summaryrefslogtreecommitdiffstats
path: root/tests/auto/gui/math3d
diff options
context:
space:
mode:
authorSean Harmer <sean.harmer@kdab.com>2014-04-19 16:36:35 +0100
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-05-16 09:53:58 +0200
commitca15825ed4a1d4c8642c2292760726ebdcda863b (patch)
treeca28f9e9d3938386379b3c963d475382fca86166 /tests/auto/gui/math3d
parent71fb3633e8d909e9a91e1bee6eaf53c146f25998 (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.cpp35
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()
{