gtc_swizzle.cpp 4.3 KB

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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////
  2. // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
  3. ///////////////////////////////////////////////////////////////////////////////////////////////////
  4. // Created : 2010-09-16
  5. // Updated : 2010-09-16
  6. // Licence : This source is under MIT licence
  7. // File : test/gtc/swizzle.cpp
  8. ///////////////////////////////////////////////////////////////////////////////////////////////////
  9. #include <glm/glm.hpp>
  10. #include <glm/gtc/swizzle.hpp>
  11. int test_swizzle_vec4_ref_dynamic()
  12. {
  13. int Error = 0;
  14. {
  15. glm::ivec4 A(0, 1, 2, 3);
  16. glm::ivec4 B(2, 1, 0, 3);
  17. glm::swizzle(A, glm::Z, glm::Y, glm::X, glm::W) = B;
  18. Error += (A.z == B.x && A.y == B.y && A.x == B.z && A.w == B.w) ? 0 : 1;
  19. }
  20. {
  21. glm::ivec4 A(0, 1, 2, 3);
  22. glm::ivec3 B(2, 1, 0);
  23. glm::swizzle(A, glm::Z, glm::Y, glm::X) = B;
  24. Error += (A.z == B.x && A.y == B.y && A.x == B.z) ? 0 : 1;
  25. }
  26. {
  27. glm::ivec4 A(0, 1, 2, 3);
  28. glm::ivec2 B(2, 1);
  29. glm::swizzle(A, glm::Z, glm::Y) = B;
  30. Error += (A.z == B.x && A.y == B.y) ? 0 : 1;
  31. }
  32. {
  33. glm::ivec4 A(0, 1, 2, 3);
  34. int B(2);
  35. glm::swizzle(A, glm::Z) = B;
  36. Error += (A.z == B) ? 0 : 1;
  37. }
  38. return Error;
  39. }
  40. int test_swizzle_vec4_ref_static()
  41. {
  42. int Error = 0;
  43. {
  44. glm::ivec4 A(0, 1, 2, 3);
  45. glm::ivec4 B(2, 1, 0, 3);
  46. glm::swizzle<glm::Z, glm::Y, glm::X, glm::W>(A) = B;
  47. Error += (A.z == B.x && A.y == B.y && A.x == B.z && A.w == B.w) ? 0 : 1;
  48. }
  49. {
  50. glm::ivec4 A(0, 1, 2, 3);
  51. glm::ivec3 B(2, 1, 0);
  52. glm::swizzle<glm::Z, glm::Y, glm::X>(A) = B;
  53. Error += (A.z == B.x && A.y == B.y && A.x == B.z) ? 0 : 1;
  54. }
  55. {
  56. glm::ivec4 A(0, 1, 2, 3);
  57. glm::ivec2 B(2, 1);
  58. glm::swizzle<glm::Z, glm::Y>(A) = B;
  59. Error += (A.z == B.x && A.y == B.y) ? 0 : 1;
  60. }
  61. {
  62. glm::ivec4 A(0, 1, 2, 3);
  63. int B(2);
  64. glm::swizzle<glm::Z>(A) = B;
  65. Error += (A.z == B) ? 0 : 1;
  66. }
  67. return Error;
  68. }
  69. int test_swizzle_vec4_const_dynamic()
  70. {
  71. int Error = 0;
  72. glm::ivec4 A(0, 1, 2, 3);
  73. glm::ivec4 B = glm::swizzle(A, glm::B, glm::G, glm::R, glm::A);
  74. Error += (glm::all(glm::equal(glm::ivec4(2, 1, 0, 3), B))) ? 0 : 1;
  75. glm::ivec3 C = glm::swizzle(A, glm::W, glm::Y, glm::Z);
  76. Error += (glm::all(glm::equal(glm::ivec3(3, 1, 2), C))) ? 0 : 1;
  77. glm::ivec2 D = glm::swizzle(A, glm::W, glm::X);
  78. Error += (glm::all(glm::equal(glm::ivec2(3, 0), D))) ? 0 : 1;
  79. int E = glm::swizzle(A, glm::Q);
  80. Error += (E == 3) ? 0 : 1;
  81. return Error;
  82. }
  83. int test_swizzle_vec4_const_static()
  84. {
  85. int Error = 0;
  86. glm::ivec4 A(0, 1, 2, 3);
  87. glm::ivec4 B = glm::swizzle<glm::B, glm::G, glm::R, glm::A>(A);
  88. Error += (glm::all(glm::equal(glm::ivec4(2, 1, 0, 3), B))) ? 0 : 1;
  89. glm::ivec3 C = glm::swizzle<glm::W, glm::Y, glm::Z>(A);
  90. Error += (glm::all(glm::equal(glm::ivec3(3, 1, 2), C))) ? 0 : 1;
  91. glm::ivec2 D = glm::swizzle<glm::W, glm::X>(A);
  92. Error += (glm::all(glm::equal(glm::ivec2(3, 0), D))) ? 0 : 1;
  93. int E = glm::swizzle<glm::Q>(A);
  94. Error += (E == 3) ? 0 : 1;
  95. return Error;
  96. }
  97. int test_swizzle_vec3_partial()
  98. {
  99. int Error = 0;
  100. glm::ivec3 A(0, 1, 2);
  101. {
  102. glm::ivec3 B(A.swizzle(glm::R, glm::G, glm::B));
  103. Error += (A == B) ? 0 : 1;
  104. }
  105. {
  106. glm::ivec3 B(A.swizzle(glm::R, glm::G), 2);
  107. Error += (A == B) ? 0 : 1;
  108. }
  109. {
  110. glm::ivec3 B(0, A.swizzle(glm::G, glm::B));
  111. Error += (A == B) ? 0 : 1;
  112. }
  113. return Error;
  114. }
  115. int test_swizzle_vec4_partial()
  116. {
  117. int Error = 0;
  118. glm::ivec4 A(0, 1, 2, 3);
  119. {
  120. glm::ivec4 B(A.swizzle(glm::R, glm::G, glm::B), 3);
  121. Error += (A == B) ? 0 : 1;
  122. }
  123. {
  124. glm::ivec4 B(A.swizzle(glm::R, glm::G), 2, 3);
  125. Error += (A == B) ? 0 : 1;
  126. }
  127. {
  128. glm::ivec4 B(0, A.swizzle(glm::G, glm::B), 3);
  129. Error += (A == B) ? 0 : 1;
  130. }
  131. {
  132. glm::ivec4 B(0, 1, A.swizzle(glm::B, glm::A));
  133. Error += (A == B) ? 0 : 1;
  134. }
  135. {
  136. glm::ivec4 B(A.swizzle(glm::X, glm::Y), A.swizzle(glm::Z, glm::W));
  137. Error += (A == B) ? 0 : 1;
  138. }
  139. {
  140. glm::ivec4 B(A.swizzle(glm::X, glm::Y), glm::vec2(2, 3));
  141. Error += (A == B) ? 0 : 1;
  142. }
  143. {
  144. glm::ivec4 B(glm::vec2(0, 1), A.swizzle(glm::Z, glm::W));
  145. Error += (A == B) ? 0 : 1;
  146. }
  147. return Error;
  148. }
  149. int main()
  150. {
  151. int Error = 0;
  152. Error += test_swizzle_vec3_partial();
  153. Error += test_swizzle_vec4_ref_dynamic();
  154. Error += test_swizzle_vec4_ref_static();
  155. Error += test_swizzle_vec4_const_dynamic();
  156. Error += test_swizzle_vec4_const_static();
  157. Error += test_swizzle_vec4_partial();
  158. return Error;
  159. }