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d1cdb46cfb
- Also, fixed indentation
79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @file test/gtx/gtx_simd_vec4.cpp
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/// @date 2010-09-16 / 2014-11-25
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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#define GLM_STATIC_CONST_MEMBERS
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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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#if(GLM_ARCH != GLM_ARCH_PURE)
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int main()
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{
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#ifdef GLM_META_PROG_HELPERS
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assert(glm::simdVec4::components == glm::simdVec4::pure_type::components);
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#endif
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glm::simdVec4 A1(0.0f, 0.1f, 0.2f, 0.3f);
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glm::simdVec4 B1(0.4f, 0.5f, 0.6f, 0.7f);
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glm::simdVec4 C1 = A1 + B1;
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glm::simdVec4 D1 = A1.swizzle<glm::X, glm::Z, glm::Y, glm::W>();
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glm::simdVec4 E1(glm::vec4(1.0f));
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glm::vec4 F1 = glm::vec4_cast(E1);
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//glm::vec4 G1(E1);
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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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__m128 value = _mm_set1_ps(0.0f);
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__m128 data = _mm_cmpeq_ps(value, value);
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__m128 add0 = _mm_add_ps(data, data);
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glm::simdVec4 GNI(add0);
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return 0;
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}
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#else
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int main()
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{
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int Error = 0;
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return Error;
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}
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#endif//(GLM_ARCH != GLM_ARCH_PURE)
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