OpenGL Mathematics (GLM)
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#define GLM_FORCE_MESSAGES
#define GLM_FORCE_SWIZZLE
#include <glm/glm.hpp>
static int test_ivec2_swizzle()
{
int Error = 0;
# if GLM_SWIZZLE
{
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;
}
# endif//GLM_SWIZZLE
# if GLM_SWIZZLE == GLM_SWIZZLE_OPERATOR
{
glm::ivec2 A(1, 2);
glm::ivec2 B = A.yx;
glm::ivec2 C = A.yx;
Error += A != B ? 0 : 1;
Error += B == C ? 0 : 1;
B.xy = B.yx;
C.xy = C.yx;
Error += B == C ? 0 : 1;
glm::ivec2 D(0, 0);
D.yx = A.xy;
Error += A.yx() == D ? 0 : 1;
glm::ivec2 E = A.yx;
Error += E == D ? 0 : 1;
}
# endif//GLM_SWIZZLE
return Error;
}
int test_ivec3_swizzle()
{
int Error = 0;
# if GLM_SWIZZLE == GLM_ENABLE
{
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;
}
# endif//GLM_SWIZZLE == GLM_ENABLE
# if GLM_SWIZZLE == GLM_SWIZZLE_OPERATOR
{
glm::ivec3 const A(1, 2, 3);
glm::ivec2 B = A.yx;
glm::ivec2 C = A.yx;
Error += A.yx() == B ? 0 : 1;
Error += B == C ? 0 : 1;
B.xy = B.yx;
C.xy = C.yx;
Error += B == C ? 0 : 1;
glm::ivec2 D(0, 0);
D.yx = A.xy;
Error += A.yx() == D ? 0 : 1;
glm::ivec2 E(0, 0);
E.xy = A.xy();
Error += E == A.xy() ? 0 : 1;
Error += E.xy() == A.xy() ? 0 : 1;
glm::ivec3 const F = A.xxx + A.xxx;
Error += F == glm::ivec3(2) ? 0 : 1;
glm::ivec3 const G = A.xxx - A.xxx;
Error += G == glm::ivec3(0) ? 0 : 1;
glm::ivec3 const H = A.xxx * A.xxx;
Error += H == glm::ivec3(1) ? 0 : 1;
glm::ivec3 const I = A.xxx / A.xxx;
Error += I == glm::ivec3(1) ? 0 : 1;
}
# endif//GLM_SWIZZLE
return Error;
}
int test_ivec4_swizzle()
{
int Error = 0;
#if GLM_SWIZZLE == GLM_ENABLE
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;
#endif//GLM_SWIZZLE == GLM_ENABLE
return Error;
}
int test_vec4_swizzle()
{
int Error = 0;
#if GLM_SWIZZLE == GLM_ENABLE
glm::vec4 A(1, 2, 3, 4);
glm::vec4 B = A.wzyx();
glm::vec4 C = B.wzyx();
Error += A != B ? 0 : 1;
Error += A == C ? 0 : 1;
float f = glm::dot(C.wzyx(), C.xyzw());
Error += glm::abs(f - 20.f) < 0.01f ? 0 : 1;
#endif//GLM_SWIZZLE == GLM_ENABLE
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;
}