Files
cglm/test/src/test_cam.c
michaelg 1bce62c371 Add function glm_perspective_lh_zo
This commit adds the function `glm_perspective_lh_zo`, modelled on the
implementation of glm_perspective, but amended to provide a left-hand
coordinate system expected by DirectX, Metal and Vulkan (per the GLM
project's `glm/detail/setup.hpp`). It uses a clip-space of zero-to-one.

The function is tested against a longhand version of the algorithm it
seeks to implement as well as against the output of the GLM project's
`glm::perspectiveLH_ZO` function. This commit adds a new subdirectory
`test/glm_cmp` which contains a basic CMake file and `main.cpp`. An
interested user should link or copy or clone the GLM project into this
directory. The `main` function can be used to print the reference data
used so others can verify behaviour in the future, or add new literal
reference values.
2021-05-13 23:18:05 +02:00

90 lines
2.2 KiB
C

/*
* Copyright (c), Recep Aslantas.
*
* MIT License (MIT), http://opensource.org/licenses/MIT
* Full license can be found in the LICENSE file
*/
#include "test_common.h"
TEST_IMPL(perspective_lh_zo) {
mat4 dst;
const float fovy = glm_rad(45.0f);
const float aspect = 640/480.0f;
const float near = 0.1f;
const float far = 100.0f;
glm_perspective_lh_zo(fovy, aspect, near, far, dst);
/* Sanity mk. I */
/* Longhand version of what the above function _should_ be doing */
ASSERT(test_eq(dst[0][0], 1 / (tanf(fovy / 2) * aspect)))
ASSERT(test_eq(dst[1][1], 1 / tanf(fovy / 2)))
ASSERT(test_eq(dst[2][2], far / (far - near)))
ASSERT(test_eq(dst[2][3], 1.0f))
ASSERT(test_eq(dst[3][2], -1 * far * near / (far - near)))
/* Sanity mk. II */
/* "Reference values" generated by GLM's glm::perspectiveLH_ZO */
mat4 cmp = {0};
cmp[0][0] = 1.8106601f;
cmp[1][1] = 2.4142134f;
cmp[2][2] = 1.0010010f;
cmp[2][3] = 1.0000000f;
cmp[3][2] = -0.1001001f;
for (uint32_t i = 0 ; i < 16 ; i++) {
uint32_t r = i%4, c = i/4;
ASSERT(fabsf(dst[r][c] - cmp[r][c]) < GLM_FLT_EPSILON)
}
TEST_SUCCESS
}
TEST_IMPL(camera_lookat) {
mat4 view1, view2;
vec3 center,
eye = {0.024f, 14.6f, 67.04f},
dir = {0.0f, 0.0f, -1.0f},
up = {0.0f, 1.0f, 0.0f};
glm_vec3_add(eye, dir, center);
glm_lookat(eye, center, up, view1);
glm_look(eye, dir, up, view2);
ASSERTIFY(test_assert_mat4_eq(view1, view2))
TEST_SUCCESS
}
TEST_IMPL(camera_decomp) {
mat4 proj, proj2;
vec4 sizes;
float aspect, fovy, nearZ, farZ;
aspect = 0.782f;
fovy = glm_rad(49.984f);
nearZ = 0.1f;
farZ = 100.0f;
glm_perspective(fovy, aspect, nearZ, farZ, proj);
ASSERT(fabsf(aspect - glm_persp_aspect(proj)) < GLM_FLT_EPSILON)
ASSERT(fabsf(fovy - glm_persp_fovy(proj)) < GLM_FLT_EPSILON)
ASSERT(fabsf(49.984f - glm_deg(glm_persp_fovy(proj))) < GLM_FLT_EPSILON)
glm_persp_sizes(proj, fovy, sizes);
glm_frustum(-sizes[0] * 0.5f,
sizes[0] * 0.5f,
-sizes[1] * 0.5f,
sizes[1] * 0.5f,
nearZ,
farZ,
proj2);
ASSERTIFY(test_assert_mat4_eq(proj, proj2))
TEST_SUCCESS
}