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Unified Diff: chrome/test/data/gpu/webgl_teapot/teapot_files/matrix4x4.js

Issue 4723006: Add test fixture for GPU browser tests which do image comparisons.... (Closed) Base URL: svn://chrome-svn/chrome/trunk/src/
Patch Set: '' Created 10 years, 1 month ago
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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

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