OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
// Updated : 2011-05-07
// Licence : This source is under MIT licence
// File : test/gtc/matrix_access.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtc/matrix_access.hpp>
int test_mat4x4_row_get()
{
int Error = 0;
glm::mat4 m(1);
glm::vec4 A = glm::row(m, 0);
Error += A == glm::vec4(1, 0, 0, 0) ? 0 : 1;
glm::vec4 B = glm::row(m, 0);
Error += B == glm::vec4(0, 1, 0, 0) ? 0 : 1;
glm::vec4 C = glm::row(m, 0);
Error += C == glm::vec4(0, 0, 1, 0) ? 0 : 1;
glm::vec4 D = glm::row(m, 0);
Error += D == glm::vec4(0, 0, 0, 1) ? 0 : 1;
return Error;
}
int test_mat4x4_col_get()
{
int Error = 0;
glm::mat4 m(1);
glm::vec4 A = glm::column(m, 0);
Error += A == glm::vec4(1, 0, 0, 0) ? 0 : 1;
glm::vec4 B = glm::column(m, 0);
Error += B == glm::vec4(0, 1, 0, 0) ? 0 : 1;
glm::vec4 C = glm::column(m, 0);
Error += C == glm::vec4(0, 0, 1, 0) ? 0 : 1;
glm::vec4 D = glm::column(m, 0);
Error += D == glm::vec4(0, 0, 0, 1) ? 0 : 1;
return Error;
}
int test_mat4x4_row_set()
{
}
int test_mat4x4_col_set()
{
}
int main()
{
int Error = 0;
Error += test_mat4x4_row_get();
Error += test_mat4x4_col_set();
Error += test_mat4x4_row_set();
Error += test_mat4x4_col_set();
return Error;
}