#include <glm/ext/matrix_relational.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <glm/ext/vector_relational.hpp>
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#include <glm/ext/vector_float4.hpp>
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#include <glm/ext/vector_float3.hpp>
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static int test_translate()
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{
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int Error = 0;
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glm::mat4 const M(1.0f);
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glm::vec3 const V(1.0f);
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glm::mat4 const T = glm::translate(M, V);
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Error += glm::all(glm::equal(T[3], glm::vec4(1.0f), glm::epsilon<float>())) ? 0 : 1;
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return Error;
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}
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static int test_scale()
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{
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int Error = 0;
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glm::mat4 const M(1.0f);
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glm::vec3 const V(2.0f);
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glm::mat4 const S = glm::scale(M, V);
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glm::mat4 const R = glm::mat4(
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glm::vec4(2, 0, 0, 0),
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glm::vec4(0, 2, 0, 0),
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glm::vec4(0, 0, 2, 0),
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glm::vec4(0, 0, 0, 1));
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Error += glm::all(glm::equal(S, R, glm::epsilon<float>())) ? 0 : 1;
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return Error;
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}
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static int test_rotate()
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{
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int Error = 0;
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glm::vec4 const A(1.0f, 0.0f, 0.0f, 1.0f);
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glm::mat4 const R = glm::rotate(glm::mat4(1.0f), glm::radians(90.f), glm::vec3(0, 0, 1));
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glm::vec4 const B = R * A;
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Error += glm::all(glm::equal(B, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f), 0.0001f)) ? 0 : 1;
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_translate();
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Error += test_scale();
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Error += test_rotate();
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return Error;
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}
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