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>
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@ -1541,6 +1541,52 @@ void QMatrix4x4::lookAt(const QVector3D& eye, const QVector3D& center, const QVe
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#endif
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/*!
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\fn void QMatrix4x4::viewport(const QRectF &rect)
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\overload
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Sets up viewport transform for viewport bounded by \a rect and with near and far set
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to 0 and 1 respectively.
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*/
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/*!
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Multiplies this matrix by another that performs the scale and bias
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transformation used by OpenGL to transform from normalized device
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coordinates (NDC) to viewport (window) coordinates. That is it maps
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points from the cube ranging over [-1, 1] in each dimension to the
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viewport with it's near-lower-left corner at (\a left, \a bottom, \a nearPlane)
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and with size (\a width, \a height, \a farPlane - \a nearPlane).
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This matches the transform used by the fixed function OpenGL viewport
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transform controlled by the functions glViewport() and glDepthRange().
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*/
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void QMatrix4x4::viewport(float left, float bottom, float width, float height, float nearPlane, float farPlane)
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{
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const float w2 = width / 2.0f;
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const float h2 = height / 2.0f;
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QMatrix4x4 m(1);
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m.m[0][0] = w2;
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m.m[1][0] = 0.0f;
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m.m[2][0] = 0.0f;
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m.m[3][0] = left + w2;
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m.m[0][1] = 0.0f;
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m.m[1][1] = h2;
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m.m[2][1] = 0.0f;
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m.m[3][1] = bottom + h2;
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m.m[0][2] = 0.0f;
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m.m[1][2] = 0.0f;
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m.m[2][2] = (farPlane - nearPlane) / 2.0f;
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m.m[3][2] = (nearPlane + farPlane) / 2.0f;
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m.m[0][3] = 0.0f;
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m.m[1][3] = 0.0f;
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m.m[2][3] = 0.0f;
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m.m[3][3] = 1.0f;
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m.flagBits = General;
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*this *= m;
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}
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/*!
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\deprecated
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@ -148,6 +148,8 @@ public:
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#ifndef QT_NO_VECTOR3D
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void lookAt(const QVector3D& eye, const QVector3D& center, const QVector3D& up);
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#endif
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void viewport(const QRectF &rect);
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void viewport(float left, float bottom, float width, float height, float nearPlane = 0.0f, float farPlane = 1.0f);
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void flipCoordinates();
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void copyDataTo(float *values) const;
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@ -1077,6 +1079,11 @@ inline float *QMatrix4x4::data()
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return *m;
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}
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inline void QMatrix4x4::viewport(const QRectF &rect)
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{
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viewport(rect.x(), rect.y(), rect.width(), rect.height());
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}
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#ifndef QT_NO_DEBUG_STREAM
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Q_GUI_EXPORT QDebug operator<<(QDebug dbg, const QMatrix4x4 &m);
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#endif
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@ -147,6 +147,7 @@ private slots:
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void ortho();
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void frustum();
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void perspective();
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void viewport();
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void flipCoordinates();
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void convertGeneric();
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@ -2794,6 +2795,40 @@ void tst_QMatrixNxN::perspective()
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QVERIFY(m5.isIdentity());
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}
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// Test viewport transformations
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void tst_QMatrixNxN::viewport()
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{
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// Uses default depth range of 0->1
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QMatrix4x4 m1;
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m1.viewport(0.0f, 0.0f, 1024.0f, 768.0f);
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// Lower left
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QVector4D p1 = m1 * QVector4D(-1.0f, -1.0f, 0.0f, 1.0f);
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QVERIFY(qFuzzyIsNull(p1.x()));
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QVERIFY(qFuzzyIsNull(p1.y()));
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QVERIFY(qFuzzyCompare(p1.z(), 0.5f));
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// Lower right
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QVector4D p2 = m1 * QVector4D(1.0f, -1.0f, 0.0f, 1.0f);
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QVERIFY(qFuzzyCompare(p2.x(), 1024.0f));
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QVERIFY(qFuzzyIsNull(p2.y()));
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// Upper right
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QVector4D p3 = m1 * QVector4D(1.0f, 1.0f, 0.0f, 1.0f);
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QVERIFY(qFuzzyCompare(p3.x(), 1024.0f));
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QVERIFY(qFuzzyCompare(p3.y(), 768.0f));
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// Upper left
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QVector4D p4 = m1 * QVector4D(-1.0f, 1.0f, 0.0f, 1.0f);
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QVERIFY(qFuzzyIsNull(p4.x()));
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QVERIFY(qFuzzyCompare(p4.y(), 768.0f));
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// Center
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QVector4D p5 = m1 * QVector4D(0.0f, 0.0f, 0.0f, 1.0f);
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QVERIFY(qFuzzyCompare(p5.x(), 1024.0f / 2.0f));
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QVERIFY(qFuzzyCompare(p5.y(), 768.0f / 2.0f));
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}
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// Test left-handed vs right-handed coordinate flipping.
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void tst_QMatrixNxN::flipCoordinates()
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{
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