2010-12-17 01:33:17 +00:00
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2010-09-16
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// Updated : 2010-09-16
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// Licence : This source is under MIT licence
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// File : test/gtx/simd-vec4.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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2011-01-11 16:23:45 +00:00
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#define GLM_INSTRUCTION_SET GLM_PLATFORM_SSE3 | GLM_PLATFORM_SSE2
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2010-12-17 01:33:17 +00:00
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#include <glm/glm.hpp>
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#include <glm/gtx/simd_vec4.hpp>
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#include <cstdio>
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int main(int argc, char* argv[])
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{
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glm::simd_vec4 A1(0.0f, 0.1f, 0.2f, 0.3f);
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glm::simd_vec4 B1(0.4f, 0.5f, 0.6f, 0.7f);
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glm::simd_vec4 C1 = A1 + B1;
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glm::simd_vec4 D1 = A1.swizzle<glm::X, glm::Z, glm::Y, glm::W>();
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printf("A1(%2.3f, %2.3f, %2.3f, %2.3f)\n", A1.x, A1.y, A1.z, A1.w);
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printf("B1(%2.3f, %2.3f, %2.3f, %2.3f)\n", B1.x, B1.y, B1.z, B1.w);
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printf("C1(%2.3f, %2.3f, %2.3f, %2.3f)\n", C1.x, C1.y, C1.z, C1.w);
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printf("D1(%2.3f, %2.3f, %2.3f, %2.3f)\n", D1.x, D1.y, D1.z, D1.w);
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return 0;
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}
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