Further swizzle work.
This commit is contained in:
@@ -1,260 +1,264 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2008-08-31
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// Updated : 2011-09-19
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// Licence : This source is under MIT License
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// File : test/core/type_vec3.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtc/half_float.hpp>
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static int test_vec3_operators()
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{
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glm::vec3 A(1.0f);
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glm::vec3 B(1.0f);
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bool R = A != B;
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bool S = A == B;
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return (S && !R) ? 0 : 1;
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}
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int test_vec3_size()
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{
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int Error = 0;
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Error += sizeof(glm::vec3) == sizeof(glm::mediump_vec3) ? 0 : 1;
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Error += 12 == sizeof(glm::mediump_vec3) ? 0 : 1;
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Error += sizeof(glm::dvec3) == sizeof(glm::highp_vec3) ? 0 : 1;
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Error += 24 == sizeof(glm::highp_vec3) ? 0 : 1;
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Error += glm::vec3().length() == 3 ? 0 : 1;
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Error += glm::dvec3().length() == 3 ? 0 : 1;
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return Error;
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}
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int test_vec3_swizzle3_2()
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{
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int Error = 0;
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glm::vec3 v(1, 2, 3);
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glm::vec2 u;
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// Can not assign a vec3 swizzle to a vec2
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//u = v.xyz; //Illegal
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//u = v.rgb; //Illegal
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//u = v.stp; //Illegal
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u = v.xx; Error += (u.x == 1.0f && u.y == 1.0f) ? 0 : 1;
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u = v.xy; Error += (u.x == 1.0f && u.y == 2.0f) ? 0 : 1;
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u = v.xz; Error += (u.x == 1.0f && u.y == 3.0f) ? 0 : 1;
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u = v.yx; Error += (u.x == 2.0f && u.y == 1.0f) ? 0 : 1;
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u = v.yy; Error += (u.x == 2.0f && u.y == 2.0f) ? 0 : 1;
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u = v.yz; Error += (u.x == 2.0f && u.y == 3.0f) ? 0 : 1;
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u = v.zx; Error += (u.x == 3.0f && u.y == 1.0f) ? 0 : 1;
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u = v.zy; Error += (u.x == 3.0f && u.y == 2.0f) ? 0 : 1;
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u = v.zz; Error += (u.x == 3.0f && u.y == 3.0f) ? 0 : 1;
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u = v.rr; Error += (u.r == 1.0f && u.g == 1.0f) ? 0 : 1;
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u = v.rg; Error += (u.r == 1.0f && u.g == 2.0f) ? 0 : 1;
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u = v.rb; Error += (u.r == 1.0f && u.g == 3.0f) ? 0 : 1;
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u = v.gr; Error += (u.r == 2.0f && u.g == 1.0f) ? 0 : 1;
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u = v.gg; Error += (u.r == 2.0f && u.g == 2.0f) ? 0 : 1;
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u = v.gb; Error += (u.r == 2.0f && u.g == 3.0f) ? 0 : 1;
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u = v.br; Error += (u.r == 3.0f && u.g == 1.0f) ? 0 : 1;
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u = v.bg; Error += (u.r == 3.0f && u.g == 2.0f) ? 0 : 1;
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u = v.bb; Error += (u.r == 3.0f && u.g == 3.0f) ? 0 : 1;
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u = v.ss; Error += (u.s == 1.0f && u.t == 1.0f) ? 0 : 1;
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u = v.st; Error += (u.s == 1.0f && u.t == 2.0f) ? 0 : 1;
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u = v.sp; Error += (u.s == 1.0f && u.t == 3.0f) ? 0 : 1;
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u = v.ts; Error += (u.s == 2.0f && u.t == 1.0f) ? 0 : 1;
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u = v.tt; Error += (u.s == 2.0f && u.t == 2.0f) ? 0 : 1;
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u = v.tp; Error += (u.s == 2.0f && u.t == 3.0f) ? 0 : 1;
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u = v.ps; Error += (u.s == 3.0f && u.t == 1.0f) ? 0 : 1;
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u = v.pt; Error += (u.s == 3.0f && u.t == 2.0f) ? 0 : 1;
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u = v.pp; Error += (u.s == 3.0f && u.t == 3.0f) ? 0 : 1;
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// Mixed member aliases are not valid
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//u = v.rx; //Illegal
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//u = v.sy; //Illegal
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u = glm::vec2(1, 2);
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v = glm::vec3(1, 2, 3);
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//v.xx = u; //Illegal
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v.xy = u; Error += (v.x == 1.0f && v.y == 2.0f && v.z == 3.0f) ? 0 : 1;
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v.xz = u; Error += (v.x == 1.0f && v.y == 2.0f && v.z == 2.0f) ? 0 : 1;
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v.yx = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
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//v.yy = u; //Illegal
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v.yz = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
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v.zx = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 1.0f) ? 0 : 1;
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v.zy = u; Error += (v.x == 2.0f && v.y == 2.0f && v.z == 1.0f) ? 0 : 1;
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//v.zz = u; //Illegal
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return Error;
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}
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int test_vec3_swizzle3_3()
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{
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int Error = 0;
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glm::vec3 v(1, 2, 3);
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glm::vec3 u;
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u = v; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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u = v.xyz; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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u = v.zyx; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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u.zyx = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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u = v.rgb; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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u = v.bgr; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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u.bgr = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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u = v.stp; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
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u = v.pts; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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u.pts = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
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return Error;
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}
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int test_vec3_swizzle_half()
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{
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int Error = 0;
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glm::half a1(1);
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glm::half b1(2);
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glm::half c1(3);
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glm::hvec3 v(a1, b1, c1);
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glm::hvec3 u;
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u = v;
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Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.xyz;
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Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.zyx;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.zyx = v;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u = v.rgb;
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Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.bgr;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.bgr = v;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u = v.stp;
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Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
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u = v.pts;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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u.pts = v;
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Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
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return Error;
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}
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int test_vec3_swizzle_operators()
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{
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int Error = 0;
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glm::vec3 q, u, v;
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u = glm::vec3(1, 2, 3);
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v = glm::vec3(10, 20, 30);
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// Swizzle, swizzle binary operators
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q = u.xyz + v.xyz; Error += (q == (u + v)) ? 0 : 1;
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q = (u.zyx + v.zyx).zyx; Error += (q == (u + v)) ? 0 : 1;
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q = (u.xyz - v.xyz); Error += (q == (u - v)) ? 0 : 1;
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q = (u.xyz * v.xyz); Error += (q == (u * v)) ? 0 : 1;
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q = (u.xxx * v.xxx); Error += (q == glm::vec3(u.x * v.x)) ? 0 : 1;
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q = (u.xyz / v.xyz); Error += (q == (u / v)) ? 0 : 1;
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// vec, swizzle binary operators
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q = u + v.xyz; Error += (q == (u + v)) ? 0 : 1;
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q = (u - v.xyz); Error += (q == (u - v)) ? 0 : 1;
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q = (u * v.xyz); Error += (q == (u * v)) ? 0 : 1;
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q = (u * v.xxx); Error += (q == v.x * u) ? 0 : 1;
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q = (u / v.xyz); Error += (q == (u / v)) ? 0 : 1;
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// swizzle,vec binary operators
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q = u.xyz + v; Error += (q == (u + v)) ? 0 : 1;
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q = (u.xyz - v); Error += (q == (u - v)) ? 0 : 1;
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q = (u.xyz * v); Error += (q == (u * v)) ? 0 : 1;
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q = (u.xxx * v); Error += (q == u.x * v) ? 0 : 1;
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q = (u.xyz / v); Error += (q == (u / v)) ? 0 : 1;
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// Compile errors
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//q = (u.yz * v.xyz);
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//q = (u * v.xy);
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return Error;
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}
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int test_vec3_swizzle_functions()
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{
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int Error = 0;
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// vec3 - working as expected
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glm::vec3 q, u, v;
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u = glm::vec3(1, 2, 3);
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v = glm::vec3(10, 20, 30);
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glm::dot(u, v);
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glm::dot(u.xyz, v.zyz);
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glm::dot(u, v.zyx);
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glm::dot(u.xyz, v);
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// vec2 - not working! how is vec3 working and not vec2?
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glm::vec2 a, b;
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glm::dot(a, b);
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glm::dot(a.xy, b.xy);
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//glm::dot(u.xy, v.xy);
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glm::dot(glm::vec4(1,2,3,4).xyz, v);
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glm::vec4 r, s, t;
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r = glm::vec4(1, 2, 3, 4);
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s = glm::vec4(10, 20, 30, 40);
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glm::dot(r, s);
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//glm::dot(r.xyzw, s.xyzw);
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//glm::dot(r.xyz, s.xyz);
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return Error;
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}
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#if 0
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using namespace glm;
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2008-08-31
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// Updated : 2011-09-19
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// Licence : This source is under MIT License
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// File : test/core/type_vec3.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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#include <glm/glm.hpp>
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#include <glm/gtc/half_float.hpp>
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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static int test_vec3_operators()
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{
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glm::vec3 A(1.0f);
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glm::vec3 B(1.0f);
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bool R = A != B;
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bool S = A == B;
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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return (S && !R) ? 0 : 1;
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}
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float permute(float x) {
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return mod289(((x*34.0)+1.0)*x);
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int test_vec3_size()
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{
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int Error = 0;
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Error += sizeof(glm::vec3) == sizeof(glm::mediump_vec3) ? 0 : 1;
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Error += 12 == sizeof(glm::mediump_vec3) ? 0 : 1;
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Error += sizeof(glm::dvec3) == sizeof(glm::highp_vec3) ? 0 : 1;
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Error += 24 == sizeof(glm::highp_vec3) ? 0 : 1;
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Error += glm::vec3().length() == 3 ? 0 : 1;
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Error += glm::dvec3().length() == 3 ? 0 : 1;
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return Error;
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}
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int test_vec3_swizzle3_2()
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{
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int Error = 0;
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glm::vec3 v(1, 2, 3);
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glm::vec2 u;
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// Can not assign a vec3 swizzle to a vec2
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//u = v.xyz; //Illegal
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//u = v.rgb; //Illegal
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//u = v.stp; //Illegal
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u = v.xx; Error += (u.x == 1.0f && u.y == 1.0f) ? 0 : 1;
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u = v.xy; Error += (u.x == 1.0f && u.y == 2.0f) ? 0 : 1;
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u = v.xz; Error += (u.x == 1.0f && u.y == 3.0f) ? 0 : 1;
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u = v.yx; Error += (u.x == 2.0f && u.y == 1.0f) ? 0 : 1;
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u = v.yy; Error += (u.x == 2.0f && u.y == 2.0f) ? 0 : 1;
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u = v.yz; Error += (u.x == 2.0f && u.y == 3.0f) ? 0 : 1;
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u = v.zx; Error += (u.x == 3.0f && u.y == 1.0f) ? 0 : 1;
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u = v.zy; Error += (u.x == 3.0f && u.y == 2.0f) ? 0 : 1;
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u = v.zz; Error += (u.x == 3.0f && u.y == 3.0f) ? 0 : 1;
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u = v.rr; Error += (u.r == 1.0f && u.g == 1.0f) ? 0 : 1;
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u = v.rg; Error += (u.r == 1.0f && u.g == 2.0f) ? 0 : 1;
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u = v.rb; Error += (u.r == 1.0f && u.g == 3.0f) ? 0 : 1;
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u = v.gr; Error += (u.r == 2.0f && u.g == 1.0f) ? 0 : 1;
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u = v.gg; Error += (u.r == 2.0f && u.g == 2.0f) ? 0 : 1;
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u = v.gb; Error += (u.r == 2.0f && u.g == 3.0f) ? 0 : 1;
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u = v.br; Error += (u.r == 3.0f && u.g == 1.0f) ? 0 : 1;
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u = v.bg; Error += (u.r == 3.0f && u.g == 2.0f) ? 0 : 1;
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u = v.bb; Error += (u.r == 3.0f && u.g == 3.0f) ? 0 : 1;
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u = v.ss; Error += (u.s == 1.0f && u.t == 1.0f) ? 0 : 1;
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u = v.st; Error += (u.s == 1.0f && u.t == 2.0f) ? 0 : 1;
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u = v.sp; Error += (u.s == 1.0f && u.t == 3.0f) ? 0 : 1;
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u = v.ts; Error += (u.s == 2.0f && u.t == 1.0f) ? 0 : 1;
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u = v.tt; Error += (u.s == 2.0f && u.t == 2.0f) ? 0 : 1;
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u = v.tp; Error += (u.s == 2.0f && u.t == 3.0f) ? 0 : 1;
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u = v.ps; Error += (u.s == 3.0f && u.t == 1.0f) ? 0 : 1;
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u = v.pt; Error += (u.s == 3.0f && u.t == 2.0f) ? 0 : 1;
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u = v.pp; Error += (u.s == 3.0f && u.t == 3.0f) ? 0 : 1;
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// Mixed member aliases are not valid
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//u = v.rx; //Illegal
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//u = v.sy; //Illegal
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u = glm::vec2(1, 2);
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v = glm::vec3(1, 2, 3);
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//v.xx = u; //Illegal
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v.xy = u; Error += (v.x == 1.0f && v.y == 2.0f && v.z == 3.0f) ? 0 : 1;
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v.xz = u; Error += (v.x == 1.0f && v.y == 2.0f && v.z == 2.0f) ? 0 : 1;
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v.yx = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
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//v.yy = u; //Illegal
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v.yz = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 2.0f) ? 0 : 1;
|
||||
v.zx = u; Error += (v.x == 2.0f && v.y == 1.0f && v.z == 1.0f) ? 0 : 1;
|
||||
v.zy = u; Error += (v.x == 2.0f && v.y == 2.0f && v.z == 1.0f) ? 0 : 1;
|
||||
//v.zz = u; //Illegal
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_vec3_swizzle3_3()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
glm::vec3 v(1, 2, 3);
|
||||
glm::vec3 u;
|
||||
|
||||
u = v; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
|
||||
|
||||
u = v.xyz; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
|
||||
u = v.zyx; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
u.zyx = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
|
||||
u = v.rgb; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
|
||||
u = v.bgr; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
u.bgr = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
|
||||
u = v.stp; Error += (u.x == 1.0f && u.y == 2.0f && u.z == 3.0f) ? 0 : 1;
|
||||
u = v.pts; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
u.pts = v; Error += (u.x == 3.0f && u.y == 2.0f && u.z == 1.0f) ? 0 : 1;
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_vec3_swizzle_half()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
glm::half a1(1);
|
||||
glm::half b1(2);
|
||||
glm::half c1(3);
|
||||
glm::hvec3 v(a1, b1, c1);
|
||||
glm::hvec3 u;
|
||||
|
||||
u = v;
|
||||
|
||||
Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
|
||||
|
||||
u = v.xyz;
|
||||
Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
|
||||
u = v.zyx;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
u.zyx = v;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
|
||||
u = v.rgb;
|
||||
Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
|
||||
u = v.bgr;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
u.bgr = v;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
|
||||
u = v.stp;
|
||||
Error += (u.x.toFloat() == 1.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 3.0f) ? 0 : 1;
|
||||
u = v.pts;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
u.pts = v;
|
||||
Error += (u.x.toFloat() == 3.0f && u.y.toFloat() == 2.0f && u.z.toFloat() == 1.0f) ? 0 : 1;
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_vec3_swizzle_operators()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
glm::vec3 q, u, v;
|
||||
|
||||
u = glm::vec3(1, 2, 3);
|
||||
v = glm::vec3(10, 20, 30);
|
||||
|
||||
// Swizzle, swizzle binary operators
|
||||
q = u.xyz + v.xyz; Error += (q == (u + v)) ? 0 : 1;
|
||||
q = (u.zyx + v.zyx).zyx; Error += (q == (u + v)) ? 0 : 1;
|
||||
q = (u.xyz - v.xyz); Error += (q == (u - v)) ? 0 : 1;
|
||||
q = (u.xyz * v.xyz); Error += (q == (u * v)) ? 0 : 1;
|
||||
q = (u.xxx * v.xxx); Error += (q == glm::vec3(u.x * v.x)) ? 0 : 1;
|
||||
q = (u.xyz / v.xyz); Error += (q == (u / v)) ? 0 : 1;
|
||||
|
||||
// vec, swizzle binary operators
|
||||
q = u + v.xyz; Error += (q == (u + v)) ? 0 : 1;
|
||||
q = (u - v.xyz); Error += (q == (u - v)) ? 0 : 1;
|
||||
q = (u * v.xyz); Error += (q == (u * v)) ? 0 : 1;
|
||||
q = (u * v.xxx); Error += (q == v.x * u) ? 0 : 1;
|
||||
q = (u / v.xyz); Error += (q == (u / v)) ? 0 : 1;
|
||||
|
||||
// swizzle,vec binary operators
|
||||
q = u.xyz + v; Error += (q == (u + v)) ? 0 : 1;
|
||||
q = (u.xyz - v); Error += (q == (u - v)) ? 0 : 1;
|
||||
q = (u.xyz * v); Error += (q == (u * v)) ? 0 : 1;
|
||||
q = (u.xxx * v); Error += (q == u.x * v) ? 0 : 1;
|
||||
q = (u.xyz / v); Error += (q == (u / v)) ? 0 : 1;
|
||||
|
||||
// Compile errors
|
||||
//q = (u.yz * v.xyz);
|
||||
//q = (u * v.xy);
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_vec3_swizzle_functions()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
// vec3 - working as expected
|
||||
glm::vec3 q, u, v;
|
||||
u = glm::vec3(1, 2, 3);
|
||||
v = glm::vec3(10, 20, 30);
|
||||
glm::dot(u, v);
|
||||
glm::dot(u.xyz, v.zyz);
|
||||
glm::dot(u, v.zyx);
|
||||
glm::dot(u.xyz, v);
|
||||
|
||||
// vec2 - not working! how is vec3 working and not vec2?
|
||||
glm::vec2 a, b;
|
||||
glm::dot(a, b);
|
||||
glm::dot(a.xy, b.yy);
|
||||
glm::dot(a.xy, b.xy);
|
||||
glm::dot(u.xy, v.xy);
|
||||
|
||||
glm::dot(glm::vec4(1,2,3,4).xyz, v);
|
||||
|
||||
glm::vec4 r, s, t;
|
||||
|
||||
r = glm::vec4(1, 2, 3, 4);
|
||||
s = glm::vec4(10, 20, 30, 40);
|
||||
|
||||
glm::dot(r, s);
|
||||
glm::dot(r.xyzw, s.xyzw);
|
||||
glm::dot(r.xyz, s.xyz);
|
||||
|
||||
glm::cross(u, v);
|
||||
glm::cross(u.zyx, v);
|
||||
glm::cross(u.xxz, v.yyx);
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
#if 1
|
||||
using namespace glm;
|
||||
|
||||
//
|
||||
// GLSL textureless classic 4D noise "cnoise",
|
||||
// with an RSL-style periodic variant "pnoise".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-08-22
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
vec4 mod289(vec4 x)
|
||||
{
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 permute(vec4 x)
|
||||
{
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r)
|
||||
@@ -262,123 +266,292 @@ vec4 taylorInvSqrt(vec4 r)
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
float taylorInvSqrt(float r)
|
||||
{
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
vec4 fade(vec4 t) {
|
||||
return t*t*t*(t*(t*6.0-15.0)+10.0);
|
||||
}
|
||||
|
||||
vec4 grad4(float j, vec4 ip)
|
||||
{
|
||||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||
vec4 p,s;
|
||||
// Classic Perlin noise
|
||||
float cnoise(vec4 P)
|
||||
{
|
||||
vec4 Pi0 = floor(P); // Integer part for indexing
|
||||
vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
|
||||
Pi0 = mod289(Pi0);
|
||||
Pi1 = mod289(Pi1);
|
||||
vec4 Pf0 = fract(P); // Fractional part for interpolation
|
||||
vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
|
||||
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
|
||||
vec4 iy = vec4(Pi0.yy(), Pi1.yy());
|
||||
vec4 iz0 = vec4(Pi0.zzzz());
|
||||
vec4 iz1 = vec4(Pi1.zzzz());
|
||||
vec4 iw0 = vec4(Pi0.wwww());
|
||||
vec4 iw1 = vec4(Pi1.wwww);
|
||||
|
||||
auto t1 = abs(p.xyz);
|
||||
auto t2 = ones.xyz;
|
||||
auto t3 = dot(t1, t2);
|
||||
auto t0 = dot(abs(p.xyz), ones.xyz);
|
||||
vec4 ixy = permute(permute(ix) + iy);
|
||||
vec4 ixy0 = permute(ixy + iz0);
|
||||
vec4 ixy1 = permute(ixy + iz1);
|
||||
vec4 ixy00 = permute(ixy0 + iw0);
|
||||
vec4 ixy01 = permute(ixy0 + iw1);
|
||||
vec4 ixy10 = permute(ixy1 + iw0);
|
||||
vec4 ixy11 = permute(ixy1 + iw1);
|
||||
|
||||
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0f) * ip.z - 1.0f;
|
||||
p.w = 1.5f - dot(abs(p.xyz), ones.xyz);
|
||||
s = vec4(lessThan(p, vec4(0.0)));
|
||||
p.xyz = p.xyz + (s.xyz*2.0f - 1.0f) * s.www;
|
||||
vec4 gx00 = ixy00 * (1.0 / 7.0);
|
||||
vec4 gy00 = floor(gx00) * (1.0 / 7.0);
|
||||
vec4 gz00 = floor(gy00) * (1.0 / 6.0);
|
||||
gx00 = fract(gx00) - 0.5;
|
||||
gy00 = fract(gy00) - 0.5;
|
||||
gz00 = fract(gz00) - 0.5;
|
||||
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
|
||||
vec4 sw00 = step(gw00, vec4(0.0));
|
||||
gx00 -= sw00 * (step(0.0, gx00) - 0.5);
|
||||
gy00 -= sw00 * (step(0.0, gy00) - 0.5);
|
||||
|
||||
return p;
|
||||
vec4 gx01 = ixy01 * (1.0 / 7.0);
|
||||
vec4 gy01 = floor(gx01) * (1.0 / 7.0);
|
||||
vec4 gz01 = floor(gy01) * (1.0 / 6.0);
|
||||
gx01 = fract(gx01) - 0.5;
|
||||
gy01 = fract(gy01) - 0.5;
|
||||
gz01 = fract(gz01) - 0.5;
|
||||
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
|
||||
vec4 sw01 = step(gw01, vec4(0.0));
|
||||
gx01 -= sw01 * (step(0.0, gx01) - 0.5);
|
||||
gy01 -= sw01 * (step(0.0, gy01) - 0.5);
|
||||
|
||||
vec4 gx10 = ixy10 * (1.0 / 7.0);
|
||||
vec4 gy10 = floor(gx10) * (1.0 / 7.0);
|
||||
vec4 gz10 = floor(gy10) * (1.0 / 6.0);
|
||||
gx10 = fract(gx10) - 0.5;
|
||||
gy10 = fract(gy10) - 0.5;
|
||||
gz10 = fract(gz10) - 0.5;
|
||||
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
|
||||
vec4 sw10 = step(gw10, vec4(0.0));
|
||||
gx10 -= sw10 * (step(0.0, gx10) - 0.5);
|
||||
gy10 -= sw10 * (step(0.0, gy10) - 0.5);
|
||||
|
||||
vec4 gx11 = ixy11 * (1.0 / 7.0);
|
||||
vec4 gy11 = floor(gx11) * (1.0 / 7.0);
|
||||
vec4 gz11 = floor(gy11) * (1.0 / 6.0);
|
||||
gx11 = fract(gx11) - 0.5;
|
||||
gy11 = fract(gy11) - 0.5;
|
||||
gz11 = fract(gz11) - 0.5;
|
||||
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
|
||||
vec4 sw11 = step(gw11, vec4(0.0));
|
||||
gx11 -= sw11 * (step(0.0, gx11) - 0.5);
|
||||
gy11 -= sw11 * (step(0.0, gy11) - 0.5);
|
||||
|
||||
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
|
||||
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
|
||||
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
|
||||
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
|
||||
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
|
||||
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
|
||||
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
|
||||
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
|
||||
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
|
||||
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
|
||||
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
|
||||
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
|
||||
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
|
||||
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
|
||||
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
|
||||
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
|
||||
|
||||
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
|
||||
g0000 *= norm00.x;
|
||||
g0100 *= norm00.y;
|
||||
g1000 *= norm00.z;
|
||||
g1100 *= norm00.w;
|
||||
|
||||
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
|
||||
g0001 *= norm01.x;
|
||||
g0101 *= norm01.y;
|
||||
g1001 *= norm01.z;
|
||||
g1101 *= norm01.w;
|
||||
|
||||
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
|
||||
g0010 *= norm10.x;
|
||||
g0110 *= norm10.y;
|
||||
g1010 *= norm10.z;
|
||||
g1110 *= norm10.w;
|
||||
|
||||
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
|
||||
g0011 *= norm11.x;
|
||||
g0111 *= norm11.y;
|
||||
g1011 *= norm11.z;
|
||||
g1111 *= norm11.w;
|
||||
|
||||
float n0000 = dot(g0000, Pf0);
|
||||
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw()));
|
||||
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw()));
|
||||
float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw()));
|
||||
float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w));
|
||||
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
|
||||
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w));
|
||||
float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w));
|
||||
float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w));
|
||||
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w));
|
||||
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
|
||||
float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w));
|
||||
float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw()));
|
||||
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw()));
|
||||
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw()));
|
||||
float n1111 = dot(g1111, Pf1);
|
||||
|
||||
vec4 fade_xyzw = fade(Pf0);
|
||||
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
|
||||
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
|
||||
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
|
||||
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
|
||||
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
|
||||
return 2.2 * n_xyzw;
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic version
|
||||
float pnoise(vec4 P, vec4 rep)
|
||||
{
|
||||
vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep
|
||||
vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep
|
||||
Pi0 = mod289(Pi0);
|
||||
Pi1 = mod289(Pi1);
|
||||
vec4 Pf0 = fract(P); // Fractional part for interpolation
|
||||
vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
|
||||
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
|
||||
vec4 iy = vec4(Pi0.yy(), Pi1.yy());
|
||||
vec4 iz0 = vec4(Pi0.zzzz());
|
||||
vec4 iz1 = vec4(Pi1.zzzz());
|
||||
vec4 iw0 = vec4(Pi0.wwww());
|
||||
vec4 iw1 = vec4(Pi1.wwww());
|
||||
|
||||
vec4 ixy = permute(permute(ix) + iy);
|
||||
vec4 ixy0 = permute(ixy + iz0);
|
||||
vec4 ixy1 = permute(ixy + iz1);
|
||||
vec4 ixy00 = permute(ixy0 + iw0);
|
||||
vec4 ixy01 = permute(ixy0 + iw1);
|
||||
vec4 ixy10 = permute(ixy1 + iw0);
|
||||
vec4 ixy11 = permute(ixy1 + iw1);
|
||||
|
||||
vec4 gx00 = ixy00 * (1.0 / 7.0);
|
||||
vec4 gy00 = floor(gx00) * (1.0 / 7.0);
|
||||
vec4 gz00 = floor(gy00) * (1.0 / 6.0);
|
||||
gx00 = fract(gx00) - 0.5;
|
||||
gy00 = fract(gy00) - 0.5;
|
||||
gz00 = fract(gz00) - 0.5;
|
||||
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
|
||||
vec4 sw00 = step(gw00, vec4(0.0));
|
||||
gx00 -= sw00 * (step(0.0, gx00) - 0.5);
|
||||
gy00 -= sw00 * (step(0.0, gy00) - 0.5);
|
||||
|
||||
vec4 gx01 = ixy01 * (1.0 / 7.0);
|
||||
vec4 gy01 = floor(gx01) * (1.0 / 7.0);
|
||||
vec4 gz01 = floor(gy01) * (1.0 / 6.0);
|
||||
gx01 = fract(gx01) - 0.5;
|
||||
gy01 = fract(gy01) - 0.5;
|
||||
gz01 = fract(gz01) - 0.5;
|
||||
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
|
||||
vec4 sw01 = step(gw01, vec4(0.0));
|
||||
gx01 -= sw01 * (step(0.0, gx01) - 0.5);
|
||||
gy01 -= sw01 * (step(0.0, gy01) - 0.5);
|
||||
|
||||
vec4 gx10 = ixy10 * (1.0 / 7.0);
|
||||
vec4 gy10 = floor(gx10) * (1.0 / 7.0);
|
||||
vec4 gz10 = floor(gy10) * (1.0 / 6.0);
|
||||
gx10 = fract(gx10) - 0.5;
|
||||
gy10 = fract(gy10) - 0.5;
|
||||
gz10 = fract(gz10) - 0.5;
|
||||
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
|
||||
vec4 sw10 = step(gw10, vec4(0.0));
|
||||
gx10 -= sw10 * (step(0.0, gx10) - 0.5);
|
||||
gy10 -= sw10 * (step(0.0, gy10) - 0.5);
|
||||
|
||||
vec4 gx11 = ixy11 * (1.0 / 7.0);
|
||||
vec4 gy11 = floor(gx11) * (1.0 / 7.0);
|
||||
vec4 gz11 = floor(gy11) * (1.0 / 6.0);
|
||||
gx11 = fract(gx11) - 0.5;
|
||||
gy11 = fract(gy11) - 0.5;
|
||||
gz11 = fract(gz11) - 0.5;
|
||||
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
|
||||
vec4 sw11 = step(gw11, vec4(0.0));
|
||||
gx11 -= sw11 * (step(0.0, gx11) - 0.5);
|
||||
gy11 -= sw11 * (step(0.0, gy11) - 0.5);
|
||||
|
||||
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
|
||||
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
|
||||
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
|
||||
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
|
||||
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
|
||||
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
|
||||
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
|
||||
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
|
||||
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
|
||||
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
|
||||
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
|
||||
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
|
||||
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
|
||||
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
|
||||
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
|
||||
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
|
||||
|
||||
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
|
||||
g0000 *= norm00.x;
|
||||
g0100 *= norm00.y;
|
||||
g1000 *= norm00.z;
|
||||
g1100 *= norm00.w;
|
||||
|
||||
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
|
||||
g0001 *= norm01.x;
|
||||
g0101 *= norm01.y;
|
||||
g1001 *= norm01.z;
|
||||
g1101 *= norm01.w;
|
||||
|
||||
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
|
||||
g0010 *= norm10.x;
|
||||
g0110 *= norm10.y;
|
||||
g1010 *= norm10.z;
|
||||
g1110 *= norm10.w;
|
||||
|
||||
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
|
||||
g0011 *= norm11.x;
|
||||
g0111 *= norm11.y;
|
||||
g1011 *= norm11.z;
|
||||
g1111 *= norm11.w;
|
||||
|
||||
float n0000 = dot(g0000, Pf0);
|
||||
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw()));
|
||||
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw()));
|
||||
float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw()));
|
||||
float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w));
|
||||
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
|
||||
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w));
|
||||
float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w));
|
||||
float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w));
|
||||
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w));
|
||||
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
|
||||
float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w));
|
||||
float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw()));
|
||||
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw()));
|
||||
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw()));
|
||||
float n1111 = dot(g1111, Pf1);
|
||||
|
||||
vec4 fade_xyzw = fade(Pf0);
|
||||
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
|
||||
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
|
||||
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
|
||||
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
|
||||
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
|
||||
return 2.2 * n_xyzw;
|
||||
}
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
float snoise(vec4 v)
|
||||
{
|
||||
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
|
||||
0.276393202250021, // 2 * G4
|
||||
0.414589803375032, // 3 * G4
|
||||
-0.447213595499958); // -1 + 4 * G4
|
||||
|
||||
// (sqrt(5) - 1)/4 = F4, used once below
|
||||
#define F4 0.309016994374947451
|
||||
|
||||
// First corner
|
||||
vec4 i = floor(v + dot(v, vec4(F4)) );
|
||||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||
|
||||
// Other corners
|
||||
|
||||
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||||
vec4 i0;
|
||||
vec3 isX = step( x0.yzw, x0.xxx );
|
||||
vec3 isYZ = step( x0.zww, x0.yyz );
|
||||
// i0.x = dot( isX, vec3( 1.0 ) );
|
||||
i0.x = isX.x + isX.y + isX.z;
|
||||
i0.yzw = 1.0f - isX;
|
||||
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
|
||||
i0.y += isYZ.x + isYZ.y;
|
||||
i0.zw += 1.0f - isYZ.xy;
|
||||
i0.z += isYZ.z;
|
||||
i0.w += 1.0f - isYZ.z;
|
||||
|
||||
// i0 now contains the unique values 0,1,2,3 in each channel
|
||||
vec4 i3 = clamp( i0, 0.0, 1.0 );
|
||||
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
|
||||
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
|
||||
|
||||
// x0 = x0 - 0.0 + 0.0 * C.xxxx
|
||||
// x1 = x0 - i1 + 1.0 * C.xxxx
|
||||
// x2 = x0 - i2 + 2.0 * C.xxxx
|
||||
// x3 = x0 - i3 + 3.0 * C.xxxx
|
||||
// x4 = x0 - 1.0 + 4.0 * C.xxxx
|
||||
vec4 x1 = x0 - i1 + C.xxxx;
|
||||
vec4 x2 = x0 - i2 + C.yyyy;
|
||||
vec4 x3 = x0 - i3 + C.zzzz;
|
||||
vec4 x4 = x0 + C.wwww;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
|
||||
vec4 j1 = permute( permute( permute( permute (
|
||||
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
|
||||
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
|
||||
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
|
||||
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||||
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
|
||||
|
||||
vec4 p0 = grad4(j0, ip);
|
||||
vec4 p1 = grad4(j1.x, ip);
|
||||
vec4 p2 = grad4(j1.y, ip);
|
||||
vec4 p3 = grad4(j1.z, ip);
|
||||
vec4 p4 = grad4(j1.w, ip);
|
||||
|
||||
// Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
p4 *= taylorInvSqrt(dot(p4,p4));
|
||||
|
||||
// Mix contributions from the five corners
|
||||
vec3 m0 = max(0.6f - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
|
||||
vec2 m1 = max(0.6f - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||
m0 = m0 * m0;
|
||||
m1 = m1 * m1;
|
||||
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
Error += test_vec3_operators();
|
||||
Error += test_vec3_size();
|
||||
Error += test_vec3_swizzle3_2();
|
||||
Error += test_vec3_swizzle3_3();
|
||||
Error += test_vec3_swizzle_half();
|
||||
Error += test_vec3_swizzle_operators();
|
||||
Error += test_vec3_swizzle_functions();
|
||||
|
||||
return Error;
|
||||
}
|
||||
Error += test_vec3_operators();
|
||||
Error += test_vec3_size();
|
||||
Error += test_vec3_swizzle3_2();
|
||||
Error += test_vec3_swizzle3_3();
|
||||
Error += test_vec3_swizzle_half();
|
||||
Error += test_vec3_swizzle_operators();
|
||||
Error += test_vec3_swizzle_functions();
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user