OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-10-16
// Updated : 2011-10-16
// Licence : This source is under MIT License
// File : test/core/core_func_swizzle.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_MESSAGES
#define GLM_SWIZZLE
#include <glm/glm.hpp>
int test_ivec2_swizzle()
{
int Error = 0;
glm::ivec2 A(1, 2);
glm::ivec2 B = A.yx();
glm::ivec2 C = B.yx();
Error += A != B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int test_ivec3_swizzle()
{
int Error = 0;
glm::ivec3 A(1, 2, 3);
glm::ivec3 B = A.zyx();
glm::ivec3 C = B.zyx();
Error += A != B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int test_ivec4_swizzle()
{
int Error = 0;
glm::ivec4 A(1, 2, 3, 4);
glm::ivec4 B = A.wzyx();
glm::ivec4 C = B.wzyx();
Error += A != B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int test_vec4_swizzle()
{
int Error = 0;
glm::vec4 A(1, 2, 3, 4);
glm::vec4 B = A.wzyx();
glm::vec4 C = B.wzyx();
float f = glm::dot(C.wzyx(), C.xyzw());
Error += A != B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int main()
{
int Error = 0;
Error += test_ivec2_swizzle();
Error += test_ivec3_swizzle();
Error += test_ivec4_swizzle();
Error += test_vec4_swizzle();
return Error;
}