Add glm::abs() function for the glm::mat<> class
This is added as part of the GLM_EXT_matrix_common extension, as this function is not provided by the core GLSL specification (version 4.20). The implementation of this glm::abs(mat<>) function mirrors the glm::abs(vec<>) implementation. It should be functionning the same in every way as the vec implementation. Bonus points : AFAICT this allows to vectorize operations on compilers that support optimization of these patterns, just like the functor1<> struct in _vectorize.hpp for vectors.
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@@ -43,11 +43,41 @@ static int test_mix()
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return Error;
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}
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static int test_abs()
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{
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int Error = 0;
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{
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glm::mat4 A(
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3.0f, 1.0f, 5.2f, 4.9f,
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1.4f, 0.5f, 9.3f, 3.7f,
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6.8f, 8.4f, 4.3f, 3.9f,
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5.6f, 7.2f, 1.1f, 4.4f
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);
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glm::mat4 B(
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1.0,-1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0,-1.0,
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1.0,-1.0,-1.0,-1.0,
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-1.0,-1.0, 1.0, 1.0
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);
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glm::mat4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
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glm::mat4 D = glm::abs(C);
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glm::bvec4 const row1 = glm::equal(D[0], A[0]);
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glm::bvec4 const row2 = glm::equal(D[1], A[1]);
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glm::bvec4 const row3 = glm::equal(D[2], A[2]);
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glm::bvec4 const row4 = glm::equal(D[3], A[3]);
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Error += glm::all(glm::bvec4{glm::all(row1), glm::all(row2), glm::all(row3), glm::all(row4)}) ? 0 : 1;
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return Error;
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}
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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_mix();
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Error += test_abs();
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return Error;
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}
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