/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2010-09-16 // Updated : 2010-09-16 // Licence : This source is under MIT licence // File : test/gtc/swizzle.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include #include int test_swizzle_vec4_ref_dynamic() { int Error = 0; { glm::ivec4 A(0, 1, 2, 3); glm::ivec4 B(2, 1, 0, 3); glm::swizzle(A, glm::Z, glm::Y, glm::X, glm::W) = B; Error += (A.z == B.x && A.y == B.y && A.x == B.z && A.w == B.w) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); glm::ivec3 B(2, 1, 0); glm::swizzle(A, glm::Z, glm::Y, glm::X) = B; Error += (A.z == B.x && A.y == B.y && A.x == B.z) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); glm::ivec2 B(2, 1); glm::swizzle(A, glm::Z, glm::Y) = B; Error += (A.z == B.x && A.y == B.y) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); int B(2); glm::swizzle(A, glm::Z) = B; Error += (A.z == B) ? 0 : 1; } return Error; } int test_swizzle_vec4_ref_static() { int Error = 0; { glm::ivec4 A(0, 1, 2, 3); glm::ivec4 B(2, 1, 0, 3); glm::swizzle(A) = B; Error += (A.z == B.x && A.y == B.y && A.x == B.z && A.w == B.w) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); glm::ivec3 B(2, 1, 0); glm::swizzle(A) = B; Error += (A.z == B.x && A.y == B.y && A.x == B.z) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); glm::ivec2 B(2, 1); glm::swizzle(A) = B; Error += (A.z == B.x && A.y == B.y) ? 0 : 1; } { glm::ivec4 A(0, 1, 2, 3); int B(2); glm::swizzle(A) = B; Error += (A.z == B) ? 0 : 1; } return Error; } int test_swizzle_vec4_const_dynamic() { int Error = 0; glm::ivec4 A(0, 1, 2, 3); glm::ivec4 B = glm::swizzle(A, glm::B, glm::G, glm::R, glm::A); Error += (glm::all(glm::equal(glm::ivec4(2, 1, 0, 3), B))) ? 0 : 1; glm::ivec3 C = glm::swizzle(A, glm::W, glm::Y, glm::Z); Error += (glm::all(glm::equal(glm::ivec3(3, 1, 2), C))) ? 0 : 1; glm::ivec2 D = glm::swizzle(A, glm::W, glm::X); Error += (glm::all(glm::equal(glm::ivec2(3, 0), D))) ? 0 : 1; int E = glm::swizzle(A, glm::Q); Error += (E == 3) ? 0 : 1; return Error; } int test_swizzle_vec4_const_static() { int Error = 0; glm::ivec4 A(0, 1, 2, 3); glm::ivec4 B = glm::swizzle(A); Error += (glm::all(glm::equal(glm::ivec4(2, 1, 0, 3), B))) ? 0 : 1; glm::ivec3 C = glm::swizzle(A); Error += (glm::all(glm::equal(glm::ivec3(3, 1, 2), C))) ? 0 : 1; glm::ivec2 D = glm::swizzle(A); Error += (glm::all(glm::equal(glm::ivec2(3, 0), D))) ? 0 : 1; int E = glm::swizzle(A); Error += (E == 3) ? 0 : 1; return Error; } int test_swizzle_vec3_partial() { int Error = 0; glm::ivec3 A(0, 1, 2); { glm::ivec3 B(A.swizzle(glm::R, glm::G, glm::B)); Error += (A == B) ? 0 : 1; } { glm::ivec3 B(A.swizzle(glm::R, glm::G), 2); Error += (A == B) ? 0 : 1; } { glm::ivec3 B(0, A.swizzle(glm::G, glm::B)); Error += (A == B) ? 0 : 1; } return Error; } int test_swizzle_vec4_partial() { int Error = 0; glm::ivec4 A(0, 1, 2, 3); { glm::ivec4 B(A.swizzle(glm::R, glm::G, glm::B), 3); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(A.swizzle(glm::R, glm::G), 2, 3); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(0, A.swizzle(glm::G, glm::B), 3); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(0, 1, A.swizzle(glm::B, glm::A)); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(A.swizzle(glm::X, glm::Y), A.swizzle(glm::Z, glm::W)); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(A.swizzle(glm::X, glm::Y), glm::vec2(2, 3)); Error += (A == B) ? 0 : 1; } { glm::ivec4 B(glm::vec2(0, 1), A.swizzle(glm::Z, glm::W)); Error += (A == B) ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_swizzle_vec3_partial(); Error += test_swizzle_vec4_ref_dynamic(); Error += test_swizzle_vec4_ref_static(); Error += test_swizzle_vec4_const_dynamic(); Error += test_swizzle_vec4_const_static(); Error += test_swizzle_vec4_partial(); return Error; }