#include #include #include #include int test_perspective() { int Error = 0; const float Near = 0.1f; const float Far = 100.0f; const float Eps = glm::epsilon(); glm::mat4 Projection = glm::perspective(glm::pi() * 0.25f, 4.0f / 3.0f, Near, Far); Projection = glm::perspectiveLH_ZO(glm::pi() * 0.25f, 4.0f / 3.0f, Near, Far); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::perspectiveLH_NO(glm::pi() * 0.25f, 4.0f / 3.0f, Near, Far); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::perspectiveRH_ZO(glm::pi() * 0.25f, 4.0f / 3.0f, Near, Far); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::perspectiveRH_NO(glm::pi() * 0.25f, 4.0f / 3.0f, Near, Far); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Far, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } return Error; } int test_infinitePerspective() { int Error = 0; const float Near = 0.1f; const float Inf = 1.0e+10f; const float Eps = glm::epsilon(); glm::mat4 Projection = glm::infinitePerspective(glm::pi() * 0.25f, 4.0f / 3.0f, Near); Projection = glm::infinitePerspectiveLH_ZO(glm::pi() * 0.25f, 4.0f / 3.0f, Near); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::infinitePerspectiveLH_NO(glm::pi() * 0.25f, 4.0f / 3.0f, Near); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::infinitePerspectiveRH_ZO(glm::pi() * 0.25f, 4.0f / 3.0f, Near); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, 0.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } Projection = glm::infinitePerspectiveRH_NO(glm::pi() * 0.25f, 4.0f / 3.0f, Near); { glm::vec4 N = Projection * glm::vec4{0.f, 0.f, -Near, 1.f}; glm::vec4 F = Projection * glm::vec4{0.f, 0.f, -Inf, 1.f}; N /= N.w; F /= F.w; Error += glm::notEqual(N.z, -1.f, Eps); Error += glm::notEqual(F.z, 1.f, Eps); } return Error; } int test_pick() { int Error = 0; glm::mat4 Pick = glm::pickMatrix(glm::vec2(1, 2), glm::vec2(3, 4), glm::ivec4(0, 0, 320, 240)); 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); return Error; } int main() { int Error = 0; Error += test_translate(); Error += test_tweakedInfinitePerspective(); Error += test_pick(); Error += test_perspective(); Error += test_infinitePerspective(); return Error; }