glm/test/gtc/gtc_matrix_transform.cpp

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
// Updated : 2010-09-16
// Licence : This source is under MIT licence
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// File : test/gtc/matrix_transform.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
#define GLM_FORCE_RADIANS
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#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
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int test_perspective()
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{
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int Error = 0;
glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
return Error;
}
int test_pick()
{
int Error = 0;
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glm::mat4 Pick = glm::pickMatrix(glm::vec2(1, 2), glm::vec2(3, 4), glm::ivec4(0, 0, 320, 240));
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return Error;
}
int test_tweakedInfinitePerspective()
{
int Error = 0;
glm::mat4 ProjectionA = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f);
glm::mat4 ProjectionB = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f, 0.001f);
return Error;
}
int test_translate()
{
int Error = 0;
glm::lowp_vec3 v(1.0);
glm::lowp_mat4 m(0);
glm::lowp_mat4 t = glm::translate(m, v);
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return Error;
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}
int main()
{
int Error = 0;
Error += test_translate();
Error += test_tweakedInfinitePerspective();
Error += test_pick();
Error += test_perspective();
return Error;
}