#include #include #include #include #include #include #include #include #include #include #include #include namespace length { int test() { float Length1 = glm::length(glm::vec1(1)); float Length2 = glm::length(glm::vec2(1, 0)); float Length3 = glm::length(glm::vec3(1, 0, 0)); float Length4 = glm::length(glm::vec4(1, 0, 0, 0)); int Error = 0; Error += glm::abs(Length1 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length2 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length3 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Length4 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace length namespace distance { int test() { float Distance1 = glm::distance(glm::vec1(1), glm::vec1(1)); float Distance2 = glm::distance(glm::vec2(1, 0), glm::vec2(1, 0)); float Distance3 = glm::distance(glm::vec3(1, 0, 0), glm::vec3(1, 0, 0)); float Distance4 = glm::distance(glm::vec4(1, 0, 0, 0), glm::vec4(1, 0, 0, 0)); int Error = 0; Error += glm::abs(Distance1) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance2) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance3) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Distance4) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace distance namespace dot { int test() { float Dot1 = glm::dot(glm::vec1(1), glm::vec1(1)); float Dot2 = glm::dot(glm::vec2(1), glm::vec2(1)); float Dot3 = glm::dot(glm::vec3(1), glm::vec3(1)); float Dot4 = glm::dot(glm::vec4(1), glm::vec4(1)); int Error = 0; Error += glm::abs(Dot1 - 1.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot2 - 2.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot3 - 3.0f) < std::numeric_limits::epsilon() ? 0 : 1; Error += glm::abs(Dot4 - 4.0f) < std::numeric_limits::epsilon() ? 0 : 1; return Error; } }//namespace dot namespace cross { int test() { glm::vec3 Cross1 = glm::cross(glm::vec3(1, 0, 0), glm::vec3(0, 1, 0)); glm::vec3 Cross2 = glm::cross(glm::vec3(0, 1, 0), glm::vec3(1, 0, 0)); int Error = 0; Error += glm::all(glm::lessThan(glm::abs(Cross1 - glm::vec3(0, 0, 1)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; Error += glm::all(glm::lessThan(glm::abs(Cross2 - glm::vec3(0, 0,-1)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; return Error; } }//namespace cross namespace normalize { int test() { glm::vec3 Normalize1 = glm::normalize(glm::vec3(1, 0, 0)); glm::vec3 Normalize2 = glm::normalize(glm::vec3(2, 0, 0)); glm::vec3 Normalize3 = glm::normalize(glm::vec3(-0.6, 0.7, -0.5)); glm::vec3 ro = glm::vec3(glm::cos(5.f) * 3.f, 2.f, glm::sin(5.f) * 3.f); glm::vec3 w = glm::normalize(glm::vec3(0, -0.2f, 0) - ro); glm::vec3 u = glm::normalize(glm::cross(w, glm::vec3(0, 1, 0))); glm::vec3 v = glm::cross(u, w); int Error = 0; Error += glm::all(glm::lessThan(glm::abs(Normalize1 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; Error += glm::all(glm::lessThan(glm::abs(Normalize2 - glm::vec3(1, 0, 0)), glm::vec3(std::numeric_limits::epsilon()))) ? 0 : 1; return Error; } }//namespace normalize namespace faceforward { int test() { int Error = 0; { glm::vec3 N(0.0f, 0.0f, 1.0f); glm::vec3 I(1.0f, 0.0f, 1.0f); glm::vec3 Nref(0.0f, 0.0f, 1.0f); glm::vec3 F = glm::faceforward(N, I, Nref); } return Error; } }//namespace faceforward namespace reflect { int test() { int Error = 0; { glm::vec2 A(1.0f,-1.0f); glm::vec2 B(0.0f, 1.0f); glm::vec2 C = glm::reflect(A, B); Error += glm::all(glm::equal(C, glm::vec2(1.0, 1.0), 0.0001f)) ? 0 : 1; } { glm::dvec2 A(1.0f,-1.0f); glm::dvec2 B(0.0f, 1.0f); glm::dvec2 C = glm::reflect(A, B); Error += glm::all(glm::equal(C, glm::dvec2(1.0, 1.0), 0.0001)) ? 0 : 1; } return Error; } }//namespace reflect namespace refract { int test() { int Error = 0; { float A(-1.0f); float B(1.0f); float C = glm::refract(A, B, 0.5f); Error += glm::equal(C, -1.0f, 0.0001f) ? 0 : 1; } { glm::vec2 A(0.0f,-1.0f); glm::vec2 B(0.0f, 1.0f); glm::vec2 C = glm::refract(A, B, 0.5f); Error += glm::all(glm::equal(C, glm::vec2(0.0, -1.0), 0.0001f)) ? 0 : 1; } { glm::dvec2 A(0.0f,-1.0f); glm::dvec2 B(0.0f, 1.0f); glm::dvec2 C = glm::refract(A, B, 0.5); Error += glm::all(glm::equal(C, glm::dvec2(0.0, -1.0), 0.0001)) ? 0 : 1; } return Error; } }//namespace refract int main() { int Error(0); Error += length::test(); Error += distance::test(); Error += dot::test(); Error += cross::test(); Error += normalize::test(); Error += faceforward::test(); Error += reflect::test(); Error += refract::test(); return Error; }