glm/test/gtx/gtx_wrap.cpp

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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/gtx/wrap.hpp>
#include <glm/ext/scalar_relational.hpp>
#include <glm/ext/vector_relational.hpp>
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namespace clamp
{
static int test()
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{
int Error(0);
float A = glm::clamp(0.5f);
Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1;
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float B = glm::clamp(0.0f);
Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1;
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float C = glm::clamp(1.0f);
Error += glm::equal(C, 1.0f, 0.00001f) ? 0 : 1;
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float D = glm::clamp(-0.5f);
Error += glm::equal(D, 0.0f, 0.00001f) ? 0 : 1;
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float E = glm::clamp(1.5f);
Error += glm::equal(E, 1.0f, 0.00001f) ? 0 : 1;
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glm::vec2 K = glm::clamp(glm::vec2(0.5f));
Error += glm::all(glm::equal(K, glm::vec2(0.5f), glm::vec2(0.00001f))) ? 0 : 1;
glm::vec3 L = glm::clamp(glm::vec3(0.5f));
Error += glm::all(glm::equal(L, glm::vec3(0.5f), glm::vec3(0.00001f))) ? 0 : 1;
glm::vec4 M = glm::clamp(glm::vec4(0.5f));
Error += glm::all(glm::equal(M, glm::vec4(0.5f), glm::vec4(0.00001f))) ? 0 : 1;
glm::vec1 N = glm::clamp(glm::vec1(0.5f));
Error += glm::all(glm::equal(N, glm::vec1(0.5f), glm::vec1(0.00001f))) ? 0 : 1;
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return Error;
}
}//namespace clamp
namespace repeat
{
static int test()
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{
int Error(0);
float A = glm::repeat(0.5f);
Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1;
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float B = glm::repeat(0.0f);
Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1;
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float C = glm::repeat(1.0f);
Error += glm::equal(C, 0.0f, 0.00001f) ? 0 : 1;
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float D = glm::repeat(-0.5f);
Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1;
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float E = glm::repeat(1.5f);
Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1;
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float F = glm::repeat(0.9f);
Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1;
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glm::vec2 K = glm::repeat(glm::vec2(0.5f));
Error += glm::all(glm::equal(K, glm::vec2(0.5f), glm::vec2(0.00001f))) ? 0 : 1;
glm::vec3 L = glm::repeat(glm::vec3(0.5f));
Error += glm::all(glm::equal(L, glm::vec3(0.5f), glm::vec3(0.00001f))) ? 0 : 1;
glm::vec4 M = glm::repeat(glm::vec4(0.5f));
Error += glm::all(glm::equal(M, glm::vec4(0.5f), glm::vec4(0.00001f))) ? 0 : 1;
glm::vec1 N = glm::repeat(glm::vec1(0.5f));
Error += glm::all(glm::equal(N, glm::vec1(0.5f), glm::vec1(0.00001f))) ? 0 : 1;
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return Error;
}
}//namespace repeat
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namespace mirrorClamp
{
static int test()
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{
int Error(0);
float A = glm::mirrorClamp(0.5f);
Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1;
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float B = glm::mirrorClamp(0.0f);
Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1;
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float C = glm::mirrorClamp(1.1f);
Error += glm::equal(C, 0.1f, 0.00001f) ? 0 : 1;
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float D = glm::mirrorClamp(-0.5f);
Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1;
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float E = glm::mirrorClamp(1.5f);
Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1;
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float F = glm::mirrorClamp(0.9f);
Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1;
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float G = glm::mirrorClamp(3.1f);
Error += glm::equal(G, 0.1f, 0.00001f) ? 0 : 1;
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float H = glm::mirrorClamp(-3.1f);
Error += glm::equal(H, 0.1f, 0.00001f) ? 0 : 1;
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float I = glm::mirrorClamp(-0.9f);
Error += glm::equal(I, 0.9f, 0.00001f) ? 0 : 1;
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glm::vec2 K = glm::mirrorClamp(glm::vec2(0.5f));
Error += glm::all(glm::equal(K, glm::vec2(0.5f), glm::vec2(0.00001f))) ? 0 : 1;
glm::vec3 L = glm::mirrorClamp(glm::vec3(0.5f));
Error += glm::all(glm::equal(L, glm::vec3(0.5f), glm::vec3(0.00001f))) ? 0 : 1;
glm::vec4 M = glm::mirrorClamp(glm::vec4(0.5f));
Error += glm::all(glm::equal(M, glm::vec4(0.5f), glm::vec4(0.00001f))) ? 0 : 1;
glm::vec1 N = glm::mirrorClamp(glm::vec1(0.5f));
Error += glm::all(glm::equal(N, glm::vec1(0.5f), glm::vec1(0.00001f))) ? 0 : 1;
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return Error;
}
}//namespace mirrorClamp
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namespace mirrorRepeat
{
static int test()
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{
int Error(0);
float A = glm::mirrorRepeat(0.5f);
Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1;
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float B = glm::mirrorRepeat(0.0f);
Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1;
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float C = glm::mirrorRepeat(1.0f);
Error += glm::equal(C, 1.0f, 0.00001f) ? 0 : 1;
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float D = glm::mirrorRepeat(-0.5f);
Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1;
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float E = glm::mirrorRepeat(1.5f);
Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1;
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float F = glm::mirrorRepeat(0.9f);
Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1;
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float G = glm::mirrorRepeat(3.0f);
Error += glm::equal(G, 1.0f, 0.00001f) ? 0 : 1;
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float H = glm::mirrorRepeat(-3.0f);
Error += glm::equal(H, 1.0f, 0.00001f) ? 0 : 1;
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float I = glm::mirrorRepeat(-1.0f);
Error += glm::equal(I, 1.0f, 0.00001f) ? 0 : 1;
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glm::vec2 K = glm::mirrorRepeat(glm::vec2(0.5f));
Error += glm::all(glm::equal(K, glm::vec2(0.5f), glm::vec2(0.00001f))) ? 0 : 1;
glm::vec3 L = glm::mirrorRepeat(glm::vec3(0.5f));
Error += glm::all(glm::equal(L, glm::vec3(0.5f), glm::vec3(0.00001f))) ? 0 : 1;
glm::vec4 M = glm::mirrorRepeat(glm::vec4(0.5f));
Error += glm::all(glm::equal(M, glm::vec4(0.5f), glm::vec4(0.00001f))) ? 0 : 1;
glm::vec1 N = glm::mirrorRepeat(glm::vec1(0.5f));
Error += glm::all(glm::equal(N, glm::vec1(0.5f), glm::vec1(0.00001f))) ? 0 : 1;
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return Error;
}
}//namespace mirrorRepeat
int main()
{
int Error(0);
Error += clamp::test();
Error += repeat::test();
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Error += mirrorClamp::test();
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Error += mirrorRepeat::test();
return Error;
}