diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2014-04-19 16:36:35 +0100 |
---|---|---|
committer | The Qt Project <gerrit-noreply@qt-project.org> | 2014-05-16 09:53:58 +0200 |
commit | ca15825ed4a1d4c8642c2292760726ebdcda863b (patch) | |
tree | ca28f9e9d3938386379b3c963d475382fca86166 /tests/auto/gui/math3d | |
parent | 71fb3633e8d909e9a91e1bee6eaf53c146f25998 (diff) |
Add viewport transform to QMatrix4x4
This allows to easily create a matrix that performs the transformation
used by OpenGL fixed function to go from normalized device coordinates
to window coordinates.
This comes in useful if you need to perform the NDC->window coordinate
conversion inside a shader.
Change-Id: I183b3545bfb3eb1e8b13fc3172911b46926fcbb7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
Diffstat (limited to 'tests/auto/gui/math3d')
-rw-r--r-- | tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp b/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp index 98f1c1c8f9..e492a8f7bf 100644 --- a/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp +++ b/tests/auto/gui/math3d/qmatrixnxn/tst_qmatrixnxn.cpp @@ -147,6 +147,7 @@ private slots: void ortho(); void frustum(); void perspective(); + void viewport(); void flipCoordinates(); void convertGeneric(); @@ -2794,6 +2795,40 @@ void tst_QMatrixNxN::perspective() QVERIFY(m5.isIdentity()); } +// Test viewport transformations +void tst_QMatrixNxN::viewport() +{ + // Uses default depth range of 0->1 + QMatrix4x4 m1; + m1.viewport(0.0f, 0.0f, 1024.0f, 768.0f); + + // Lower left + QVector4D p1 = m1 * QVector4D(-1.0f, -1.0f, 0.0f, 1.0f); + QVERIFY(qFuzzyIsNull(p1.x())); + QVERIFY(qFuzzyIsNull(p1.y())); + QVERIFY(qFuzzyCompare(p1.z(), 0.5f)); + + // Lower right + QVector4D p2 = m1 * QVector4D(1.0f, -1.0f, 0.0f, 1.0f); + QVERIFY(qFuzzyCompare(p2.x(), 1024.0f)); + QVERIFY(qFuzzyIsNull(p2.y())); + + // Upper right + QVector4D p3 = m1 * QVector4D(1.0f, 1.0f, 0.0f, 1.0f); + QVERIFY(qFuzzyCompare(p3.x(), 1024.0f)); + QVERIFY(qFuzzyCompare(p3.y(), 768.0f)); + + // Upper left + QVector4D p4 = m1 * QVector4D(-1.0f, 1.0f, 0.0f, 1.0f); + QVERIFY(qFuzzyIsNull(p4.x())); + QVERIFY(qFuzzyCompare(p4.y(), 768.0f)); + + // Center + QVector4D p5 = m1 * QVector4D(0.0f, 0.0f, 0.0f, 1.0f); + QVERIFY(qFuzzyCompare(p5.x(), 1024.0f / 2.0f)); + QVERIFY(qFuzzyCompare(p5.y(), 768.0f / 2.0f)); +} + // Test left-handed vs right-handed coordinate flipping. void tst_QMatrixNxN::flipCoordinates() { |