);
  77. mat4 R90 = rotateX(deg90);
  78. mat4 R180 = rotateX(deg180);
  79. mat4 R270 = rotateX(deg270);
  80. CHECK(approxEq(R0, mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
  81. CHECK(approxEq(R90, mat4(vec4(1, 0, 0, 0), vec4(0, 0, 1, 0), vec4(0, -1, 0, 0), vec4(0, 0, 0, 1))));
  82. CHECK(approxEq(R180, mat4(vec4(1, 0, 0, 0), vec4(0, -1, 0, 0), vec4(0, 0, -1, 0), vec4(0, 0, 0, 1))));
  83. CHECK(approxEq(R270, mat4(vec4(1, 0, 0, 0), vec4(0, 0, -1, 0), vec4(0, 1, 0, 0), vec4(0, 0, 0, 1))));
  84. CHECK(approxEq(rotateX(R90, deg90 ), R180));
  85. CHECK(approxEq(rotateX(R90, deg180), R270));
  86. CHECK(approxEq(rotateX(R90, deg270), R0 ));
  87. CHECK(approxEq(rotateX(R180, deg270), R90 ));
  88. CHECK(approxEq(inverse(R90 ), R270));
  89. CHECK(approxEq(inverse(R180), R180));
  90. CHECK(approxEq(inverse(R90), transpose(R90)));
  91. }
  92. SECTION("y") {
  93. mat4 R0 = rotateY(deg0);
  94. mat4 R90 = rotateY(deg90);
  95. mat4 R180 = rotateY(deg180);
  96. mat4 R270 = rotateY(deg270);
  97. CHECK(approxEq(R0, mat4(vec4( 1, 0, 0, 0), vec4(0, 1, 0, 0), vec4( 0, 0, 1, 0), vec4(0, 0, 0, 1))));
  98. CHECK(approxEq(R90, mat4(vec4( 0, 0, -1, 0), vec4(0, 1, 0, 0), vec4( 1, 0, 0, 0), vec4(0, 0, 0, 1))));
  99. CHECK(approxEq(R180, mat4(vec4(-1, 0, 0, 0), vec4(0, 1, 0, 0), vec4( 0, 0, -1, 0), vec4(0, 0, 0, 1))));
  100. CHECK(approxEq(R270, mat4(vec4( 0, 0, 1, 0), vec4(0, 1, 0, 0), vec4(-1, 0, 0, 0), vec4(0, 0, 0, 1))));
  101. CHECK(approxEq(rotateY(R180, deg90 ), R270));
  102. CHECK(approxEq(rotateY(R180, deg180), R0 ));
  103. CHECK(approxEq(rotateY(R180, deg270), R90 ));
  104. CHECK(approxEq(rotateY(R270, deg270), R180));
  105. CHECK(approxEq(inverse(R90 ), R270));
  106. CHECK(approxEq(inverse(R180), R180));
  107. CHECK(approxEq(inverse(R90), transpose(R90)));
  108. }
  109. SECTION("z") {
  110. mat4 R0 = rotateZ(deg0);
  111. mat4 R90 = rotateZ(deg90);
  112. mat4 R180 = rotateZ(deg180);
  113. mat4 R270 = rotateZ(deg270);
  114. CHECK(approxEq(R0, mat4(vec4( 1, 0, 0, 0), vec4( 0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
  115. CHECK(approxEq(R90, mat4(vec4( 0, 1, 0, 0), vec4(-1, 0, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
  116. CHECK(approxEq(R180, mat4(vec4(-1, 0, 0, 0), vec4( 0, -1, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
  117. CHECK(approxEq(R270, mat4(vec4( 0, -1, 0, 0), vec4( 1, 0, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
  118. CHECK(approxEq(rotateZ(R270, deg90 ), R0 ));
  119. CHECK(approxEq(rotateZ(R270, deg180), R90 ));
  120. CHECK(approxEq(rotateZ(R270, deg270), R180));
  121. CHECK(approxEq(rotateZ(R90, deg270), R0 ));
  122. CHECK(approxEq(inverse(R90 ), R270));
  123. CHECK(approxEq(inverse(R180), R180));
  124. CHECK(approxEq(inverse(R90), transpose(R90)));
  125. }
  126. SECTION("arbitrary axis") {
  127. vec3 axis = normalize(vec3(1, 2, 3));
  128. mat4 Rx90 = rotateX(deg90);
  129. mat4 rot1 = rotate(1.23f, axis);
  130. mat4 rot2 = rotate(Rx90, 1.23f, axis);
  131. mat4 rot3 = Rx90 * rot1;
  132. CHECK(approxEq(rot2, rot3));
  133. vec4 p(-1, 2, 1, 1);
  134. vec4 q = rot1 * p;
  135. CHECK(approxEq(q, vec4(-1.05647, 0.231566, 2.19778, 1)));
  136. CHECK(approxEq(length(p), length(q)));
  137. CHECK(approxEq(inverse(rot1), rotate(-1.23f, axis)));
  138. CHECK(approxEq(inverse(rot1), transpose(rot1)));
  139. }
  140. }
  141. TEST_CASE("gl_transform: ortho")
  142. {
  143. mat4 O = ortho(0, 640, 0, 480, -1, 1);
  144. CHECK(approxEq(O, mat4(vec4(0.003125, 0, 0, 0),
  145. vec4(0, 0.00416667, 0, 0),
  146. vec4(0, 0, -1, 0),
  147. vec4(-1, -1, 0, 1))));
  148. }
  149. TEST_CASE("gl_transform: frustum")
  150. {
  151. mat4 F = frustum(0, 640, 0, 480, -1, 1);
  152. CHECK(approxEq(F, mat4(vec4(-0.003125, 0, 0, 0),
  153. vec4(0, 0.00416667, 0, 0),
  154. vec4(1, 1, 0, -1),
  155. vec4(0, 0, 1, 0))));
  156. }
  157. #if 0
  158. // The following functions are not part of the actual test. They get compiled,
  159. // but never executed. I used them to (manually) inspect the quality of the
  160. // generated code.
  161. void test_scale(float x, float y, float z, mat4& A)
  162. {
  163. A = scale(vec3(x, y, z));
  164. }
  165. void test_scale(mat4& A, float x, float y, float z, mat4& B)
  166. {
  167. B = scale(A, vec3(x, y, z));
  168. }
  169. void test_translate(float x, float y, float z, mat4& A)
  170. {
  171. A = translate(vec3(x, y, z));
  172. }
  173. void test_translate(mat4& A, float x, float y, float z, mat4& B)
  174. {
  175. B = translate(A, vec3(x, y, z));
  176. }
  177. void test_rotate(float a, float x, float y, float z, mat4& A)
  178. {
  179. A = rotate(a, vec3(x, y, z));
  180. }
  181. void test_ortho(float l, float r, float b, float t, float n, float f, mat4& A)
  182. {
  183. A = ortho(l, r, b, t, n, f);
  184. }
  185. void test_frustum(float l, float r, float b, float t, float n, float f, mat4& A)
  186. {
  187. A = frustum(l, r, b, t, n, f);
  188. }
  189. #endif