OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 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_FORCE_ONLY_XYZW
//#define GLM_FORCE_PURE
#define GLM_MESSAGES
#define GLM_SWIZZLE
#define GLM_FORCE_CXX98
#include <glm/glm.hpp>
int test_vec2_swizzle()
{
int Error = 0;
glm::ivec2 A(1, 2);
glm::ivec2 B = A.xy();
glm::ivec2 C(0);
C.xy() = B.xy();
Error += A == B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int test_vec3_swizzle()
{
int Error = 0;
glm::ivec3 A(1, 2, 3);
glm::ivec3 B = A.xyz();
glm::ivec3 C(0);
C.xyz() = B.xyz();
Error += A == B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int test_vec4_swizzle()
{
int Error = 0;
glm::ivec4 A(1, 2, 3, 4);
glm::ivec4 B = A.xyzw();
glm::ivec4 C(0);
C.xyzw() = B.xyzw();
Error += A == B ? 0 : 1;
Error += A == C ? 0 : 1;
return Error;
}
int main()
{
int Error = 0;
Error += test_vec2_swizzle();
Error += test_vec3_swizzle();
Error += test_vec4_swizzle();
return Error;
}