#include #include #include #include #include #include static int test_mix() { int Error = 0; { glm::mat4 A(2); glm::mat4 B(4); glm::mat4 C = glm::mix(A, B, 0.5f); glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::mat4 A(2); glm::mat4 B(4); glm::mat4 C = glm::mix(A, B, 0.5); glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::dmat4 A(2); glm::dmat4 B(4); glm::dmat4 C = glm::mix(A, B, 0.5); glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::dmat4 A(2); glm::dmat4 B(4); glm::dmat4 C = glm::mix(A, B, 0.5f); glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1); Error += glm::all(D) ? 0 : 1; } return Error; } static int test_abs() { int Error = 0; // -------------------- // // glm::mat4 variants : // // -------------------- // { glm::mat4 A( 3.0f, 1.0f, 5.2f, 4.9f, 1.4f, 0.5f, 9.3f, 3.7f, 6.8f, 8.4f, 4.3f, 3.9f, 5.6f, 7.2f, 1.1f, 4.4f ); glm::mat4 B( 1.0,-1.0, 1.0, 1.0, -1.0, 1.0, 1.0,-1.0, 1.0,-1.0,-1.0,-1.0, -1.0,-1.0, 1.0, 1.0 ); glm::mat4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat4 D = glm::abs(C); glm::bvec4 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec4 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec4 const col3 = glm::equal(D[2], A[2], 0.001f); glm::bvec4 const col4 = glm::equal(D[3], A[3], 0.001f); Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1; } { glm::mat4x3 A( 3.0f, 1.0f, 5.2f, 4.9f, 1.4f, 0.5f, 9.3f, 3.7f, 6.8f, 8.4f, 4.3f, 3.9f ); glm::mat4x3 B( 1.0,-1.0, 1.0, 1.0,-1.0, 1.0, 1.0,-1.0, 1.0, -1.0,-1.0,-1.0 ); glm::mat4x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat4x3 D = glm::abs(C); glm::bvec3 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec3 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec3 const col3 = glm::equal(D[2], A[2], 0.001f); glm::bvec3 const col4 = glm::equal(D[3], A[3], 0.001f); Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1; } { glm::mat4x2 A( 3.0f, 1.0f, 1.4f, 0.5f, 6.8f, 8.4f, 5.6f, 7.2f ); glm::mat4x2 B( 1.0,-1.0, -1.0, 1.0, 1.0,-1.0, -1.0,-1.0 ); glm::mat4x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat4x2 D = glm::abs(C); glm::bvec2 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec2 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec2 const col3 = glm::equal(D[2], A[2], 0.001f); glm::bvec2 const col4 = glm::equal(D[3], A[3], 0.001f); Error += glm::all(glm::bvec4(glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4))) ? 0 : 1; } // -------------------- // // glm::mat3 variants : // // -------------------- // { glm::mat3x4 A( 3.0f, 1.0f, 5.2f, 4.9f, 1.4f, 0.5f, 9.3f, 3.7f, 6.8f, 8.4f, 4.3f, 3.9f ); glm::mat3x4 B( 1.0,-1.0, 1.0, 1.0, -1.0, 1.0, 1.0,-1.0, 1.0,-1.0,-1.0,-1.0 ); glm::mat3x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat3x4 D = glm::abs(C); glm::bvec4 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec4 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec4 const col3 = glm::equal(D[2], A[2], 0.001f); Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1; } { glm::mat3 A( 3.0f, 1.0f, 5.2f, 1.4f, 0.5f, 9.3f, 6.8f, 8.4f, 4.3f ); glm::mat3 B( 1.0,-1.0, 1.0, -1.0, 1.0, 1.0, 1.0,-1.0,-1.0 ); glm::mat3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat3 D = glm::abs(C); glm::bvec3 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec3 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec3 const col3 = glm::equal(D[2], A[2], 0.001f); Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1; } { glm::mat3x2 A( 5.2f, 4.9f, 9.3f, 3.7f, 4.3f, 3.9f ); glm::mat3x2 B( 1.0, 1.0, 1.0,-1.0, -1.0,-1.0 ); glm::mat3x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat3x2 D = glm::abs(C); glm::bvec2 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec2 const col2 = glm::equal(D[1], A[1], 0.001f); glm::bvec2 const col3 = glm::equal(D[2], A[2], 0.001f); Error += glm::all(glm::bvec3(glm::all(col1), glm::all(col2), glm::all(col3))) ? 0 : 1; } // -------------------- // // glm::mat2 variants : // // -------------------- // { glm::mat2x4 A( 3.0f, 1.0f, 5.2f, 4.9f, 5.6f, 7.2f, 1.1f, 4.4f ); glm::mat2x4 B( 1.0,-1.0, 1.0, 1.0, -1.0,-1.0, 1.0, 1.0 ); glm::mat2x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat2x4 D = glm::abs(C); glm::bvec4 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec4 const col2 = glm::equal(D[1], A[1], 0.001f); Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1; } { glm::mat2x3 A( 3.0f, 1.0f, 5.2f, 8.4f, 4.3f, 3.9f ); glm::mat2x3 B( 1.0,-1.0, 1.0, -1.0,-1.0,-1.0 ); glm::mat2x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat2x3 D = glm::abs(C); glm::bvec3 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec3 const col2 = glm::equal(D[1], A[1], 0.001f); Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1; } { glm::mat2 A( 3.0f, 1.0f, 5.6f, 7.2f ); glm::mat2 B( 1.0,-1.0, -1.0,-1.0 ); glm::mat2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product. glm::mat2 D = glm::abs(C); glm::bvec2 const col1 = glm::equal(D[0], A[0], 0.001f); glm::bvec2 const col2 = glm::equal(D[1], A[1], 0.001f); Error += glm::all(glm::bvec2(glm::all(col1), glm::all(col2))) ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_mix(); Error += test_abs(); return Error; }