| Index: chrome/test/data/gpu/webgl_teapot/teapot_files/matrix4x4.js
|
| ===================================================================
|
| --- chrome/test/data/gpu/webgl_teapot/teapot_files/matrix4x4.js (revision 0)
|
| +++ chrome/test/data/gpu/webgl_teapot/teapot_files/matrix4x4.js (revision 0)
|
| @@ -0,0 +1,373 @@
|
| +/*
|
| + * Copyright (c) 2009, Mozilla Corp
|
| + * All rights reserved.
|
| + *
|
| + * Redistribution and use in source and binary forms, with or without
|
| + * modification, are permitted provided that the following conditions are met:
|
| + * * Redistributions of source code must retain the above copyright
|
| + * notice, this list of conditions and the following disclaimer.
|
| + * * Redistributions in binary form must reproduce the above copyright
|
| + * notice, this list of conditions and the following disclaimer in the
|
| + * documentation and/or other materials provided with the distribution.
|
| + * * Neither the name of the <organization> nor the
|
| + * names of its contributors may be used to endorse or promote products
|
| + * derived from this software without specific prior written permission.
|
| + *
|
| + * THIS SOFTWARE IS PROVIDED BY <copyright holder> ''AS IS'' AND ANY
|
| + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
| + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
| + * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
|
| + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
| + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
| + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
| + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
| + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +/*
|
| + * Based on sample code from the OpenGL(R) ES 2.0 Programming Guide, which carriers
|
| + * the following header:
|
| + *
|
| + * Book: OpenGL(R) ES 2.0 Programming Guide
|
| + * Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
|
| + * ISBN-10: 0321502795
|
| + * ISBN-13: 9780321502797
|
| + * Publisher: Addison-Wesley Professional
|
| + * URLs: http://safari.informit.com/9780321563835
|
| + * http://www.opengles-book.com
|
| + */
|
| +
|
| +//
|
| +// A simple 4x4 Matrix utility class
|
| +//
|
| +
|
| +function Matrix4x4() {
|
| + this.elements = Array(16);
|
| + this.loadIdentity();
|
| +}
|
| +
|
| +Matrix4x4.prototype = {
|
| + scale: function (sx, sy, sz) {
|
| + this.elements[0*4+0] *= sx;
|
| + this.elements[0*4+1] *= sx;
|
| + this.elements[0*4+2] *= sx;
|
| + this.elements[0*4+3] *= sx;
|
| +
|
| + this.elements[1*4+0] *= sy;
|
| + this.elements[1*4+1] *= sy;
|
| + this.elements[1*4+2] *= sy;
|
| + this.elements[1*4+3] *= sy;
|
| +
|
| + this.elements[2*4+0] *= sz;
|
| + this.elements[2*4+1] *= sz;
|
| + this.elements[2*4+2] *= sz;
|
| + this.elements[2*4+3] *= sz;
|
| +
|
| + return this;
|
| + },
|
| +
|
| + translate: function (tx, ty, tz) {
|
| + this.elements[3*4+0] += this.elements[0*4+0] * tx + this.elements[1*4+0] * ty + this.elements[2*4+0] * tz;
|
| + this.elements[3*4+1] += this.elements[0*4+1] * tx + this.elements[1*4+1] * ty + this.elements[2*4+1] * tz;
|
| + this.elements[3*4+2] += this.elements[0*4+2] * tx + this.elements[1*4+2] * ty + this.elements[2*4+2] * tz;
|
| + this.elements[3*4+3] += this.elements[0*4+3] * tx + this.elements[1*4+3] * ty + this.elements[2*4+3] * tz;
|
| +
|
| + return this;
|
| + },
|
| +
|
| + rotate: function (angle, x, y, z) {
|
| + var mag = Math.sqrt(x*x + y*y + z*z);
|
| + var sinAngle = Math.sin(angle * Math.PI / 180.0);
|
| + var cosAngle = Math.cos(angle * Math.PI / 180.0);
|
| +
|
| + if (mag > 0) {
|
| + var xx, yy, zz, xy, yz, zx, xs, ys, zs;
|
| + var oneMinusCos;
|
| + var rotMat;
|
| +
|
| + x /= mag;
|
| + y /= mag;
|
| + z /= mag;
|
| +
|
| + xx = x * x;
|
| + yy = y * y;
|
| + zz = z * z;
|
| + xy = x * y;
|
| + yz = y * z;
|
| + zx = z * x;
|
| + xs = x * sinAngle;
|
| + ys = y * sinAngle;
|
| + zs = z * sinAngle;
|
| + oneMinusCos = 1.0 - cosAngle;
|
| +
|
| + rotMat = new Matrix4x4();
|
| +
|
| + rotMat.elements[0*4+0] = (oneMinusCos * xx) + cosAngle;
|
| + rotMat.elements[0*4+1] = (oneMinusCos * xy) - zs;
|
| + rotMat.elements[0*4+2] = (oneMinusCos * zx) + ys;
|
| + rotMat.elements[0*4+3] = 0.0;
|
| +
|
| + rotMat.elements[1*4+0] = (oneMinusCos * xy) + zs;
|
| + rotMat.elements[1*4+1] = (oneMinusCos * yy) + cosAngle;
|
| + rotMat.elements[1*4+2] = (oneMinusCos * yz) - xs;
|
| + rotMat.elements[1*4+3] = 0.0;
|
| +
|
| + rotMat.elements[2*4+0] = (oneMinusCos * zx) - ys;
|
| + rotMat.elements[2*4+1] = (oneMinusCos * yz) + xs;
|
| + rotMat.elements[2*4+2] = (oneMinusCos * zz) + cosAngle;
|
| + rotMat.elements[2*4+3] = 0.0;
|
| +
|
| + rotMat.elements[3*4+0] = 0.0;
|
| + rotMat.elements[3*4+1] = 0.0;
|
| + rotMat.elements[3*4+2] = 0.0;
|
| + rotMat.elements[3*4+3] = 1.0;
|
| +
|
| + rotMat = rotMat.multiply(this);
|
| + this.elements = rotMat.elements;
|
| + }
|
| +
|
| + return this;
|
| + },
|
| +
|
| + frustum: function (left, right, bottom, top, nearZ, farZ) {
|
| + var deltaX = right - left;
|
| + var deltaY = top - bottom;
|
| + var deltaZ = farZ - nearZ;
|
| + var frust;
|
| +
|
| + if ( (nearZ <= 0.0) || (farZ <= 0.0) ||
|
| + (deltaX <= 0.0) || (deltaY <= 0.0) || (deltaZ <= 0.0) )
|
| + return this;
|
| +
|
| + frust = new Matrix4x4();
|
| +
|
| + frust.elements[0*4+0] = 2.0 * nearZ / deltaX;
|
| + frust.elements[0*4+1] = frust.elements[0*4+2] = frust.elements[0*4+3] = 0.0;
|
| +
|
| + frust.elements[1*4+1] = 2.0 * nearZ / deltaY;
|
| + frust.elements[1*4+0] = frust.elements[1*4+2] = frust.elements[1*4+3] = 0.0;
|
| +
|
| + frust.elements[2*4+0] = (right + left) / deltaX;
|
| + frust.elements[2*4+1] = (top + bottom) / deltaY;
|
| + frust.elements[2*4+2] = -(nearZ + farZ) / deltaZ;
|
| + frust.elements[2*4+3] = -1.0;
|
| +
|
| + frust.elements[3*4+2] = -2.0 * nearZ * farZ / deltaZ;
|
| + frust.elements[3*4+0] = frust.elements[3*4+1] = frust.elements[3*4+3] = 0.0;
|
| +
|
| + frust = frust.multiply(this);
|
| + this.elements = frust.elements;
|
| +
|
| + return this;
|
| + },
|
| +
|
| + perspective: function (fovy, aspect, nearZ, farZ) {
|
| + var frustumH = Math.tan(fovy / 360.0 * Math.PI) * nearZ;
|
| + var frustumW = frustumH * aspect;
|
| +
|
| + return this.frustum(-frustumW, frustumW, -frustumH, frustumH, nearZ, farZ);
|
| + },
|
| +
|
| + ortho: function (left, right, bottom, top, nearZ, farZ) {
|
| + var deltaX = right - left;
|
| + var deltaY = top - bottom;
|
| + var deltaZ = farZ - nearZ;
|
| +
|
| + var ortho = new Matrix4x4();
|
| +
|
| + if ( (deltaX == 0.0) || (deltaY == 0.0) || (deltaZ == 0.0) )
|
| + return this;
|
| +
|
| + ortho.elements[0*4+0] = 2.0 / deltaX;
|
| + ortho.elements[3*4+0] = -(right + left) / deltaX;
|
| + ortho.elements[1*4+1] = 2.0 / deltaY;
|
| + ortho.elements[3*4+1] = -(top + bottom) / deltaY;
|
| + ortho.elements[2*4+2] = -2.0 / deltaZ;
|
| + ortho.elements[3*4+2] = -(nearZ + farZ) / deltaZ;
|
| +
|
| + ortho = ortho.multiply(this);
|
| + this.elements = ortho.elements;
|
| +
|
| + return this;
|
| + },
|
| +
|
| + multiply: function (right) {
|
| + var tmp = new Matrix4x4();
|
| +
|
| + for (var i = 0; i < 4; i++) {
|
| + tmp.elements[i*4+0] =
|
| + (this.elements[i*4+0] * right.elements[0*4+0]) +
|
| + (this.elements[i*4+1] * right.elements[1*4+0]) +
|
| + (this.elements[i*4+2] * right.elements[2*4+0]) +
|
| + (this.elements[i*4+3] * right.elements[3*4+0]) ;
|
| +
|
| + tmp.elements[i*4+1] =
|
| + (this.elements[i*4+0] * right.elements[0*4+1]) +
|
| + (this.elements[i*4+1] * right.elements[1*4+1]) +
|
| + (this.elements[i*4+2] * right.elements[2*4+1]) +
|
| + (this.elements[i*4+3] * right.elements[3*4+1]) ;
|
| +
|
| + tmp.elements[i*4+2] =
|
| + (this.elements[i*4+0] * right.elements[0*4+2]) +
|
| + (this.elements[i*4+1] * right.elements[1*4+2]) +
|
| + (this.elements[i*4+2] * right.elements[2*4+2]) +
|
| + (this.elements[i*4+3] * right.elements[3*4+2]) ;
|
| +
|
| + tmp.elements[i*4+3] =
|
| + (this.elements[i*4+0] * right.elements[0*4+3]) +
|
| + (this.elements[i*4+1] * right.elements[1*4+3]) +
|
| + (this.elements[i*4+2] * right.elements[2*4+3]) +
|
| + (this.elements[i*4+3] * right.elements[3*4+3]) ;
|
| + }
|
| +
|
| + this.elements = tmp.elements;
|
| + return this;
|
| + },
|
| +
|
| + copy: function () {
|
| + var tmp = new Matrix4x4();
|
| + for (var i = 0; i < 16; i++) {
|
| + tmp.elements[i] = this.elements[i];
|
| + }
|
| + return tmp;
|
| + },
|
| +
|
| + get: function (row, col) {
|
| + return this.elements[4*row+col];
|
| + },
|
| +
|
| + // In-place inversion
|
| + invert: function () {
|
| + var tmp_0 = this.get(2,2) * this.get(3,3);
|
| + var tmp_1 = this.get(3,2) * this.get(2,3);
|
| + var tmp_2 = this.get(1,2) * this.get(3,3);
|
| + var tmp_3 = this.get(3,2) * this.get(1,3);
|
| + var tmp_4 = this.get(1,2) * this.get(2,3);
|
| + var tmp_5 = this.get(2,2) * this.get(1,3);
|
| + var tmp_6 = this.get(0,2) * this.get(3,3);
|
| + var tmp_7 = this.get(3,2) * this.get(0,3);
|
| + var tmp_8 = this.get(0,2) * this.get(2,3);
|
| + var tmp_9 = this.get(2,2) * this.get(0,3);
|
| + var tmp_10 = this.get(0,2) * this.get(1,3);
|
| + var tmp_11 = this.get(1,2) * this.get(0,3);
|
| + var tmp_12 = this.get(2,0) * this.get(3,1);
|
| + var tmp_13 = this.get(3,0) * this.get(2,1);
|
| + var tmp_14 = this.get(1,0) * this.get(3,1);
|
| + var tmp_15 = this.get(3,0) * this.get(1,1);
|
| + var tmp_16 = this.get(1,0) * this.get(2,1);
|
| + var tmp_17 = this.get(2,0) * this.get(1,1);
|
| + var tmp_18 = this.get(0,0) * this.get(3,1);
|
| + var tmp_19 = this.get(3,0) * this.get(0,1);
|
| + var tmp_20 = this.get(0,0) * this.get(2,1);
|
| + var tmp_21 = this.get(2,0) * this.get(0,1);
|
| + var tmp_22 = this.get(0,0) * this.get(1,1);
|
| + var tmp_23 = this.get(1,0) * this.get(0,1);
|
| +
|
| + var t0 = ((tmp_0 * this.get(1,1) + tmp_3 * this.get(2,1) + tmp_4 * this.get(3,1)) -
|
| + (tmp_1 * this.get(1,1) + tmp_2 * this.get(2,1) + tmp_5 * this.get(3,1)));
|
| + var t1 = ((tmp_1 * this.get(0,1) + tmp_6 * this.get(2,1) + tmp_9 * this.get(3,1)) -
|
| + (tmp_0 * this.get(0,1) + tmp_7 * this.get(2,1) + tmp_8 * this.get(3,1)));
|
| + var t2 = ((tmp_2 * this.get(0,1) + tmp_7 * this.get(1,1) + tmp_10 * this.get(3,1)) -
|
| + (tmp_3 * this.get(0,1) + tmp_6 * this.get(1,1) + tmp_11 * this.get(3,1)));
|
| + var t3 = ((tmp_5 * this.get(0,1) + tmp_8 * this.get(1,1) + tmp_11 * this.get(2,1)) -
|
| + (tmp_4 * this.get(0,1) + tmp_9 * this.get(1,1) + tmp_10 * this.get(2,1)));
|
| +
|
| + var d = 1.0 / (this.get(0,0) * t0 + this.get(1,0) * t1 + this.get(2,0) * t2 + this.get(3,0) * t3);
|
| +
|
| + var out_00 = d * t0;
|
| + var out_01 = d * t1;
|
| + var out_02 = d * t2;
|
| + var out_03 = d * t3;
|
| +
|
| + var out_10 = d * ((tmp_1 * this.get(1,0) + tmp_2 * this.get(2,0) + tmp_5 * this.get(3,0)) -
|
| + (tmp_0 * this.get(1,0) + tmp_3 * this.get(2,0) + tmp_4 * this.get(3,0)));
|
| + var out_11 = d * ((tmp_0 * this.get(0,0) + tmp_7 * this.get(2,0) + tmp_8 * this.get(3,0)) -
|
| + (tmp_1 * this.get(0,0) + tmp_6 * this.get(2,0) + tmp_9 * this.get(3,0)));
|
| + var out_12 = d * ((tmp_3 * this.get(0,0) + tmp_6 * this.get(1,0) + tmp_11 * this.get(3,0)) -
|
| + (tmp_2 * this.get(0,0) + tmp_7 * this.get(1,0) + tmp_10 * this.get(3,0)));
|
| + var out_13 = d * ((tmp_4 * this.get(0,0) + tmp_9 * this.get(1,0) + tmp_10 * this.get(2,0)) -
|
| + (tmp_5 * this.get(0,0) + tmp_8 * this.get(1,0) + tmp_11 * this.get(2,0)));
|
| +
|
| + var out_20 = d * ((tmp_12 * this.get(1,3) + tmp_15 * this.get(2,3) + tmp_16 * this.get(3,3)) -
|
| + (tmp_13 * this.get(1,3) + tmp_14 * this.get(2,3) + tmp_17 * this.get(3,3)));
|
| + var out_21 = d * ((tmp_13 * this.get(0,3) + tmp_18 * this.get(2,3) + tmp_21 * this.get(3,3)) -
|
| + (tmp_12 * this.get(0,3) + tmp_19 * this.get(2,3) + tmp_20 * this.get(3,3)));
|
| + var out_22 = d * ((tmp_14 * this.get(0,3) + tmp_19 * this.get(1,3) + tmp_22 * this.get(3,3)) -
|
| + (tmp_15 * this.get(0,3) + tmp_18 * this.get(1,3) + tmp_23 * this.get(3,3)));
|
| + var out_23 = d * ((tmp_17 * this.get(0,3) + tmp_20 * this.get(1,3) + tmp_23 * this.get(2,3)) -
|
| + (tmp_16 * this.get(0,3) + tmp_21 * this.get(1,3) + tmp_22 * this.get(2,3)));
|
| +
|
| + var out_30 = d * ((tmp_14 * this.get(2,2) + tmp_17 * this.get(3,2) + tmp_13 * this.get(1,2)) -
|
| + (tmp_16 * this.get(3,2) + tmp_12 * this.get(1,2) + tmp_15 * this.get(2,2)));
|
| + var out_31 = d * ((tmp_20 * this.get(3,2) + tmp_12 * this.get(0,2) + tmp_19 * this.get(2,2)) -
|
| + (tmp_18 * this.get(2,2) + tmp_21 * this.get(3,2) + tmp_13 * this.get(0,2)));
|
| + var out_32 = d * ((tmp_18 * this.get(1,2) + tmp_23 * this.get(3,2) + tmp_15 * this.get(0,2)) -
|
| + (tmp_22 * this.get(3,2) + tmp_14 * this.get(0,2) + tmp_19 * this.get(1,2)));
|
| + var out_33 = d * ((tmp_22 * this.get(2,2) + tmp_16 * this.get(0,2) + tmp_21 * this.get(1,2)) -
|
| + (tmp_20 * this.get(1,2) + tmp_23 * this.get(2,2) + tmp_17 * this.get(0,2)));
|
| +
|
| + this.elements[0*4+0] = out_00;
|
| + this.elements[0*4+1] = out_01;
|
| + this.elements[0*4+2] = out_02;
|
| + this.elements[0*4+3] = out_03;
|
| + this.elements[1*4+0] = out_10;
|
| + this.elements[1*4+1] = out_11;
|
| + this.elements[1*4+2] = out_12;
|
| + this.elements[1*4+3] = out_13;
|
| + this.elements[2*4+0] = out_20;
|
| + this.elements[2*4+1] = out_21;
|
| + this.elements[2*4+2] = out_22;
|
| + this.elements[2*4+3] = out_23;
|
| + this.elements[3*4+0] = out_30;
|
| + this.elements[3*4+1] = out_31;
|
| + this.elements[3*4+2] = out_32;
|
| + this.elements[3*4+3] = out_33;
|
| + return this;
|
| + },
|
| +
|
| + // Returns new matrix which is the inverse of this
|
| + inverse: function () {
|
| + var tmp = this.copy();
|
| + return tmp.invert();
|
| + },
|
| +
|
| + // In-place transpose
|
| + transpose: function () {
|
| + var tmp = this.elements[0*4+1];
|
| + this.elements[0*4+1] = this.elements[1*4+0];
|
| + this.elements[1*4+0] = tmp;
|
| +
|
| + tmp = this.elements[0*4+2];
|
| + this.elements[0*4+2] = this.elements[2*4+0];
|
| + this.elements[2*4+0] = tmp;
|
| +
|
| + tmp = this.elements[0*4+3];
|
| + this.elements[0*4+3] = this.elements[3*4+0];
|
| + this.elements[3*4+0] = tmp;
|
| +
|
| + tmp = this.elements[1*4+2];
|
| + this.elements[1*4+2] = this.elements[2*4+1];
|
| + this.elements[2*4+1] = tmp;
|
| +
|
| + tmp = this.elements[1*4+3];
|
| + this.elements[1*4+3] = this.elements[3*4+1];
|
| + this.elements[3*4+1] = tmp;
|
| +
|
| + tmp = this.elements[2*4+3];
|
| + this.elements[2*4+3] = this.elements[3*4+2];
|
| + this.elements[3*4+2] = tmp;
|
| +
|
| + return this;
|
| + },
|
| +
|
| + loadIdentity: function () {
|
| + for (var i = 0; i < 16; i++)
|
| + this.elements[i] = 0;
|
| + this.elements[0*4+0] = 1.0;
|
| + this.elements[1*4+1] = 1.0;
|
| + this.elements[2*4+2] = 1.0;
|
| + this.elements[3*4+3] = 1.0;
|
| + return this;
|
| + }
|
| +};
|
|
|
| Property changes on: chrome\test\data\gpu\webgl_teapot\teapot_files\matrix4x4.js
|
| ___________________________________________________________________
|
| Added: svn:eol-style
|
| + LF
|
|
|
|
|