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Tweak docs, add tests, find bugs
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@@ -246,60 +246,56 @@ TEST(InvMatrix, InvGeneral)
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}
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}
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TEST(InvMatrix, Mat4Inverses)
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TEST(InvMatrix, InvOrthographic)
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{
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{
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HMM_Mat4 Matrix = HMM_Orthographic_RH_NO(-160+100, 160+100, -90+200, 90+200, 10, 10000);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvOrthographic(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_FLOAT_EQ(Result.Elements[0][0], Expect.Elements[0][0]);
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EXPECT_FLOAT_EQ(Result.Elements[0][1], Expect.Elements[0][1]);
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EXPECT_FLOAT_EQ(Result.Elements[0][2], Expect.Elements[0][2]);
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EXPECT_FLOAT_EQ(Result.Elements[0][3], Expect.Elements[0][3]);
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EXPECT_FLOAT_EQ(Result.Elements[1][0], Expect.Elements[1][0]);
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EXPECT_FLOAT_EQ(Result.Elements[1][1], Expect.Elements[1][1]);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], Expect.Elements[1][2]);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], Expect.Elements[1][3]);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], Expect.Elements[2][0]);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], Expect.Elements[2][1]);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], Expect.Elements[2][2]);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], Expect.Elements[2][3]);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], Expect.Elements[3][0]);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], Expect.Elements[3][1]);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], Expect.Elements[3][2]);
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EXPECT_FLOAT_EQ(Result.Elements[3][3], Expect.Elements[3][3]);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Perspective_RH_NO(HMM_AngleDeg(120), 16.0/9.0, 10, 10000);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvPerspective(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_FLOAT_EQ(Result.Elements[0][0], Expect.Elements[0][0]);
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EXPECT_FLOAT_EQ(Result.Elements[0][1], Expect.Elements[0][1]);
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EXPECT_FLOAT_EQ(Result.Elements[0][2], Expect.Elements[0][2]);
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EXPECT_FLOAT_EQ(Result.Elements[0][3], Expect.Elements[0][3]);
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EXPECT_FLOAT_EQ(Result.Elements[1][0], Expect.Elements[1][0]);
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EXPECT_FLOAT_EQ(Result.Elements[1][1], Expect.Elements[1][1]);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], Expect.Elements[1][2]);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], Expect.Elements[1][3]);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], Expect.Elements[2][0]);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], Expect.Elements[2][1]);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], Expect.Elements[2][2]);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], Expect.Elements[2][3]);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], Expect.Elements[3][0]);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], Expect.Elements[3][1]);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], Expect.Elements[3][2]);
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EXPECT_FLOAT_EQ(Result.Elements[3][3], Expect.Elements[3][3]);
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HMM_Mat4 Matrix = HMM_Orthographic_RH_ZO(-160+100, 160+100, -90+200, 90+200, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvOrthographic(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Orthographic_LH_NO(-160+100, 160+100, -90+200, 90+200, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvOrthographic(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Orthographic_LH_ZO(-160+100, 160+100, -90+200, 90+200, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvOrthographic(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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}
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TEST(InvMatrix, InvPerspective)
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{
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{
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HMM_Mat4 Matrix = HMM_Perspective_RH_NO(HMM_AngleDeg(120), 16.0/9.0, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvPerspective(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Perspective_RH_ZO(HMM_AngleDeg(120), 16.0/9.0, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvPerspective(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Perspective_LH_NO(HMM_AngleDeg(120), 16.0/9.0, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvPerspective(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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{
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HMM_Mat4 Matrix = HMM_Perspective_LH_ZO(HMM_AngleDeg(120), 16.0/9.0, 10, 10000);
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HMM_Mat4 Inverse = HMM_InvPerspective(Matrix);
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EXPECT_M4_EQ(HMM_MulM4(Matrix, Inverse), HMM_M4D(1.0f));
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}
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}
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TEST(InvMatrix, InvLookAt)
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{
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{
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HMM_Vec3 Eye = {10.0f, 10.0f, 10.0f};
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HMM_Vec3 Center = {100.0f, 200.0f, 30.0f};
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@@ -308,106 +304,56 @@ TEST(InvMatrix, Mat4Inverses)
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvLookAt(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_NEAR(Result.Elements[0][0], Expect.Elements[0][0], 0.001f);
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EXPECT_NEAR(Result.Elements[0][1], Expect.Elements[0][1], 0.001f);
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EXPECT_NEAR(Result.Elements[0][2], Expect.Elements[0][2], 0.001f);
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EXPECT_NEAR(Result.Elements[0][3], Expect.Elements[0][3], 0.001f);
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EXPECT_NEAR(Result.Elements[1][0], Expect.Elements[1][0], 0.001f);
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EXPECT_NEAR(Result.Elements[1][1], Expect.Elements[1][1], 0.001f);
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EXPECT_NEAR(Result.Elements[1][2], Expect.Elements[1][2], 0.001f);
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EXPECT_NEAR(Result.Elements[1][3], Expect.Elements[1][3], 0.001f);
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EXPECT_NEAR(Result.Elements[2][0], Expect.Elements[2][0], 0.001f);
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EXPECT_NEAR(Result.Elements[2][1], Expect.Elements[2][1], 0.001f);
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EXPECT_NEAR(Result.Elements[2][2], Expect.Elements[2][2], 0.001f);
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EXPECT_NEAR(Result.Elements[2][3], Expect.Elements[2][3], 0.001f);
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EXPECT_NEAR(Result.Elements[3][0], Expect.Elements[3][0], 0.001f);
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EXPECT_NEAR(Result.Elements[3][1], Expect.Elements[3][1], 0.001f);
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EXPECT_NEAR(Result.Elements[3][2], Expect.Elements[3][2], 0.001f);
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EXPECT_NEAR(Result.Elements[3][3], Expect.Elements[3][3], 0.001f);
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EXPECT_M4_NEAR(Result, Expect, 0.001f);
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}
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{
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HMM_Vec3 Eye = {10.0f, 10.0f, 10.0f};
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HMM_Vec3 Center = {100.0f, 200.0f, 30.0f};
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HMM_Vec3 Up = {0.0f, 0.0f, 1.0f};
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HMM_Mat4 Matrix = HMM_LookAt_LH(Eye, Center, Up);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvLookAt(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_M4_NEAR(Result, Expect, 0.001f);
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}
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}
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TEST(InvMatrix, InvRotate)
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{
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{
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HMM_Vec3 Axis = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Rotate_RH(HMM_AngleDeg(30), HMM_NormV3(Axis));
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvRotate(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_NEAR(Result.Elements[0][0], Expect.Elements[0][0], 0.001f);
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EXPECT_NEAR(Result.Elements[0][1], Expect.Elements[0][1], 0.001f);
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EXPECT_NEAR(Result.Elements[0][2], Expect.Elements[0][2], 0.001f);
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EXPECT_NEAR(Result.Elements[0][3], Expect.Elements[0][3], 0.001f);
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EXPECT_NEAR(Result.Elements[1][0], Expect.Elements[1][0], 0.001f);
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EXPECT_NEAR(Result.Elements[1][1], Expect.Elements[1][1], 0.001f);
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EXPECT_NEAR(Result.Elements[1][2], Expect.Elements[1][2], 0.001f);
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EXPECT_NEAR(Result.Elements[1][3], Expect.Elements[1][3], 0.001f);
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EXPECT_NEAR(Result.Elements[2][0], Expect.Elements[2][0], 0.001f);
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EXPECT_NEAR(Result.Elements[2][1], Expect.Elements[2][1], 0.001f);
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EXPECT_NEAR(Result.Elements[2][2], Expect.Elements[2][2], 0.001f);
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EXPECT_NEAR(Result.Elements[2][3], Expect.Elements[2][3], 0.001f);
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EXPECT_NEAR(Result.Elements[3][0], Expect.Elements[3][0], 0.001f);
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EXPECT_NEAR(Result.Elements[3][1], Expect.Elements[3][1], 0.001f);
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EXPECT_NEAR(Result.Elements[3][2], Expect.Elements[3][2], 0.001f);
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EXPECT_NEAR(Result.Elements[3][3], Expect.Elements[3][3], 0.001f);
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EXPECT_M4_NEAR(Result, Expect, 0.001f);
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}
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{
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HMM_Vec3 Scale = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Scale(Scale);
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HMM_Vec3 Axis = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Rotate_LH(HMM_AngleDeg(30), HMM_NormV3(Axis));
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvScale(Matrix);
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HMM_Mat4 Inverse = HMM_InvRotate(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_FLOAT_EQ(Result.Elements[0][0], Expect.Elements[0][0]);
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EXPECT_FLOAT_EQ(Result.Elements[0][1], Expect.Elements[0][1]);
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EXPECT_FLOAT_EQ(Result.Elements[0][2], Expect.Elements[0][2]);
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EXPECT_FLOAT_EQ(Result.Elements[0][3], Expect.Elements[0][3]);
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EXPECT_FLOAT_EQ(Result.Elements[1][0], Expect.Elements[1][0]);
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EXPECT_FLOAT_EQ(Result.Elements[1][1], Expect.Elements[1][1]);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], Expect.Elements[1][2]);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], Expect.Elements[1][3]);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], Expect.Elements[2][0]);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], Expect.Elements[2][1]);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], Expect.Elements[2][2]);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], Expect.Elements[2][3]);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], Expect.Elements[3][0]);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], Expect.Elements[3][1]);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], Expect.Elements[3][2]);
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EXPECT_FLOAT_EQ(Result.Elements[3][3], Expect.Elements[3][3]);
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EXPECT_M4_NEAR(Result, Expect, 0.001f);
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}
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{
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HMM_Vec3 Move = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Translate(Move);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvTranslate(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_FLOAT_EQ(Result.Elements[0][0], Expect.Elements[0][0]);
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EXPECT_FLOAT_EQ(Result.Elements[0][1], Expect.Elements[0][1]);
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EXPECT_FLOAT_EQ(Result.Elements[0][2], Expect.Elements[0][2]);
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EXPECT_FLOAT_EQ(Result.Elements[0][3], Expect.Elements[0][3]);
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EXPECT_FLOAT_EQ(Result.Elements[1][0], Expect.Elements[1][0]);
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EXPECT_FLOAT_EQ(Result.Elements[1][1], Expect.Elements[1][1]);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], Expect.Elements[1][2]);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], Expect.Elements[1][3]);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], Expect.Elements[2][0]);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], Expect.Elements[2][1]);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], Expect.Elements[2][2]);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], Expect.Elements[2][3]);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], Expect.Elements[3][0]);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], Expect.Elements[3][1]);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], Expect.Elements[3][2]);
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EXPECT_FLOAT_EQ(Result.Elements[3][3], Expect.Elements[3][3]);
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}
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}
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TEST(InvMatrix, InvScale)
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{
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HMM_Vec3 Scale = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Scale(Scale);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvScale(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_M4_EQ(Result, Expect);
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}
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TEST(InvMatrix, InvTranslate)
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{
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HMM_Vec3 Move = {1.0f, -1.0f, 0.5f};
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HMM_Mat4 Matrix = HMM_Translate(Move);
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HMM_Mat4 Expect = HMM_M4D(1.0f);
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HMM_Mat4 Inverse = HMM_InvTranslate(Matrix);
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HMM_Mat4 Result = HMM_MulM4(Matrix, Inverse);
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EXPECT_M4_EQ(Result, Expect);
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}
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@@ -2,67 +2,84 @@
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TEST(Projection, Orthographic)
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{
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#define ORTHO_BOUNDS -8.0f, 12.0f, 5.0f, 10.0f, 1.0f, 100.0f
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// Right-handed
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{
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HMM_Mat4 projection = HMM_Orthographic_RH_NO(-10.0f, 10.0f, -5.0f, 5.0f, 1.0f, 10.0f);
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HMM_Vec4 original = HMM_V4(5.0f, 5.0f, -1.0f, 1.0);
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HMM_Vec4 projected = HMM_MulM4V4(projection, original);
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// Near and far distances correspond to negative Z, hence the Z coordinates here are negative.
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HMM_Vec4 minCorner = HMM_V4(-8.0f, 5.0f, -1.0f, 1.0);
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HMM_Vec4 maxCorner = HMM_V4(12.0f, 10.0f, -100.0f, 1.0);
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EXPECT_FLOAT_EQ(projected.X, 0.5f);
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EXPECT_FLOAT_EQ(projected.Y, 1.0f);
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EXPECT_FLOAT_EQ(projected.Z, -1.0f);
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EXPECT_FLOAT_EQ(projected.W, 1.0f);
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// Z from -1 to 1 (GL convention)
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{
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HMM_Mat4 projection = HMM_Orthographic_RH_NO(ORTHO_BOUNDS);
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EXPECT_V4_EQ(HMM_MulM4V4(projection, minCorner), HMM_V4(-1.0f, -1.0f, -1.0f, 1.0f));
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EXPECT_V4_EQ(HMM_MulM4V4(projection, maxCorner), HMM_V4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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/* Z0 */
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projection = HMM_Orthographic_RH_ZO(-10.0f, 10.0f, -5.0f, 5.0f, 1.0f, -10.0f);
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projected = HMM_MulM4V4(projection, original);
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EXPECT_FLOAT_EQ(projected.Z, 0.0f);
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// Z from 0 to 1 (DX convention)
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{
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HMM_Mat4 projection = HMM_Orthographic_RH_ZO(ORTHO_BOUNDS);
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EXPECT_V4_EQ(HMM_MulM4V4(projection, minCorner), HMM_V4(-1.0f, -1.0f, 0.0f, 1.0f));
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EXPECT_V4_EQ(HMM_MulM4V4(projection, maxCorner), HMM_V4(1.0f, 1.0f, 1.0f, 1.0f));
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}
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}
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{
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HMM_Mat4 projection = HMM_Orthographic_LH_NO(-10.0f, 10.0f, -5.0f, 5.0f, 1.0f, -10.0f);
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HMM_Vec4 original = HMM_V4(5.0f, 5.0f, 1.0f, 1.0);
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HMM_Vec4 projected = HMM_MulM4V4(projection, original);
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EXPECT_FLOAT_EQ(projected.X, 0.5f);
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EXPECT_FLOAT_EQ(projected.Y, 1.0f);
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EXPECT_FLOAT_EQ(projected.Z, -1.0f);
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EXPECT_FLOAT_EQ(projected.W, 1.0f);
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/* Z0 */
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projection = HMM_Orthographic_LH_ZO(-10.0f, 10.0f, -5.0f, 5.0f, 1.0f, -10.0f);
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projected = HMM_MulM4V4(projection, original);
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EXPECT_FLOAT_EQ(projected.Z, 0.0f);
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// Left-handed
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{
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// Near and far distances correspond to positive Z, hence the Z coordinates here are positive.
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HMM_Vec4 minCorner = HMM_V4(-8.0f, 5.0f, 1.0f, 1.0);
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HMM_Vec4 maxCorner = HMM_V4(12.0f, 10.0f, 100.0f, 1.0);
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// Z from -1 to 1 (GL convention)
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{
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HMM_Mat4 projection = HMM_Orthographic_LH_NO(ORTHO_BOUNDS);
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EXPECT_V4_EQ(HMM_MulM4V4(projection, minCorner), HMM_V4(-1.0f, -1.0f, -1.0f, 1.0f));
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, maxCorner), HMM_V4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
// Z from 0 to 1 (DX convention)
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Orthographic_LH_ZO(ORTHO_BOUNDS);
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, minCorner), HMM_V4(-1.0f, -1.0f, 0.0f, 1.0f));
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, maxCorner), HMM_V4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Projection, Perspective)
|
||||
{
|
||||
// Right-handed
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_RH_NO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, -1.0f, 1.0f);
|
||||
HMM_Vec4 projected = HMM_MulM4V4(projection, original);
|
||||
EXPECT_FLOAT_EQ(projected.X, 2.5f);
|
||||
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Z, -1.0f);
|
||||
EXPECT_FLOAT_EQ(projected.W, 1.0f);
|
||||
// Z from -1 to 1 (GL convention)
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_RH_NO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, -1.0f, 1.0f);
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, original), HMM_V4(2.5f, 5.0f, -1.0f, 1.0f));
|
||||
}
|
||||
|
||||
/* ZO */
|
||||
projection = HMM_Perspective_RH_ZO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
projected = HMM_MulM4V4(projection, original);
|
||||
EXPECT_FLOAT_EQ(projected.Z, 0.0f);
|
||||
// Z from 0 to 1 (DX convention)
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_RH_ZO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, -1.0f, 1.0f);
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, original), HMM_V4(2.5f, 5.0f, 0.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Left-handed
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_LH_NO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, 1.0f, 1.0f);
|
||||
HMM_Vec4 projected = HMM_MulM4V4(projection, original);
|
||||
EXPECT_FLOAT_EQ(projected.X, 2.5f);
|
||||
EXPECT_FLOAT_EQ(projected.Y, 5.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Z, -1.0f);
|
||||
EXPECT_FLOAT_EQ(projected.W, 1.0f);
|
||||
|
||||
/* ZO */
|
||||
projection = HMM_Perspective_LH_ZO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
projected = HMM_MulM4V4(projection, original);
|
||||
EXPECT_FLOAT_EQ(projected.Z, 0.0f);
|
||||
// Z from -1 to 1 (GL convention)
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_LH_NO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, 1.0f, 1.0f);
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, original), HMM_V4(2.5f, 5.0f, -1.0f, 1.0f));
|
||||
}
|
||||
|
||||
// Z from 0 to 1 (DX convention)
|
||||
{
|
||||
HMM_Mat4 projection = HMM_Perspective_LH_ZO(HMM_AngleDeg(90.0f), 2.0f, 1.0f, 15.0f);
|
||||
HMM_Vec4 original = HMM_V4(5.0f, 5.0f, 1.0f, 1.0f);
|
||||
EXPECT_V4_EQ(HMM_MulM4V4(projection, original), HMM_V4(2.5f, 5.0f, 0.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user