#define GLM_ENABLE_EXPERIMENTAL #include #include #include namespace clamp { static int test() { int Error(0); float A = glm::clamp(0.5f); Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1; float B = glm::clamp(0.0f); Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1; float C = glm::clamp(1.0f); Error += glm::equal(C, 1.0f, 0.00001f) ? 0 : 1; float D = glm::clamp(-0.5f); Error += glm::equal(D, 0.0f, 0.00001f) ? 0 : 1; float E = glm::clamp(1.5f); Error += glm::equal(E, 1.0f, 0.00001f) ? 0 : 1; 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; return Error; } }//namespace clamp namespace repeat { static int test() { int Error(0); float A = glm::repeat(0.5f); Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1; float B = glm::repeat(0.0f); Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1; float C = glm::repeat(1.0f); Error += glm::equal(C, 0.0f, 0.00001f) ? 0 : 1; float D = glm::repeat(-0.5f); Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1; float E = glm::repeat(1.5f); Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1; float F = glm::repeat(0.9f); Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1; 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; return Error; } }//namespace repeat namespace mirrorClamp { static int test() { int Error(0); float A = glm::mirrorClamp(0.5f); Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1; float B = glm::mirrorClamp(0.0f); Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1; float C = glm::mirrorClamp(1.1f); Error += glm::equal(C, 0.1f, 0.00001f) ? 0 : 1; float D = glm::mirrorClamp(-0.5f); Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1; float E = glm::mirrorClamp(1.5f); Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1; float F = glm::mirrorClamp(0.9f); Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1; float G = glm::mirrorClamp(3.1f); Error += glm::equal(G, 0.1f, 0.00001f) ? 0 : 1; float H = glm::mirrorClamp(-3.1f); Error += glm::equal(H, 0.1f, 0.00001f) ? 0 : 1; float I = glm::mirrorClamp(-0.9f); Error += glm::equal(I, 0.9f, 0.00001f) ? 0 : 1; 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; return Error; } }//namespace mirrorClamp namespace mirrorRepeat { static int test() { int Error(0); float A = glm::mirrorRepeat(0.5f); Error += glm::equal(A, 0.5f, 0.00001f) ? 0 : 1; float B = glm::mirrorRepeat(0.0f); Error += glm::equal(B, 0.0f, 0.00001f) ? 0 : 1; float C = glm::mirrorRepeat(1.0f); Error += glm::equal(C, 1.0f, 0.00001f) ? 0 : 1; float D = glm::mirrorRepeat(-0.5f); Error += glm::equal(D, 0.5f, 0.00001f) ? 0 : 1; float E = glm::mirrorRepeat(1.5f); Error += glm::equal(E, 0.5f, 0.00001f) ? 0 : 1; float F = glm::mirrorRepeat(0.9f); Error += glm::equal(F, 0.9f, 0.00001f) ? 0 : 1; float G = glm::mirrorRepeat(3.0f); Error += glm::equal(G, 1.0f, 0.00001f) ? 0 : 1; float H = glm::mirrorRepeat(-3.0f); Error += glm::equal(H, 1.0f, 0.00001f) ? 0 : 1; float I = glm::mirrorRepeat(-1.0f); Error += glm::equal(I, 1.0f, 0.00001f) ? 0 : 1; 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; return Error; } }//namespace mirrorRepeat int main() { int Error(0); Error += clamp::test(); Error += repeat::test(); Error += mirrorClamp::test(); Error += mirrorRepeat::test(); return Error; }