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@@ -4,16 +4,49 @@
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// Created : 2010-09-16
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// Updated : 2010-09-16
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// Licence : This source is under MIT licence
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-// File : test/gtc/matrix_transform.cpp
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+// File : test/gtc/type_ptr.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#define GLM_MESSAGES
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#include <glm/glm.hpp>
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-#include <glm/gtc/matrix_transform.hpp>
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+#include <glm/gtc/type_ptr.hpp>
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+
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+bool test_make_pointer()
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+{
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+ float ArrayA[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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+ int ArrayB[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
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+ bool ArrayC[] = {true, false, true, false, true, false, true, false, true, false, true, false, true, false, true, false};
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+
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+ glm::vec2 Vec2A = glm::make_vec2(ArrayA);
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+ glm::vec3 Vec3A = glm::make_vec3(ArrayA);
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+ glm::vec4 Vec4A = glm::make_vec4(ArrayA);
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+
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+ glm::ivec2 Vec2B = glm::make_vec2(ArrayB);
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+ glm::ivec3 Vec3B = glm::make_vec3(ArrayB);
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+ glm::ivec4 Vec4B = glm::make_vec4(ArrayB);
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+
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+ glm::bvec2 Vec2C = glm::make_vec2(ArrayC);
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+ glm::bvec3 Vec3C = glm::make_vec3(ArrayC);
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+ glm::bvec4 Vec4C = glm::make_vec4(ArrayC);
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+
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+ glm::mat2x2 Mat2x2A = glm::make_mat2x2(ArrayA);
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+ glm::mat2x3 Mat2x3A = glm::make_mat2x3(ArrayA);
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+ glm::mat2x4 Mat2x4A = glm::make_mat2x4(ArrayA);
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+ glm::mat3x2 Mat3x2A = glm::make_mat3x2(ArrayA);
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+ glm::mat3x3 Mat3x3A = glm::make_mat3x3(ArrayA);
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+ glm::mat3x4 Mat3x4A = glm::make_mat3x4(ArrayA);
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+ glm::mat4x2 Mat4x2A = glm::make_mat4x2(ArrayA);
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+ glm::mat4x3 Mat4x3A = glm::make_mat4x3(ArrayA);
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+ glm::mat4x4 Mat4x4A = glm::make_mat4x4(ArrayA);
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+
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+ return true;
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+}
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int main()
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{
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int Failed = 0;
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+
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+ Failed += test_make_pointer() ? 0 : 1;
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return Failed;
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}
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