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250c38e845 |
6
.gitignore
vendored
6
.gitignore
vendored
@@ -5,7 +5,6 @@
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
*.obj
|
||||
*.vs
|
||||
|
||||
# Precompiled Headers
|
||||
@@ -31,5 +30,6 @@
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
hmm_test
|
||||
hmm_test*
|
||||
|
||||
test/build
|
||||
example/build
|
||||
|
||||
3
.gitmodules
vendored
3
.gitmodules
vendored
@@ -0,0 +1,3 @@
|
||||
[submodule "example/external/glfw"]
|
||||
path = example/external/glfw
|
||||
url = git@github.com:glfw/glfw.git
|
||||
|
||||
@@ -6,7 +6,7 @@ install:
|
||||
- cd test
|
||||
- make
|
||||
script:
|
||||
- ./hmm_test_c
|
||||
- ./hmm_test_c_no_sse
|
||||
- ./hmm_test_cpp
|
||||
- ./hmm_test_cpp_no_sse
|
||||
- build/hmm_test_c
|
||||
- build/hmm_test_c_no_sse
|
||||
- build/hmm_test_cpp
|
||||
- build/hmm_test_cpp_no_sse
|
||||
|
||||
119
HandmadeMath.h
119
HandmadeMath.h
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
HandmadeMath.h v1.5.0
|
||||
HandmadeMath.h v1.6.0
|
||||
|
||||
This is a single header file with a bunch of useful functions for game and
|
||||
graphics math operations.
|
||||
@@ -166,8 +166,14 @@
|
||||
(*) Changed internal structure for better performance and inlining.
|
||||
(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
|
||||
longer has any effect.
|
||||
|
||||
|
||||
1.5.1
|
||||
(*) Fixed a bug with uninitialized elements in HMM_LookAt.
|
||||
1.6.0
|
||||
(*) Added array subscript operators for vector and matrix types in
|
||||
C++. This is provided as a convenience, but be aware that it may
|
||||
incur an extra function call in unoptimized builds.
|
||||
|
||||
|
||||
LICENSE
|
||||
|
||||
This software is in the public domain. Where that dedication is not
|
||||
@@ -312,6 +318,13 @@ typedef union hmm_vec2
|
||||
};
|
||||
|
||||
float Elements[2];
|
||||
|
||||
#ifdef __cplusplus
|
||||
inline float &operator[](int Index)
|
||||
{
|
||||
return Elements[Index];
|
||||
}
|
||||
#endif
|
||||
} hmm_vec2;
|
||||
|
||||
typedef union hmm_vec3
|
||||
@@ -356,6 +369,13 @@ typedef union hmm_vec3
|
||||
};
|
||||
|
||||
float Elements[3];
|
||||
|
||||
#ifdef __cplusplus
|
||||
inline float &operator[](int Index)
|
||||
{
|
||||
return Elements[Index];
|
||||
}
|
||||
#endif
|
||||
} hmm_vec3;
|
||||
|
||||
typedef union hmm_vec4
|
||||
@@ -413,6 +433,13 @@ typedef union hmm_vec4
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 InternalElementsSSE;
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
inline float &operator[](int Index)
|
||||
{
|
||||
return Elements[Index];
|
||||
}
|
||||
#endif
|
||||
} hmm_vec4;
|
||||
|
||||
typedef union hmm_mat4
|
||||
@@ -422,6 +449,21 @@ typedef union hmm_mat4
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 Rows[4];
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
inline hmm_vec4 operator[](const int Index)
|
||||
{
|
||||
float* col = Elements[Index];
|
||||
|
||||
hmm_vec4 result;
|
||||
result.Elements[0] = col[0];
|
||||
result.Elements[1] = col[1];
|
||||
result.Elements[2] = col[2];
|
||||
result.Elements[3] = col[3];
|
||||
|
||||
return result;
|
||||
}
|
||||
#endif
|
||||
} hmm_mat4;
|
||||
|
||||
typedef union hmm_quaternion
|
||||
@@ -1203,6 +1245,8 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
|
||||
HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar);
|
||||
#endif
|
||||
|
||||
HMM_EXTERN hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 Matrix);
|
||||
|
||||
|
||||
/*
|
||||
* Common graphics transformations
|
||||
@@ -1392,6 +1436,12 @@ HMM_EXTERN hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quatern
|
||||
HMM_EXTERN hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left);
|
||||
HMM_EXTERN hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation);
|
||||
|
||||
HMM_INLINE hmm_quaternion HMM_QuaternionFromVectors(hmm_vec3 Normal, hmm_vec3 Up)
|
||||
{
|
||||
// TODO: zero cases
|
||||
return HMM_QuaternionFromAxisAngle(HMM_Cross(Up, Normal), HMM_ACosF(HMM_DotVec3(Normal, Up)));
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
@@ -2043,6 +2093,11 @@ HMM_INLINE hmm_mat4 &operator*=(hmm_mat4 &Left, float Right)
|
||||
return (Left = Left * Right);
|
||||
}
|
||||
|
||||
HMM_INLINE hmm_quaternion &operator*=(hmm_quaternion &Left, hmm_quaternion Right)
|
||||
{
|
||||
return (Left = Left * Right);
|
||||
}
|
||||
|
||||
HMM_INLINE hmm_quaternion &operator*=(hmm_quaternion &Left, float Right)
|
||||
{
|
||||
return (Left = Left * Right);
|
||||
@@ -2209,15 +2264,12 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
|
||||
hmm_mat4 Result;
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
hmm_mat4 TransposedLeft = HMM_Transpose(Left);
|
||||
hmm_mat4 TransposedRight = HMM_Transpose(Right);
|
||||
|
||||
Result.Rows[0] = HMM_LinearCombineSSE(TransposedLeft.Rows[0], TransposedRight);
|
||||
Result.Rows[1] = HMM_LinearCombineSSE(TransposedLeft.Rows[1], TransposedRight);
|
||||
Result.Rows[2] = HMM_LinearCombineSSE(TransposedLeft.Rows[2], TransposedRight);
|
||||
Result.Rows[3] = HMM_LinearCombineSSE(TransposedLeft.Rows[3], TransposedRight);
|
||||
Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
|
||||
Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
|
||||
Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
|
||||
Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
|
||||
|
||||
Result = HMM_Transpose(Result);
|
||||
#else
|
||||
int Columns;
|
||||
for(Columns = 0; Columns < 4; ++Columns)
|
||||
@@ -2262,7 +2314,10 @@ hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
|
||||
hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
|
||||
{
|
||||
hmm_vec4 Result;
|
||||
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
Result.InternalElementsSSE = HMM_LinearCombineSSE(Vector.InternalElementsSSE, Matrix);
|
||||
#else
|
||||
int Columns, Rows;
|
||||
for(Rows = 0; Rows < 4; ++Rows)
|
||||
{
|
||||
@@ -2274,7 +2329,8 @@ hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
|
||||
|
||||
Result.Elements[Rows] = Sum;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
return (Result);
|
||||
}
|
||||
|
||||
@@ -2297,6 +2353,42 @@ hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
|
||||
}
|
||||
#endif
|
||||
|
||||
hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 m)
|
||||
{
|
||||
hmm_quaternion q;
|
||||
|
||||
float trace = m.Elements[0][0] + m.Elements[1][1] + m.Elements[2][2];
|
||||
if (trace > 0) {
|
||||
float s = 0.5f / HMM_SquareRootF(trace + 1.0f);
|
||||
q.X = (m.Elements[1][2] - m.Elements[2][1] ) * s;
|
||||
q.Y = (m.Elements[2][0] - m.Elements[0][2] ) * s;
|
||||
q.Z = (m.Elements[0][1] - m.Elements[1][0] ) * s;
|
||||
q.W = 0.25f / s;
|
||||
} else {
|
||||
if (m.Elements[0][0] > m.Elements[1][1] && m.Elements[0][0] > m.Elements[2][2]) {
|
||||
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[0][0] - m.Elements[1][1] - m.Elements[2][2]);
|
||||
q.X = 0.25f * s;
|
||||
q.Y = (m.Elements[1][0] + m.Elements[0][1]) / s;
|
||||
q.Z = (m.Elements[2][0] + m.Elements[0][2]) / s;
|
||||
q.W = (m.Elements[1][2] - m.Elements[2][1]) / s;
|
||||
} else if (m.Elements[1][1] > m.Elements[2][2]) {
|
||||
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[1][1] - m.Elements[0][0] - m.Elements[2][2]);
|
||||
q.X = (m.Elements[1][0] + m.Elements[0][1]) / s;
|
||||
q.Y = 0.25f * s;
|
||||
q.Z = (m.Elements[2][1] + m.Elements[1][2]) / s;
|
||||
q.W = (m.Elements[2][0] - m.Elements[0][2]) / s;
|
||||
} else {
|
||||
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[2][2] - m.Elements[0][0] - m.Elements[1][1]);
|
||||
q.X = (m.Elements[2][0] + m.Elements[0][2]) / s;
|
||||
q.Y = (m.Elements[2][1] + m.Elements[1][2]) / s;
|
||||
q.Z = 0.25f * s;
|
||||
q.W = (m.Elements[0][1] - m.Elements[1][0]) / s;
|
||||
}
|
||||
}
|
||||
|
||||
return q;
|
||||
}
|
||||
|
||||
hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
|
||||
{
|
||||
hmm_mat4 Result = HMM_Mat4d(1.0f);
|
||||
@@ -2333,14 +2425,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
|
||||
Result.Elements[0][0] = S.X;
|
||||
Result.Elements[0][1] = U.X;
|
||||
Result.Elements[0][2] = -F.X;
|
||||
Result.Elements[0][3] = 0.0f;
|
||||
|
||||
Result.Elements[1][0] = S.Y;
|
||||
Result.Elements[1][1] = U.Y;
|
||||
Result.Elements[1][2] = -F.Y;
|
||||
Result.Elements[1][3] = 0.0f;
|
||||
|
||||
Result.Elements[2][0] = S.Z;
|
||||
Result.Elements[2][1] = U.Z;
|
||||
Result.Elements[2][2] = -F.Z;
|
||||
Result.Elements[2][3] = 0.0f;
|
||||
|
||||
Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
|
||||
Result.Elements[3][1] = -HMM_DotVec3(U, Eye);
|
||||
|
||||
116
LICENSE
Normal file
116
LICENSE
Normal file
@@ -0,0 +1,116 @@
|
||||
CC0 1.0 Universal
|
||||
|
||||
Statement of Purpose
|
||||
|
||||
The laws of most jurisdictions throughout the world automatically confer
|
||||
exclusive Copyright and Related Rights (defined below) upon the creator and
|
||||
subsequent owner(s) (each and all, an "owner") of an original work of
|
||||
authorship and/or a database (each, a "Work").
|
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|
||||
Certain owners wish to permanently relinquish those rights to a Work for the
|
||||
purpose of contributing to a commons of creative, cultural and scientific
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||||
works ("Commons") that the public can reliably and without fear of later
|
||||
claims of infringement build upon, modify, incorporate in other works, reuse
|
||||
and redistribute as freely as possible in any form whatsoever and for any
|
||||
purposes, including without limitation commercial purposes. These owners may
|
||||
contribute to the Commons to promote the ideal of a free culture and the
|
||||
further production of creative, cultural and scientific works, or to gain
|
||||
reputation or greater distribution for their Work in part through the use and
|
||||
efforts of others.
|
||||
|
||||
For these and/or other purposes and motivations, and without any expectation
|
||||
of additional consideration or compensation, the person associating CC0 with a
|
||||
Work (the "Affirmer"), to the extent that he or she is an owner of Copyright
|
||||
and Related Rights in the Work, voluntarily elects to apply CC0 to the Work
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||||
and publicly distribute the Work under its terms, with knowledge of his or her
|
||||
Copyright and Related Rights in the Work and the meaning and intended legal
|
||||
effect of CC0 on those rights.
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||||
|
||||
1. Copyright and Related Rights. A Work made available under CC0 may be
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||||
protected by copyright and related or neighboring rights ("Copyright and
|
||||
Related Rights"). Copyright and Related Rights include, but are not limited
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||||
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||||
|
||||
i. the right to reproduce, adapt, distribute, perform, display, communicate,
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vii. other similar, equivalent or corresponding rights throughout the world
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2. Waiver. To the greatest extent permitted by, but not in contravention of,
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For more information, please see
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15
README.md
15
README.md
@@ -1,19 +1,17 @@
|
||||
# Handmade-Math
|
||||
------
|
||||
# Handmade Math
|
||||
|
||||
[](https://travis-ci.org/StrangeZak/Handmade-Math)
|
||||
[](https://travis-ci.org/StrangeZak/Handmade-Math)
|
||||
|
||||
A single-file, cross-platform, public domain game math library for C/C++.
|
||||
|
||||
To get started, go download [the latest release](https://github.com/HandmadeMath/Handmade-Math/releases).
|
||||
|
||||
_This library is free and will stay free, but if you would like to support development, or you are a company using HandmadeMath, please consider financial support._
|
||||
-----
|
||||
|
||||
[](http://www.patreon.com/strangezak) [](https://www.paypal.me/zakarystrange)
|
||||
|
||||
|
||||
Version | Changes |
|
||||
Version | Changes |
|
||||
----------------|----------------|
|
||||
**1.6.0** | Added array subscript operators for vector and matrix types in C++. This is provided as a convenience, but be aware that it may incur an extra function call in unoptimized builds.
|
||||
**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
|
||||
**1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect.
|
||||
**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.
|
||||
**1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments.
|
||||
@@ -38,7 +36,6 @@ Version | Changes |
|
||||
**0.1** | Initial Version |
|
||||
|
||||
-----
|
||||
_This library is free and will stay free, but if you would like to support development, or you are a company using HandmadeMath, please consider financial support._
|
||||
|
||||
## FAQ
|
||||
|
||||
|
||||
BIN
example/Axes.blend
Normal file
BIN
example/Axes.blend
Normal file
Binary file not shown.
10
example/Axes.mtl
Normal file
10
example/Axes.mtl
Normal file
@@ -0,0 +1,10 @@
|
||||
# Blender MTL File: 'Axes.blend'
|
||||
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||||
|
||||
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||||
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||||
481
example/Axes.obj
Normal file
481
example/Axes.obj
Normal file
@@ -0,0 +1,481 @@
|
||||
# Blender v2.78 (sub 0) OBJ File: 'Axes.blend'
|
||||
# www.blender.org
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
f 7//4 8//4 10//4 9//4
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
f 32//25 22//25 33//25
|
||||
f 33//26 22//26 17//26
|
||||
f 17//10 18//10 19//10 20//10 21//10 23//10 24//10 25//10 26//10 27//10 28//10 29//10 30//10 31//10 32//10 33//10
|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
f 34//27 35//27 37//27 36//27
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
v 0.374616 -2.551000 -0.000000
|
||||
v 0.548616 -2.904000 -0.000000
|
||||
v 0.395616 -3.230000 0.000000
|
||||
v 0.494616 -3.230000 0.000000
|
||||
v 0.334616 -2.733000 -0.000000
|
||||
v 0.091616 -2.733000 -0.000000
|
||||
v 0.091616 -2.826000 -0.000000
|
||||
v 0.334616 -2.826000 -0.000000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
usemtl None
|
||||
s off
|
||||
f 137//82 135//82 136//82
|
||||
f 137//82 134//82 135//82
|
||||
f 134//82 132//82 133//82
|
||||
f 134//82 139//82 132//82
|
||||
f 137//82 139//82 134//82
|
||||
f 138//82 139//82 137//82
|
||||
f 142//82 140//82 141//82
|
||||
f 142//82 143//82 140//82
|
||||
o Text.002
|
||||
v 1.073616 3.449000 -0.000000
|
||||
v 0.973616 3.449000 -0.000000
|
||||
v 0.857616 3.196000 -0.000000
|
||||
v 0.736616 3.449000 -0.000000
|
||||
v 0.635616 3.449000 -0.000000
|
||||
v 0.809616 3.096000 -0.000000
|
||||
v 0.656616 2.770000 0.000000
|
||||
v 0.755616 2.770000 0.000000
|
||||
v 0.302616 3.589000 -0.000000
|
||||
v 0.302616 3.394000 -0.000000
|
||||
v 0.107616 3.394000 -0.000000
|
||||
v 0.107616 3.312000 -0.000000
|
||||
v 0.302616 3.312000 -0.000000
|
||||
v 0.302616 3.117000 -0.000000
|
||||
v 0.384616 3.117000 -0.000000
|
||||
v 0.384616 3.312000 -0.000000
|
||||
v 0.579616 3.312000 -0.000000
|
||||
v 0.579616 3.394000 -0.000000
|
||||
v 0.384616 3.394000 -0.000000
|
||||
v 0.384616 3.589000 -0.000000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
vn 0.0000 0.0000 -1.0000
|
||||
usemtl None
|
||||
s off
|
||||
f 149//83 147//83 148//83
|
||||
f 149//83 146//83 147//83
|
||||
f 146//83 144//83 145//83
|
||||
f 146//83 151//83 144//83
|
||||
f 149//83 151//83 146//83
|
||||
f 150//83 151//83 149//83
|
||||
f 153//83 163//83 152//83
|
||||
f 153//83 162//83 163//83
|
||||
f 155//83 153//83 154//83
|
||||
f 155//83 162//83 153//83
|
||||
f 155//83 161//83 162//83
|
||||
f 155//83 160//83 161//83
|
||||
f 156//84 160//84 155//84
|
||||
f 157//83 159//83 156//83
|
||||
f 159//83 160//83 156//83
|
||||
f 157//83 158//83 159//83
|
||||
o Text.001
|
||||
v -3.138384 0.000000 -0.449000
|
||||
v -3.252384 0.000000 -0.449000
|
||||
v -3.380384 0.000000 -0.295000
|
||||
v -3.513384 0.000000 -0.449000
|
||||
v -3.625384 0.000000 -0.449000
|
||||
v -3.436384 0.000000 -0.228000
|
||||
v -3.625384 0.000000 0.000000
|
||||
v -3.513384 0.000000 0.000000
|
||||
v -3.380384 0.000000 -0.161000
|
||||
v -3.239384 0.000000 0.000000
|
||||
v -3.125384 0.000000 0.000000
|
||||
v -3.323384 0.000000 -0.228000
|
||||
v -3.665384 0.000000 -0.267000
|
||||
v -3.908384 0.000000 -0.267000
|
||||
v -3.908384 0.000000 -0.174000
|
||||
v -3.665384 0.000000 -0.174000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
usemtl None
|
||||
s off
|
||||
f 169//85 167//85 168//85
|
||||
f 169//85 166//85 167//85
|
||||
f 166//85 164//85 165//85
|
||||
f 166//85 175//85 164//85
|
||||
f 169//85 175//85 166//85
|
||||
f 170//85 175//85 169//85
|
||||
f 170//85 172//85 175//85
|
||||
f 172//85 174//85 175//85
|
||||
f 170//85 171//85 172//85
|
||||
f 173//85 174//85 172//85
|
||||
f 178//85 176//85 177//85
|
||||
f 178//85 179//85 176//85
|
||||
o Text
|
||||
v 4.122616 0.000000 -0.449000
|
||||
v 4.008616 0.000000 -0.449000
|
||||
v 3.880616 0.000000 -0.295000
|
||||
v 3.747616 0.000000 -0.449000
|
||||
v 3.635616 0.000000 -0.449000
|
||||
v 3.824616 0.000000 -0.228000
|
||||
v 3.635616 0.000000 0.000000
|
||||
v 3.747616 0.000000 0.000000
|
||||
v 3.880616 0.000000 -0.161000
|
||||
v 4.021616 0.000000 0.000000
|
||||
v 4.135616 0.000000 0.000000
|
||||
v 3.937616 0.000000 -0.228000
|
||||
v 3.302616 0.000000 -0.589000
|
||||
v 3.302616 0.000000 -0.394000
|
||||
v 3.107616 0.000000 -0.394000
|
||||
v 3.107616 0.000000 -0.312000
|
||||
v 3.302616 0.000000 -0.312000
|
||||
v 3.302616 0.000000 -0.117000
|
||||
v 3.384616 0.000000 -0.117000
|
||||
v 3.384616 0.000000 -0.312000
|
||||
v 3.579616 0.000000 -0.312000
|
||||
v 3.579616 0.000000 -0.394000
|
||||
v 3.384616 0.000000 -0.394000
|
||||
v 3.384616 0.000000 -0.589000
|
||||
vn 0.0000 1.0000 0.0000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
usemtl None
|
||||
s off
|
||||
f 185//86 183//86 184//86
|
||||
f 185//86 182//86 183//86
|
||||
f 182//86 180//86 181//86
|
||||
f 182//86 191//86 180//86
|
||||
f 185//86 191//86 182//86
|
||||
f 186//86 191//86 185//86
|
||||
f 186//86 188//86 191//86
|
||||
f 188//86 190//86 191//86
|
||||
f 186//86 187//86 188//86
|
||||
f 189//86 190//86 188//86
|
||||
f 193//86 203//86 192//86
|
||||
f 193//86 202//86 203//86
|
||||
f 195//86 193//86 194//86
|
||||
f 195//86 202//86 193//86
|
||||
f 195//86 201//86 202//86
|
||||
f 195//86 200//86 201//86
|
||||
f 196//87 200//87 195//87
|
||||
f 197//86 199//86 196//86
|
||||
f 199//87 200//87 196//87
|
||||
f 197//86 198//86 199//86
|
||||
22
example/Makefile
Normal file
22
example/Makefile
Normal file
@@ -0,0 +1,22 @@
|
||||
BUILD_DIR=build
|
||||
|
||||
CXXFLAGS+=-std=c++11
|
||||
|
||||
clean:
|
||||
rm -rf $(BUILD_DIR)
|
||||
|
||||
glfw:
|
||||
mkdir -p $(BUILD_DIR)/glfw
|
||||
cd $(BUILD_DIR)/glfw \
|
||||
&& cmake -DGLFW_BUILD_TESTS=off -DGLFW_BUILD_DOCS=off -DGLFW_BUILD_EXAMPLES=off ../../external/glfw \
|
||||
&& make
|
||||
|
||||
example:
|
||||
mkdir -p $(BUILD_DIR)/example
|
||||
cd $(BUILD_DIR)/example \
|
||||
&& $(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmmexample \
|
||||
-I../../external/glfw/include -I../../.. \
|
||||
-L../glfw/src \
|
||||
-lglew -lglfw3 \
|
||||
-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo \
|
||||
../../src/*.cpp
|
||||
10
example/MonkeyFlat.mtl
Normal file
10
example/MonkeyFlat.mtl
Normal file
@@ -0,0 +1,10 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
1512
example/MonkeyFlat.obj
Normal file
1512
example/MonkeyFlat.obj
Normal file
File diff suppressed because it is too large
Load Diff
10
example/MonkeySmooth.mtl
Normal file
10
example/MonkeySmooth.mtl
Normal file
@@ -0,0 +1,10 @@
|
||||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl None
|
||||
Ns 0
|
||||
Ka 0.000000 0.000000 0.000000
|
||||
Kd 0.8 0.8 0.8
|
||||
Ks 0.8 0.8 0.8
|
||||
d 1
|
||||
illum 2
|
||||
5998
example/MonkeySmooth.obj
Normal file
5998
example/MonkeySmooth.obj
Normal file
File diff suppressed because it is too large
Load Diff
14
example/build.bat
Normal file
14
example/build.bat
Normal file
@@ -0,0 +1,14 @@
|
||||
@echo off
|
||||
|
||||
mkdir build\example
|
||||
pushd build\example
|
||||
cl^
|
||||
/I..\..\.. /I..\..\external\glew\include /I..\..\external\glfw-win64\include^
|
||||
/MD /EHsc^
|
||||
..\..\src\*.cpp^
|
||||
/Fehmm_example.exe^
|
||||
/link^
|
||||
/LIBPATH:..\..\external\glew\lib\Release\x64 /LIBPATH:..\..\external\glfw-win64\lib-vc2015^
|
||||
opengl32.lib gdi32.lib user32.lib shell32.lib glew32.lib glfw3.lib
|
||||
copy ..\..\external\glew\bin\Release\x64\glew32.dll glew32.dll
|
||||
popd
|
||||
73
example/external/glew/LICENSE.txt
vendored
Normal file
73
example/external/glew/LICENSE.txt
vendored
Normal file
@@ -0,0 +1,73 @@
|
||||
The OpenGL Extension Wrangler Library
|
||||
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
|
||||
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
|
||||
Copyright (C) 2002, Lev Povalahev
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above copyright notice,
|
||||
this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
* The name of the author may be used to endorse or promote products
|
||||
derived from this software without specific prior written permission.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
|
||||
THE POSSIBILITY OF SUCH DAMAGE.
|
||||
|
||||
|
||||
Mesa 3-D graphics library
|
||||
Version: 7.0
|
||||
|
||||
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and associated documentation files (the "Software"),
|
||||
to deal in the Software without restriction, including without limitation
|
||||
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
and/or sell copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
||||
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
||||
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
||||
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
|
||||
Copyright (c) 2007 The Khronos Group Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a
|
||||
copy of this software and/or associated documentation files (the
|
||||
"Materials"), to deal in the Materials without restriction, including
|
||||
without limitation the rights to use, copy, modify, merge, publish,
|
||||
distribute, sublicense, and/or sell copies of the Materials, and to
|
||||
permit persons to whom the Materials are furnished to do so, subject to
|
||||
the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included
|
||||
in all copies or substantial portions of the Materials.
|
||||
|
||||
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
|
||||
2618
example/external/glew/include/GL/eglew.h
vendored
Normal file
2618
example/external/glew/include/GL/eglew.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
23686
example/external/glew/include/GL/glew.h
vendored
Normal file
23686
example/external/glew/include/GL/glew.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
1775
example/external/glew/include/GL/glxew.h
vendored
Normal file
1775
example/external/glew/include/GL/glxew.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
1447
example/external/glew/include/GL/wglew.h
vendored
Normal file
1447
example/external/glew/include/GL/wglew.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
1
example/external/glfw
vendored
Submodule
1
example/external/glfw
vendored
Submodule
Submodule example/external/glfw added at 617a322bd8
22
example/external/glfw-win64/COPYING.txt
vendored
Normal file
22
example/external/glfw-win64/COPYING.txt
vendored
Normal file
@@ -0,0 +1,22 @@
|
||||
Copyright (c) 2002-2006 Marcus Geelnard
|
||||
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would
|
||||
be appreciated but is not required.
|
||||
|
||||
2. Altered source versions must be plainly marked as such, and must not
|
||||
be misrepresented as being the original software.
|
||||
|
||||
3. This notice may not be removed or altered from any source
|
||||
distribution.
|
||||
|
||||
4248
example/external/glfw-win64/include/GLFW/glfw3.h
vendored
Normal file
4248
example/external/glfw-win64/include/GLFW/glfw3.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
456
example/external/glfw-win64/include/GLFW/glfw3native.h
vendored
Normal file
456
example/external/glfw-win64/include/GLFW/glfw3native.h
vendored
Normal file
@@ -0,0 +1,456 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.2 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would
|
||||
* be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not
|
||||
* be misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @file glfw3native.h
|
||||
* @brief The header of the native access functions.
|
||||
*
|
||||
* This is the header file of the native access functions. See @ref native for
|
||||
* more information.
|
||||
*/
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you may define exactly one
|
||||
* window system API macro and zero or more context creation API macros.
|
||||
*
|
||||
* The chosen backends must match those the library was compiled for. Failure
|
||||
* to do this will cause a link-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
|
||||
* * `GLFW_EXPOSE_NATIVE_MIR`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
|
||||
// example to allow applications to correctly declare a GL_ARB_debug_output
|
||||
// callback) but windows.h assumes no one will define APIENTRY before it does
|
||||
#undef APIENTRY
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#include <ApplicationServices/ApplicationServices.h>
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
#include <wayland-client.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
#include <mir_toolkit/mir_client_library.h>
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the adapter device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the display device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded display device name (for example
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
*
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
*
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
|
||||
*
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
*
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
*
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
*
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
|
||||
/*! @brief Returns the `RRCrtc` of the specified monitor.
|
||||
*
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `RROutput` of the specified monitor.
|
||||
*
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
*
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
*
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `GLXWindow` of the specified window.
|
||||
*
|
||||
* @return The `GLXWindow` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
/*! @brief Returns the `struct wl_display*` used by GLFW.
|
||||
*
|
||||
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
|
||||
|
||||
/*! @brief Returns the `struct wl_output*` of the specified monitor.
|
||||
*
|
||||
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the main `struct wl_surface*` of the specified window.
|
||||
*
|
||||
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
|
||||
* an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
/*! @brief Returns the `MirConnection*` used by GLFW.
|
||||
*
|
||||
* @return The `MirConnection*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirConnection* glfwGetMirDisplay(void);
|
||||
|
||||
/*! @brief Returns the Mir output ID of the specified monitor.
|
||||
*
|
||||
* @return The Mir output ID of the specified monitor, or zero if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `MirSurface*` of the specified window.
|
||||
*
|
||||
* @return The `MirSurface*` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
*
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
*
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
*
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
||||
5
example/shell.bat
Normal file
5
example/shell.bat
Normal file
@@ -0,0 +1,5 @@
|
||||
@echo off
|
||||
|
||||
if not defined ORIGINALPATH set ORIGINALPATH=%PATH%
|
||||
set PATH=%ORIGINALPATH%
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Auxiliary\Build\vcvarsall.bat" x64
|
||||
161
example/src/Cube.h
Normal file
161
example/src/Cube.h
Normal file
@@ -0,0 +1,161 @@
|
||||
#include <HandmadeMath.h>
|
||||
|
||||
#include "Entity.h"
|
||||
#include "RenderComponent.h"
|
||||
|
||||
#ifndef HMME_CUBE_H
|
||||
#define HMME_CUBE_H
|
||||
|
||||
// Our vertices. Three consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
|
||||
// A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
|
||||
static const GLfloat cubeVertices[] = {
|
||||
-1.0f,-1.0f,-1.0f, // triangle 1 : begin
|
||||
-1.0f,-1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f, // triangle 1 : end
|
||||
1.0f, 1.0f,-1.0f, // triangle 2 : begin
|
||||
-1.0f,-1.0f,-1.0f,
|
||||
-1.0f, 1.0f,-1.0f, // triangle 2 : end
|
||||
1.0f,-1.0f, 1.0f,
|
||||
-1.0f,-1.0f,-1.0f,
|
||||
1.0f,-1.0f,-1.0f,
|
||||
1.0f, 1.0f,-1.0f,
|
||||
1.0f,-1.0f,-1.0f,
|
||||
-1.0f,-1.0f,-1.0f,
|
||||
-1.0f,-1.0f,-1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f,-1.0f,
|
||||
1.0f,-1.0f, 1.0f,
|
||||
-1.0f,-1.0f, 1.0f,
|
||||
-1.0f,-1.0f,-1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f,-1.0f, 1.0f,
|
||||
1.0f,-1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f,-1.0f,-1.0f,
|
||||
1.0f, 1.0f,-1.0f,
|
||||
1.0f,-1.0f,-1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f,-1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f,-1.0f,
|
||||
-1.0f, 1.0f,-1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f,-1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f,-1.0f, 1.0f
|
||||
};
|
||||
|
||||
// One color for each vertex. They were generated randomly.
|
||||
static const GLfloat cubeColors[] = {
|
||||
0.583f, 0.771f, 0.014f,
|
||||
0.609f, 0.115f, 0.436f,
|
||||
0.327f, 0.483f, 0.844f,
|
||||
0.822f, 0.569f, 0.201f,
|
||||
0.435f, 0.602f, 0.223f,
|
||||
0.310f, 0.747f, 0.185f,
|
||||
0.597f, 0.770f, 0.761f,
|
||||
0.559f, 0.436f, 0.730f,
|
||||
0.359f, 0.583f, 0.152f,
|
||||
0.483f, 0.596f, 0.789f,
|
||||
0.559f, 0.861f, 0.639f,
|
||||
0.195f, 0.548f, 0.859f,
|
||||
0.014f, 0.184f, 0.576f,
|
||||
0.771f, 0.328f, 0.970f,
|
||||
0.406f, 0.615f, 0.116f,
|
||||
0.676f, 0.977f, 0.133f,
|
||||
0.971f, 0.572f, 0.833f,
|
||||
0.140f, 0.616f, 0.489f,
|
||||
0.997f, 0.513f, 0.064f,
|
||||
0.945f, 0.719f, 0.592f,
|
||||
0.543f, 0.021f, 0.978f,
|
||||
0.279f, 0.317f, 0.505f,
|
||||
0.167f, 0.620f, 0.077f,
|
||||
0.347f, 0.857f, 0.137f,
|
||||
0.055f, 0.953f, 0.042f,
|
||||
0.714f, 0.505f, 0.345f,
|
||||
0.783f, 0.290f, 0.734f,
|
||||
0.722f, 0.645f, 0.174f,
|
||||
0.302f, 0.455f, 0.848f,
|
||||
0.225f, 0.587f, 0.040f,
|
||||
0.517f, 0.713f, 0.338f,
|
||||
0.053f, 0.959f, 0.120f,
|
||||
0.393f, 0.621f, 0.362f,
|
||||
0.673f, 0.211f, 0.457f,
|
||||
0.820f, 0.883f, 0.371f,
|
||||
0.982f, 0.099f, 0.879f
|
||||
};
|
||||
|
||||
class CubeRenderComponent : public RenderComponent {
|
||||
public:
|
||||
GLuint vaoID;
|
||||
GLuint vertexBufferID;
|
||||
GLuint colorBufferID;
|
||||
|
||||
CubeRenderComponent() {
|
||||
glGenVertexArrays(1, &vaoID);
|
||||
|
||||
glGenBuffers(1, &vertexBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &colorBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeColors), cubeColors, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
void Draw() override {
|
||||
glBindVertexArray(vaoID);
|
||||
|
||||
// 1st attribute buffer : vertices
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
// 2nd attribute buffer : colors
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, colorBufferID);
|
||||
glVertexAttribPointer(
|
||||
1, // attribute. No particular reason for 1, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
// Shader??
|
||||
|
||||
// Draw the triangle!
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36); // Starting from vertex 0; 3 vertices total -> 1 triangle
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
}
|
||||
};
|
||||
|
||||
class Cube : public Entity {
|
||||
public:
|
||||
float x = 0;
|
||||
CubeRenderComponent rc = CubeRenderComponent();
|
||||
|
||||
Cube() {
|
||||
// renderComponent = &rc;
|
||||
}
|
||||
|
||||
void Tick(float deltaSeconds, Input previousInput, Input input) override {
|
||||
x += deltaSeconds;
|
||||
// position.X = 2.0f * HMM_SINF(x);
|
||||
|
||||
rotation *= HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), deltaSeconds * HMM_ToRadians(45.0f));
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
119
example/src/Entity.h
Normal file
119
example/src/Entity.h
Normal file
@@ -0,0 +1,119 @@
|
||||
#include <vector>
|
||||
|
||||
#include <HandmadeMath.h>
|
||||
|
||||
#ifndef HMME_ENTITY_H
|
||||
#define HMME_ENTITY_H
|
||||
|
||||
#include "RenderComponent.h"
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
hmm_vec3 position = HMM_Vec3(0.0f, 0.0f, 0.0f);
|
||||
hmm_quaternion rotation = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
hmm_vec3 scale = HMM_Vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
std::vector<Entity*> children;
|
||||
|
||||
void AddChild(Entity* e) {
|
||||
children.push_back(e);
|
||||
}
|
||||
|
||||
virtual void Tick(float deltaSeconds, Input previousInput, Input input) {}
|
||||
|
||||
RenderComponent *renderComponent = NULL;
|
||||
|
||||
struct CameraInfo {
|
||||
float fov = 90.0f;
|
||||
float aspect = 1024.0f / 768.0f;
|
||||
float near = 0.1f;
|
||||
float far = 100.0f;
|
||||
};
|
||||
CameraInfo camera;
|
||||
|
||||
hmm_mat4 projectionMatrix() {
|
||||
return HMM_Perspective(camera.fov, camera.aspect, camera.near, camera.far);
|
||||
}
|
||||
|
||||
hmm_mat4 viewMatrix() {
|
||||
return HMM_LookAt(worldPosition(), worldPosition() + forward(), up());
|
||||
}
|
||||
|
||||
hmm_vec3 worldPosition() {
|
||||
return (modelMatrix * HMM_Vec4(0.0f, 0.0f, 0.0f, 1.0f)).XYZ;
|
||||
}
|
||||
|
||||
hmm_vec3 up() {
|
||||
return (modelMatrix * HMM_Vec4(0.0f, 1.0f, 0.0f, 1.0f)).XYZ - worldPosition();
|
||||
}
|
||||
|
||||
hmm_vec3 forward() {
|
||||
return (modelMatrix * HMM_Vec4(1.0f, 0.0f, 0.0f, 1.0f)).XYZ - worldPosition();
|
||||
}
|
||||
|
||||
hmm_vec3 right() {
|
||||
return (modelMatrix * HMM_Vec4(0.0f, 0.0f, 1.0f, 1.0f)).XYZ - worldPosition();
|
||||
}
|
||||
|
||||
// Context for rendering and stuff
|
||||
hmm_mat4 parentModelMatrix;
|
||||
hmm_mat4 modelMatrix;
|
||||
};
|
||||
|
||||
class EntityIterator {
|
||||
public:
|
||||
typedef struct State {
|
||||
Entity *entity;
|
||||
int childIndex;
|
||||
|
||||
State(Entity *e) {
|
||||
entity = e;
|
||||
childIndex = -1;
|
||||
}
|
||||
} State;
|
||||
|
||||
EntityIterator(Entity *e) {
|
||||
stack.push_back(State(e));
|
||||
}
|
||||
|
||||
bool HasNext() {
|
||||
return !stack.empty();
|
||||
}
|
||||
|
||||
Entity *Next() {
|
||||
Entity *result = 0;
|
||||
|
||||
// Pass 1 - get a result by either grabbing the current entity or making another state
|
||||
while (true) {
|
||||
State *state = &stack.back();
|
||||
|
||||
if (state->childIndex < 0) {
|
||||
result = state->entity;
|
||||
state->childIndex = 0;
|
||||
break;
|
||||
} else {
|
||||
int nextIndex = state->childIndex;
|
||||
state->childIndex++;
|
||||
stack.push_back(State(state->entity->children[nextIndex]));
|
||||
}
|
||||
}
|
||||
|
||||
// Pass 2 - remove exhausted states from the stack
|
||||
while (!stack.empty()) {
|
||||
State state = stack.back();
|
||||
|
||||
if (state.childIndex >= state.entity->children.size()) {
|
||||
stack.pop_back();
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<State> stack;
|
||||
};
|
||||
|
||||
#endif
|
||||
62
example/src/FPSCam.h
Normal file
62
example/src/FPSCam.h
Normal file
@@ -0,0 +1,62 @@
|
||||
#include <stdio.h>
|
||||
#include <tgmath.h>
|
||||
|
||||
#ifndef HMME_FPSCAM_H
|
||||
#define HMME_FPSCAM_H
|
||||
|
||||
#include "Entity.h"
|
||||
#include "FollowCam.h"
|
||||
#include "HandmadeMath.h"
|
||||
|
||||
#include "debug.h"
|
||||
|
||||
class FPSCam : public Entity {
|
||||
public:
|
||||
FollowCam cam = FollowCam(0); // TODO: Why on earth is this necessary?? Remove this and fix the error.
|
||||
Entity target;
|
||||
|
||||
// all angles in radians
|
||||
float yaw = 0;
|
||||
float pitch = 0;
|
||||
float sensitivity = 0.002f;
|
||||
|
||||
FPSCam() {
|
||||
target = Entity();
|
||||
target.position = HMM_Vec3(0.0f, 0.0f, -1.0f);
|
||||
|
||||
cam = FollowCam(&target);
|
||||
|
||||
AddChild(&target);
|
||||
AddChild(&cam);
|
||||
}
|
||||
|
||||
void Tick(float deltaSeconds, Input previousInput, Input input) override {
|
||||
double deltaX = input.mouseX - previousInput.mouseX;
|
||||
double deltaY = input.mouseY - previousInput.mouseY;
|
||||
|
||||
// HACK: Pitch is being weird for reasons I don't understand. It works fine for
|
||||
// 360 degrees, then does something silly for 360 degrees, then repeats. I suspect
|
||||
// I'm just doing something wrong with quaternions because I know they encode twice
|
||||
// the angle or whatever. In any case, I've hacked around it for now to splice
|
||||
// together ranges that work.
|
||||
|
||||
yaw = yaw + (-deltaX * sensitivity);
|
||||
pitch = HMM_Clamp(-HMM_PI32 / 2, pitch + (-deltaY * sensitivity), HMM_PI32 / 2);
|
||||
|
||||
// HACK: MEGAHACK: why the heck is the apparent rotation twice what it should be?
|
||||
float hackyPitch = HMM_PI32;
|
||||
if (pitch > 0) {
|
||||
hackyPitch = HMM_PI32 + pitch / 2;
|
||||
} else if (pitch < 0) {
|
||||
hackyPitch = 2 * HMM_PI32 + pitch / 2;
|
||||
}
|
||||
printf("%f\t%f\n", pitch, hackyPitch);
|
||||
|
||||
hmm_quaternion rotationYaw = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), yaw);
|
||||
hmm_quaternion rotationPitch = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), hackyPitch);
|
||||
|
||||
rotation = rotationPitch * rotationYaw;
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
71
example/src/FollowCam.h
Normal file
71
example/src/FollowCam.h
Normal file
@@ -0,0 +1,71 @@
|
||||
#include <stdio.h>
|
||||
|
||||
#ifndef HMME_FOLLOWCAM_H
|
||||
#define HMME_FOLLOWCAM_H
|
||||
|
||||
#include "Entity.h"
|
||||
#include "HandmadeMath.h"
|
||||
|
||||
#include "debug.h"
|
||||
|
||||
class FollowCam : public Entity {
|
||||
public:
|
||||
Entity *target;
|
||||
|
||||
FollowCam(Entity *t) {
|
||||
target = t;
|
||||
}
|
||||
|
||||
void Tick(float deltaSeconds, Input previousInput, Input input) override {
|
||||
// TODO: Find a way to do this rotation routine in a single quaternion. Maybe that
|
||||
// just means finding a correct method, then doing some quaternion multiplication
|
||||
// on paper to see how the axis and angle shake out.
|
||||
|
||||
rotation = GetLookAtRotation();
|
||||
}
|
||||
|
||||
hmm_quaternion GetLookAtRotation() {
|
||||
hmm_vec3 fwd = (parentModelMatrix * HMM_Vec4(1.0f, 0.0f, 0.0f, 0.0f)).XYZ;
|
||||
hmm_vec3 up = (parentModelMatrix * HMM_Vec4(0.0f, 1.0f, 0.0f, 0.0f)).XYZ;
|
||||
hmm_vec3 to = target->worldPosition() - worldPosition();
|
||||
|
||||
hmm_vec3 pointAxis = HMM_Cross(fwd, to);
|
||||
hmm_quaternion justPointAt;
|
||||
|
||||
// TODO: proper epsilon! and probably implement some kind of nan
|
||||
// protection because a single nan ruins everything.
|
||||
if (HMM_ABS(HMM_Length(pointAxis)) < 0.0001f) {
|
||||
// Already pointing at the thing!
|
||||
justPointAt = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
} else {
|
||||
justPointAt = HMM_QuaternionFromAxisAngle(
|
||||
pointAxis,
|
||||
HMM_ACosF(HMM_Dot(HMM_Normalize(fwd), HMM_Normalize(to)))
|
||||
);
|
||||
}
|
||||
|
||||
hmm_vec3 newUp = (HMM_QuaternionToMat4(justPointAt) * HMM_Vec4v(up, 0.0f)).XYZ;
|
||||
hmm_quaternion backUpright = HMM_QuaternionFromAxisAngle(
|
||||
to,
|
||||
// TODO: This angle is not quite right! After this corrective rotation,
|
||||
// the new up vector will *not* necessarily align with world up! So this
|
||||
// will overshoot a little bit.
|
||||
//
|
||||
// You should probably project the world up vector onto the plane of the
|
||||
// to vector before you do the dot product. This is a good opportunity to
|
||||
// add the vector projection stuff that we somehow have left out!
|
||||
-HMM_ACosF(HMM_Dot(HMM_Normalize(newUp), HMM_Vec3(0.0f, 1.0f, 0.0f)))
|
||||
);
|
||||
|
||||
return backUpright * justPointAt;
|
||||
|
||||
// BEN
|
||||
//
|
||||
// YOU MUST ALWAYS REMEMBER THAT QUATERNION MULTIPLICATION IS NOT COMMUTATIVE
|
||||
// AND THAT IT GOES RIGHT TO LEFT
|
||||
//
|
||||
// NEVER FORGET THIS LEST YOU SUFFER THROUGH THIS MESS AGAIN
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
2
example/src/HandmadeMath.cpp
Normal file
2
example/src/HandmadeMath.cpp
Normal file
@@ -0,0 +1,2 @@
|
||||
#define HANDMADE_MATH_IMPLEMENTATION
|
||||
#include <HandmadeMath.h>
|
||||
179
example/src/MeshRenderComponent.h
Normal file
179
example/src/MeshRenderComponent.h
Normal file
@@ -0,0 +1,179 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#ifndef HMME_MESH_RENDER_COMPONENT_H
|
||||
#define HMME_MESH_RENDER_COMPONENT_H
|
||||
|
||||
#include "tiny_obj_loader.h"
|
||||
|
||||
class MeshRenderComponent : public RenderComponent {
|
||||
public:
|
||||
bool didLoad = false;
|
||||
|
||||
struct Shape {
|
||||
GLuint vaoID = 0;
|
||||
GLuint vertexBufferID = 0;
|
||||
GLuint normalBufferID = 0;
|
||||
GLuint uvBufferID = 0;
|
||||
GLuint colorBufferID = 0;
|
||||
int numVerts = 0;
|
||||
};
|
||||
std::vector<Shape> renderShapes;
|
||||
|
||||
MeshRenderComponent(const char *filename) {
|
||||
// Load the model
|
||||
tinyobj::attrib_t attrib;
|
||||
std::vector<tinyobj::shape_t> shapes;
|
||||
std::vector<tinyobj::material_t> materials;
|
||||
|
||||
std::string err;
|
||||
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename);
|
||||
|
||||
if (!err.empty()) { // `err` may contain warning message.
|
||||
printf("Failed to load mesh: %s\n", err.c_str());
|
||||
}
|
||||
|
||||
if (!ret) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto shape : shapes) {
|
||||
std::vector<tinyobj::real_t> vertices;
|
||||
std::vector<tinyobj::real_t> normals;
|
||||
std::vector<tinyobj::real_t> uvs;
|
||||
std::vector<tinyobj::real_t> colors;
|
||||
|
||||
for (auto indices : shape.mesh.indices) {
|
||||
if (indices.vertex_index > -1) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
int attribIndex = 3 * indices.vertex_index + i;
|
||||
vertices.push_back(attrib.vertices[attribIndex]);
|
||||
colors.push_back(attrib.colors[attribIndex]);
|
||||
}
|
||||
}
|
||||
if (indices.normal_index > -1) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
int attribIndex = 3 * indices.normal_index + i;
|
||||
normals.push_back(attrib.normals[attribIndex]);
|
||||
}
|
||||
}
|
||||
if (indices.texcoord_index > -1) {
|
||||
for (int i = 0; i < 2; i++) {
|
||||
int attribIndex = 2 * indices.texcoord_index + i;
|
||||
uvs.push_back(attrib.texcoords[attribIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Shape s; // the new shape to insert into our list
|
||||
|
||||
glGenVertexArrays(1, &s.vaoID);
|
||||
|
||||
if (!vertices.empty()) {
|
||||
glGenBuffers(1, &s.vertexBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.vertexBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * vertices.size(), &vertices.front(), GL_STATIC_DRAW);
|
||||
|
||||
glGenBuffers(1, &s.colorBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.colorBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * colors.size(), &colors.front(), GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
if (!normals.empty()) {
|
||||
glGenBuffers(1, &s.normalBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * normals.size(), &normals.front(), GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
if (!uvs.empty()) {
|
||||
glGenBuffers(1, &s.uvBufferID);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.uvBufferID);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(tinyobj::real_t) * uvs.size(), &uvs.front(), GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
s.numVerts = vertices.size() / 3;
|
||||
|
||||
renderShapes.push_back(s);
|
||||
}
|
||||
|
||||
didLoad = true;
|
||||
}
|
||||
|
||||
void Draw() override {
|
||||
if (!didLoad) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto s : renderShapes) {
|
||||
glBindVertexArray(s.vaoID);
|
||||
|
||||
// 1st attribute buffer : vertices
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.vertexBufferID);
|
||||
glVertexAttribPointer(
|
||||
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
// 2nd attribute buffer : colors
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.colorBufferID);
|
||||
glVertexAttribPointer(
|
||||
1, // attribute. No particular reason for 1, but must match the layout in the shader.
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
|
||||
if (s.normalBufferID != 0) {
|
||||
// 3rd attribute buffer : normals
|
||||
glEnableVertexAttribArray(2);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
|
||||
glVertexAttribPointer(
|
||||
2, // must match the layout in the shader
|
||||
3, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
}
|
||||
|
||||
if (s.uvBufferID != 0) {
|
||||
// 4th attribute buffer : uvs
|
||||
glEnableVertexAttribArray(3);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s.normalBufferID);
|
||||
glVertexAttribPointer(
|
||||
3, // must match the layout in the shader
|
||||
2, // size
|
||||
GL_FLOAT, // type
|
||||
GL_FALSE, // normalized?
|
||||
0, // stride
|
||||
(void*)0 // array buffer offset
|
||||
);
|
||||
}
|
||||
|
||||
// Shader??
|
||||
|
||||
// Draw the triangle!
|
||||
glDrawArrays(GL_TRIANGLES, 0, s.numVerts); // Starting from vertex 0; 3 vertices total -> 1 triangle
|
||||
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
if (s.normalBufferID != 0) {
|
||||
glDisableVertexAttribArray(2);
|
||||
}
|
||||
if (s.uvBufferID != 0) {
|
||||
glDisableVertexAttribArray(3);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
||||
13
example/src/RenderComponent.h
Normal file
13
example/src/RenderComponent.h
Normal file
@@ -0,0 +1,13 @@
|
||||
#include <HandmadeMath.h>
|
||||
|
||||
#ifndef HMME_RENDER_COMPONENT_H
|
||||
#define HMME_RENDER_COMPONENT_H
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
class RenderComponent {
|
||||
public:
|
||||
virtual void Draw() = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
28
example/src/debug.h
Normal file
28
example/src/debug.h
Normal file
@@ -0,0 +1,28 @@
|
||||
#include <stdio.h>
|
||||
|
||||
#ifndef DEBUG_H
|
||||
#define DEBUG_H
|
||||
|
||||
#include "HandmadeMath.h"
|
||||
|
||||
void printVec3(hmm_vec3 v) {
|
||||
printf("%f\t%f\t%f\n", v.X, v.Y, v.Z);
|
||||
}
|
||||
|
||||
void printVec4(hmm_vec4 v) {
|
||||
printf("%f\t%f\t%f\t%f\n", v.X, v.Y, v.Z, v.W);
|
||||
}
|
||||
|
||||
void printQuaternion(hmm_quaternion q) {
|
||||
printf("%f\t%f\t%f\t%f\n", q.X, q.Y, q.Z, q.W);
|
||||
}
|
||||
|
||||
void printMat4(hmm_mat4 m) {
|
||||
printf("/\n");
|
||||
for (int r = 0; r < 4; r++) {
|
||||
printf("| %f\t%f\t%f\t%f |\n", m[0][r], m[1][r], m[2][r], m[3][r]);
|
||||
}
|
||||
printf("\\\n");
|
||||
}
|
||||
|
||||
#endif
|
||||
18
example/src/fragment.glsl
Normal file
18
example/src/fragment.glsl
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 330 core
|
||||
|
||||
in vec3 fragmentPosition_world;
|
||||
in vec3 fragmentColor;
|
||||
in vec3 fragmentNormal_world;
|
||||
in vec2 fragmentUV;
|
||||
|
||||
out vec3 color;
|
||||
|
||||
void main() {
|
||||
vec3 ambient = vec3(0.1, 0.1, 0.1);
|
||||
|
||||
vec3 toLight_world = normalize(vec3(1, 1, 1));
|
||||
|
||||
float cosTheta = clamp(dot(normalize(fragmentNormal_world), toLight_world), 0.1, 1);
|
||||
|
||||
color = cosTheta * fragmentColor + ambient;
|
||||
}
|
||||
19
example/src/input.h
Normal file
19
example/src/input.h
Normal file
@@ -0,0 +1,19 @@
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#ifndef HMME_INPUT_H
|
||||
#define HMME_INPUT_H
|
||||
|
||||
struct Input {
|
||||
double mouseX;
|
||||
double mouseY;
|
||||
};
|
||||
|
||||
Input GetInput(GLFWwindow *window) {
|
||||
Input i;
|
||||
|
||||
glfwGetCursorPos(window, &i.mouseX, &i.mouseY);
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
#endif
|
||||
190
example/src/main.cpp
Normal file
190
example/src/main.cpp
Normal file
@@ -0,0 +1,190 @@
|
||||
#include <stdio.h>
|
||||
#include <chrono>
|
||||
#include <unistd.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#include <HandmadeMath.h>
|
||||
|
||||
#include "input.h"
|
||||
#include "shaders.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "Cube.h"
|
||||
#include "MeshRenderComponent.h"
|
||||
#include "FPSCam.h"
|
||||
|
||||
void TickTree(Entity *e, float deltaSeconds, Input previousInput, Input input);
|
||||
void ComputeModelMatrices(Entity *ep, hmm_mat4 parentModelMatrix);
|
||||
void HandleMouseMove(GLFWwindow *window, double mouseX, double mouseY);
|
||||
|
||||
using std::chrono::high_resolution_clock;
|
||||
|
||||
#define WIDTH 1024
|
||||
#define HEIGHT 768
|
||||
|
||||
int main() {
|
||||
// Initialise GLFW
|
||||
glewExperimental = true; // Needed for core profile
|
||||
if (!glfwInit()) {
|
||||
fprintf( stderr, "Failed to initialize GLFW\n" );
|
||||
return -1;
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
|
||||
|
||||
// Open a window and create its OpenGL context
|
||||
GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity)
|
||||
window = glfwCreateWindow(WIDTH, HEIGHT, "Handmade Math Example", NULL, NULL);
|
||||
if (window == NULL) {
|
||||
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
|
||||
glfwTerminate();
|
||||
return -1;
|
||||
}
|
||||
glfwMakeContextCurrent(window); // Initialize GLEW
|
||||
glewExperimental=true; // Needed in core profile
|
||||
if (glewInit() != GLEW_OK) {
|
||||
fprintf(stderr, "Failed to initialize GLEW\n");
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Ensure we can capture the escape key being pressed below
|
||||
glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE);
|
||||
|
||||
// Hide the mouse cursor
|
||||
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
// glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
|
||||
// glfwSetCursorPosCallback(window, [](GLFWwindow *window, double mouseX, double mouseY) {
|
||||
// printf("%f\t%f\n", mouseX, mouseY);
|
||||
// // glfwSetCursorPos(window, WIDTH / 2, HEIGHT / 2);
|
||||
// });
|
||||
|
||||
// Create and compile our GLSL program from the shaders
|
||||
GLuint programID = LoadShaders("src/vertex.glsl", "src/fragment.glsl");
|
||||
if (!programID) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Get a handle for our "MVP" uniform
|
||||
// Only during the initialisation
|
||||
GLuint uniformID_M = glGetUniformLocation(programID, "M");
|
||||
GLuint uniformID_V = glGetUniformLocation(programID, "V");
|
||||
GLuint uniformID_MVP = glGetUniformLocation(programID, "MVP");
|
||||
|
||||
// Enable depth test
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
// Accept fragment if it closer to the camera than the former one
|
||||
glDepthFunc(GL_LESS);
|
||||
|
||||
Cube c1 = Cube();
|
||||
|
||||
Entity monkey = Entity();
|
||||
monkey.position = HMM_Vec3(2.1f, 0.0f, 0.0f);
|
||||
monkey.renderComponent = new MeshRenderComponent("MonkeySmooth.obj");
|
||||
|
||||
Entity backmonkey = Entity();
|
||||
backmonkey.position = HMM_Vec3(0.0f, 0.0f, 5.0f);
|
||||
backmonkey.renderComponent = new MeshRenderComponent("MonkeySmooth.obj");
|
||||
|
||||
FPSCam fpsCam = FPSCam();
|
||||
fpsCam.position = HMM_Vec3(-1.0f, 1.0f, 3.0f);
|
||||
|
||||
Entity *cam = &fpsCam.cam;
|
||||
|
||||
// Cube c = Cube();
|
||||
// monkey.position = HMM_Vec3(2.1f, 0.0f, 0.0f);
|
||||
|
||||
// monkey.AddChild(&c);
|
||||
|
||||
c1.AddChild(&monkey);
|
||||
|
||||
Entity root = Entity();
|
||||
root.AddChild(&c1);
|
||||
root.AddChild(&fpsCam);
|
||||
root.AddChild(&backmonkey);
|
||||
|
||||
Entity axes = Entity();
|
||||
axes.renderComponent = new MeshRenderComponent("Axes.obj");
|
||||
root.AddChild(&axes);
|
||||
|
||||
bool hasTicked = false;
|
||||
high_resolution_clock::time_point lastTickTime;
|
||||
|
||||
Input previousInput = GetInput(window);
|
||||
|
||||
do {
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// Get inputs
|
||||
Input input = GetInput(window);
|
||||
|
||||
// Tick
|
||||
auto now = high_resolution_clock::now();
|
||||
if (hasTicked) {
|
||||
auto elapsedNanoseconds = std::chrono::duration_cast<std::chrono::nanoseconds>(now - lastTickTime).count();
|
||||
float elapsedSeconds = elapsedNanoseconds / 1000000000.0f;
|
||||
TickTree(&root, elapsedSeconds, previousInput, input);
|
||||
}
|
||||
lastTickTime = now;
|
||||
hasTicked = true;
|
||||
previousInput = input;
|
||||
|
||||
// Compute model positions for rendering
|
||||
ComputeModelMatrices(&root, HMM_Mat4d(1.0f));
|
||||
|
||||
// Render!
|
||||
hmm_mat4 projection = cam->projectionMatrix();
|
||||
hmm_mat4 view = cam->viewMatrix();
|
||||
hmm_mat4 vp = projection * view;
|
||||
|
||||
auto it = EntityIterator(&root);
|
||||
while (it.HasNext()) {
|
||||
Entity *e = it.Next();
|
||||
|
||||
if (e->renderComponent) {
|
||||
// Use our shader
|
||||
glUseProgram(programID);
|
||||
|
||||
// Send uniforms
|
||||
glUniformMatrix4fv(uniformID_M, 1, GL_FALSE, &e->modelMatrix.Elements[0][0]);
|
||||
|
||||
glUniformMatrix4fv(uniformID_V, 1, GL_FALSE, &view.Elements[0][0]);
|
||||
|
||||
hmm_mat4 mvp = vp * e->modelMatrix;
|
||||
glUniformMatrix4fv(uniformID_MVP, 1, GL_FALSE, &mvp.Elements[0][0]);
|
||||
|
||||
e->renderComponent->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
} while (
|
||||
// Check if the ESC key was pressed or the window was closed
|
||||
glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS
|
||||
&& glfwWindowShouldClose(window) == 0
|
||||
);
|
||||
}
|
||||
|
||||
void TickTree(Entity *e, float deltaSeconds, Input previousInput, Input input) {
|
||||
e->Tick(deltaSeconds, previousInput, input);
|
||||
|
||||
for (auto child : e->children) {
|
||||
TickTree(child, deltaSeconds, previousInput, input);
|
||||
}
|
||||
}
|
||||
|
||||
void ComputeModelMatrices(Entity *e, hmm_mat4 parentModelMatrix) {
|
||||
e->parentModelMatrix = parentModelMatrix;
|
||||
e->modelMatrix = parentModelMatrix * HMM_Translate(e->position) * HMM_QuaternionToMat4(e->rotation) * HMM_Scale(e->scale);
|
||||
|
||||
for (int i = 0; i < e->children.size(); i++) {
|
||||
ComputeModelMatrices(e->children[i], e->modelMatrix);
|
||||
}
|
||||
}
|
||||
94
example/src/shaders.cpp
Normal file
94
example/src/shaders.cpp
Normal file
@@ -0,0 +1,94 @@
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
#include "shaders.h"
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path) {
|
||||
// Create the shaders
|
||||
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read the Vertex Shader code from the file
|
||||
std::string VertexShaderCode;
|
||||
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
|
||||
if(VertexShaderStream.is_open()){
|
||||
std::stringstream sstr;
|
||||
sstr << VertexShaderStream.rdbuf();
|
||||
VertexShaderCode = sstr.str();
|
||||
VertexShaderStream.close();
|
||||
}else{
|
||||
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the Fragment Shader code from the file
|
||||
std::string FragmentShaderCode;
|
||||
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
|
||||
if(FragmentShaderStream.is_open()){
|
||||
std::stringstream sstr;
|
||||
sstr << FragmentShaderStream.rdbuf();
|
||||
FragmentShaderCode = sstr.str();
|
||||
FragmentShaderStream.close();
|
||||
}
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
|
||||
// Compile Vertex Shader
|
||||
printf("Compiling shader : %s\n", vertex_file_path);
|
||||
char const * VertexSourcePointer = VertexShaderCode.c_str();
|
||||
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
||||
glCompileShader(VertexShaderID);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
||||
printf("%s\n", &VertexShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
// Compile Fragment Shader
|
||||
printf("Compiling shader : %s\n", fragment_file_path);
|
||||
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
||||
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
||||
glCompileShader(FragmentShaderID);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
||||
printf("%s\n", &FragmentShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
// Link the program
|
||||
printf("Linking program\n");
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
// Check the program
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
||||
printf("%s\n", &ProgramErrorMessage[0]);
|
||||
}
|
||||
|
||||
glDetachShader(ProgramID, VertexShaderID);
|
||||
glDetachShader(ProgramID, FragmentShaderID);
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
9
example/src/shaders.h
Normal file
9
example/src/shaders.h
Normal file
@@ -0,0 +1,9 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
|
||||
#ifndef HMME_SHADERS_H
|
||||
#define HMME_SHADERS_H
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
|
||||
|
||||
#endif
|
||||
2
example/src/tiny_obj_loader.cpp
Normal file
2
example/src/tiny_obj_loader.cpp
Normal file
@@ -0,0 +1,2 @@
|
||||
#define TINYOBJLOADER_IMPLEMENTATION
|
||||
#include "tiny_obj_loader.h"
|
||||
2338
example/src/tiny_obj_loader.h
Normal file
2338
example/src/tiny_obj_loader.h
Normal file
File diff suppressed because it is too large
Load Diff
28
example/src/vertex.glsl
Normal file
28
example/src/vertex.glsl
Normal file
@@ -0,0 +1,28 @@
|
||||
#version 330 core
|
||||
|
||||
// These match the values in glVertexAttribPointer
|
||||
layout(location = 0) in vec3 vertexPosition_model;
|
||||
layout(location = 1) in vec3 vertexColor;
|
||||
layout(location = 2) in vec3 vertexNormal_model;
|
||||
layout(location = 3) in vec2 vertexUV;
|
||||
|
||||
uniform mat4 M;
|
||||
uniform mat4 V;
|
||||
uniform mat4 MVP;
|
||||
|
||||
out vec3 fragmentPosition_world;
|
||||
out vec3 fragmentColor;
|
||||
out vec3 fragmentNormal_world;
|
||||
out vec2 fragmentUV;
|
||||
|
||||
void main(){
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = MVP * vec4(vertexPosition_model, 1);
|
||||
fragmentPosition_world = (M * vec4(vertexPosition_model, 1)).xyz;
|
||||
|
||||
fragmentColor = vertexColor;
|
||||
|
||||
fragmentNormal_world = (M * vec4(vertexNormal_model, 0)).xyz;
|
||||
|
||||
fragmentUV = vertexUV;
|
||||
}
|
||||
@@ -1,104 +1,263 @@
|
||||
/*
|
||||
HandmadeTest.h
|
||||
|
||||
This is Handmade Math's test framework. It is fully compatible with both C
|
||||
and C++, although it requires some compiler-specific features.
|
||||
|
||||
The basic way of creating a test is using the TEST macro, which registers a
|
||||
single test to be run:
|
||||
|
||||
TEST(MyCategory, MyTestName) {
|
||||
// test code, including asserts/expects
|
||||
}
|
||||
|
||||
The main function of your test code should then call hmt_run_all_tests and
|
||||
return the result:
|
||||
|
||||
int main() {
|
||||
return hmt_run_all_tests();
|
||||
}
|
||||
|
||||
=============================================================================
|
||||
|
||||
If Handmade Test's macros are conflicting with existing macros in your
|
||||
project, you may define HMT_SAFE_MACROS before you include HandmadeTest.h.
|
||||
You may then prefix each macro with HMT_. For example, you may use HMT_TEST
|
||||
instead of TEST and HMT_EXPECT_TRUE instead of EXPECT_TRUE.
|
||||
|
||||
*/
|
||||
|
||||
#ifndef HANDMADETEST_H
|
||||
#define HANDMADETEST_H
|
||||
|
||||
#include <float.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
|
||||
int hmt_count_tests = 0;
|
||||
int hmt_count_failedtests = 0;
|
||||
int hmt_count_failures = 0;
|
||||
#include "initializer.h"
|
||||
|
||||
#define RESET "\033[0m"
|
||||
#define RED "\033[31m"
|
||||
#define GREEN "\033[32m"
|
||||
#define HMT_RESET "\033[0m"
|
||||
#define HMT_RED "\033[31m"
|
||||
#define HMT_GREEN "\033[32m"
|
||||
|
||||
#define CATEGORY_BEGIN(name) { \
|
||||
int count_categorytests = 0; \
|
||||
int count_categoryfailedtests = 0; \
|
||||
int count_categoryfailures = 0; \
|
||||
printf("\n" #name ":\n");
|
||||
#define CATEGORY_END(name) \
|
||||
hmt_count_tests += count_categorytests; \
|
||||
hmt_count_failedtests += count_categoryfailedtests; \
|
||||
hmt_count_failures += count_categoryfailures; \
|
||||
printf("%d/%d tests passed, %d failures\n", count_categorytests - count_categoryfailedtests, count_categorytests, count_categoryfailures); \
|
||||
#define HMT_INITIAL_ARRAY_SIZE 1024
|
||||
|
||||
typedef struct hmt_testresult_struct {
|
||||
int count_cases;
|
||||
int count_failures;
|
||||
} hmt_testresult;
|
||||
|
||||
typedef void (*hmt_test_func)(hmt_testresult*);
|
||||
|
||||
typedef struct hmt_test_struct {
|
||||
const char* name;
|
||||
hmt_test_func func;
|
||||
} hmt_test;
|
||||
|
||||
typedef struct hmt_category_struct {
|
||||
const char* name;
|
||||
int num_tests;
|
||||
int tests_capacity;
|
||||
hmt_test* tests;
|
||||
} hmt_category;
|
||||
|
||||
int hmt_num_categories = 0;
|
||||
int hmt_category_capacity = HMT_INITIAL_ARRAY_SIZE;
|
||||
hmt_category* categories = 0;
|
||||
|
||||
hmt_category _hmt_new_category(const char* name) {
|
||||
hmt_category cat = {
|
||||
.name = name,
|
||||
.num_tests = 0,
|
||||
.tests_capacity = HMT_INITIAL_ARRAY_SIZE,
|
||||
.tests = (hmt_test*) malloc(HMT_INITIAL_ARRAY_SIZE * sizeof(hmt_test))
|
||||
};
|
||||
|
||||
return cat;
|
||||
}
|
||||
|
||||
#define TEST_BEGIN(name) { \
|
||||
int count_testcases = 0, count_testfailures = 0; \
|
||||
count_categorytests++; \
|
||||
printf(" " #name ":");
|
||||
#define TEST_END() \
|
||||
count_categoryfailures += count_testfailures; \
|
||||
if (count_testfailures > 0) { \
|
||||
count_categoryfailedtests++; \
|
||||
printf("\n " RED "(%d/%d passed)" RESET, count_testcases - count_testfailures, count_testcases); \
|
||||
printf("\n"); \
|
||||
} else { \
|
||||
printf(GREEN " [PASS] (%d/%d passed) \n" RESET, count_testcases - count_testfailures, count_testcases); \
|
||||
} \
|
||||
hmt_test _hmt_new_test(const char* name, hmt_test_func func) {
|
||||
hmt_test test = {
|
||||
.name = name,
|
||||
.func = func
|
||||
};
|
||||
|
||||
return test;
|
||||
}
|
||||
|
||||
#define CASE_START() \
|
||||
count_testcases++;
|
||||
int hmt_register_test(const char* category, const char* name, hmt_test_func func) {
|
||||
// initialize categories array if not initialized
|
||||
if (!categories) {
|
||||
categories = (hmt_category*) malloc(hmt_category_capacity * sizeof(hmt_category));
|
||||
}
|
||||
|
||||
#define CASE_FAIL() \
|
||||
count_testfailures++; \
|
||||
printf("\n - " RED "[FAIL] (%d) " RESET, __LINE__);
|
||||
// Find the matching category, if possible
|
||||
int cat_index;
|
||||
for (cat_index = 0; cat_index < hmt_num_categories; cat_index++) {
|
||||
if (strcmp(categories[cat_index].name, category) == 0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Expand the array of categories if necessary
|
||||
if (cat_index >= hmt_category_capacity) {
|
||||
// TODO: If/when we ever split HandmadeTest off into its own package,
|
||||
// we should start with a smaller initial capacity and dynamically expand.
|
||||
}
|
||||
|
||||
// Add a new category if necessary
|
||||
if (cat_index >= hmt_num_categories) {
|
||||
categories[cat_index] = _hmt_new_category(category);
|
||||
hmt_num_categories++;
|
||||
}
|
||||
|
||||
hmt_category* cat = &categories[cat_index];
|
||||
|
||||
// Add the test to the category
|
||||
if (cat->num_tests >= cat->tests_capacity) {
|
||||
// TODO: If/when we ever split HandmadeTest off into its own package,
|
||||
// we should start with a smaller initial capacity and dynamically expand.
|
||||
}
|
||||
cat->tests[cat->num_tests] = _hmt_new_test(name, func);
|
||||
cat->num_tests++;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int hmt_run_all_tests() {
|
||||
int count_alltests = 0;
|
||||
int count_allfailedtests = 0; // failed test cases
|
||||
int count_allfailures = 0; // failed asserts
|
||||
|
||||
for (int i = 0; i < hmt_num_categories; i++) {
|
||||
hmt_category cat = categories[i];
|
||||
int count_catfailedtests = 0;
|
||||
int count_catfailures = 0;
|
||||
|
||||
printf("\n%s:\n", cat.name);
|
||||
|
||||
for (int j = 0; j < cat.num_tests; j++) {
|
||||
hmt_test test = cat.tests[j];
|
||||
|
||||
printf(" %s:", test.name);
|
||||
|
||||
hmt_testresult result = {
|
||||
.count_cases = 0,
|
||||
.count_failures = 0
|
||||
};
|
||||
test.func(&result);
|
||||
|
||||
count_catfailures += result.count_failures;
|
||||
|
||||
if (result.count_failures > 0) {
|
||||
count_catfailedtests++;
|
||||
printf("\n " HMT_RED "(%d/%d passed)" HMT_RESET, result.count_cases - result.count_failures, result.count_cases);
|
||||
printf("\n");
|
||||
} else {
|
||||
printf(HMT_GREEN " [PASS] (%d/%d passed) \n" HMT_RESET, result.count_cases - result.count_failures, result.count_cases);
|
||||
}
|
||||
}
|
||||
|
||||
count_alltests += cat.num_tests;
|
||||
count_allfailedtests += count_catfailedtests;
|
||||
count_allfailures += count_catfailures;
|
||||
|
||||
printf("%d/%d tests passed, %d failures\n", cat.num_tests - count_catfailedtests, cat.num_tests, count_catfailures);
|
||||
}
|
||||
|
||||
if (count_allfailedtests > 0) {
|
||||
printf(HMT_RED);
|
||||
} else {
|
||||
printf(HMT_GREEN);
|
||||
}
|
||||
printf("\n%d/%d tests passed overall, %d failures\n" HMT_RESET, count_alltests - count_allfailedtests, count_alltests, count_allfailures);
|
||||
|
||||
printf("\n");
|
||||
|
||||
return (count_allfailedtests > 0);
|
||||
}
|
||||
|
||||
#define _HMT_TEST_FUNCNAME(category, name) category ## _ ## name
|
||||
#define _HMT_TEST_FUNCNAME_INIT(category, name) category ## _ ## name ## _init
|
||||
|
||||
#define HMT_TEST(category, name) \
|
||||
void _HMT_TEST_FUNCNAME(category, name)(hmt_testresult* _result); \
|
||||
INITIALIZER(_HMT_TEST_FUNCNAME_INIT(category, name)) { \
|
||||
hmt_register_test(#category, #name, _HMT_TEST_FUNCNAME(category, name)); \
|
||||
} \
|
||||
void _HMT_TEST_FUNCNAME(category, name)(hmt_testresult* _result)
|
||||
|
||||
#define _HMT_CASE_START() \
|
||||
_result->count_cases++;
|
||||
|
||||
#define _HMT_CASE_FAIL() \
|
||||
_result->count_failures++; \
|
||||
printf("\n - " HMT_RED "[FAIL] (%d) " HMT_RESET, __LINE__);
|
||||
|
||||
/*
|
||||
* Asserts and expects
|
||||
*/
|
||||
#define EXPECT_TRUE(_actual) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_TRUE(_actual) do { \
|
||||
_HMT_CASE_START(); \
|
||||
if (!(_actual)) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected true but got something false"); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define EXPECT_FALSE(_actual) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_FALSE(_actual) do { \
|
||||
_HMT_CASE_START(); \
|
||||
if (_actual) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected false but got something true"); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define EXPECT_FLOAT_EQ(_actual, _expected) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_FLOAT_EQ(_actual, _expected) do { \
|
||||
_HMT_CASE_START(); \
|
||||
float actual = (_actual); \
|
||||
float diff = actual - (_expected); \
|
||||
if (diff < -FLT_EPSILON || FLT_EPSILON < diff) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected %f, got %f", (_expected), actual); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define EXPECT_NEAR(_actual, _expected, _epsilon) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_NEAR(_actual, _expected, _epsilon) do { \
|
||||
_HMT_CASE_START(); \
|
||||
float actual = (_actual); \
|
||||
float diff = actual - (_expected); \
|
||||
if (diff < -(_epsilon) || (_epsilon) < diff) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected %f, got %f", (_expected), actual); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define EXPECT_LT(_actual, _expected) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_LT(_actual, _expected) do { \
|
||||
_HMT_CASE_START(); \
|
||||
if ((_actual) >= (_expected)) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected %f to be less than %f", (_actual), (_expected)); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#define EXPECT_GT(_actual, _expected) do { \
|
||||
CASE_START(); \
|
||||
#define HMT_EXPECT_GT(_actual, _expected) do { \
|
||||
_HMT_CASE_START(); \
|
||||
if ((_actual) <= (_expected)) { \
|
||||
CASE_FAIL(); \
|
||||
_HMT_CASE_FAIL(); \
|
||||
printf("Expected %f to be greater than %f", (_actual), (_expected)); \
|
||||
} \
|
||||
} while (0)
|
||||
|
||||
#endif
|
||||
#ifndef HMT_SAFE_MACROS
|
||||
// Friendly defines
|
||||
#define TEST(category, name) HMT_TEST(category, name)
|
||||
#define EXPECT_TRUE(_actual) HMT_EXPECT_TRUE(_actual)
|
||||
#define EXPECT_FALSE(_actual) HMT_EXPECT_FALSE(_actual)
|
||||
#define EXPECT_FLOAT_EQ(_actual, _expected) HMT_EXPECT_FLOAT_EQ(_actual, _expected)
|
||||
#define EXPECT_NEAR(_actual, _expected, _epsilon) HMT_EXPECT_NEAR(_actual, _expected, _epsilon)
|
||||
#define EXPECT_LT(_actual, _expected) HMT_EXPECT_LT(_actual, _expected)
|
||||
#define EXPECT_GT(_actual, _expected) HMT_EXPECT_GT(_actual, _expected)
|
||||
#endif // HMT_SAFE_MACROS
|
||||
|
||||
#endif // HANDMADETEST_H
|
||||
|
||||
@@ -1,37 +1,45 @@
|
||||
ROOT_DIR=..
|
||||
BUILD_DIR=build
|
||||
|
||||
CXXFLAGS+=-g -Wall -Wextra -pthread -Wno-missing-braces -Wno-missing-field-initializers
|
||||
|
||||
all: c c_no_sse cpp cpp_no_sse
|
||||
|
||||
clean:
|
||||
rm -f hmm_test_c hmm_test_cpp hmm_test_c_no_sse hmm_test_cpp_no_sse *.o
|
||||
rm -rf $(BUILD_DIR)
|
||||
|
||||
c: $(ROOT_DIR)/test/HandmadeMath.c test_impl
|
||||
c: HandmadeMath.c test_impl
|
||||
@echo "\nCompiling in C mode"
|
||||
$(CC) $(CPPFLAGS) $(CXXFLAGS) -std=c99 \
|
||||
-c $(ROOT_DIR)/test/HandmadeMath.c $(ROOT_DIR)/test/hmm_test.c \
|
||||
-lm
|
||||
$(CC) -ohmm_test_c HandmadeMath.o hmm_test.o -lm
|
||||
mkdir -p $(BUILD_DIR)
|
||||
cd $(BUILD_DIR)\
|
||||
&& $(CC) $(CPPFLAGS) $(CXXFLAGS) -std=c99 \
|
||||
-c ../HandmadeMath.c ../hmm_test.c \
|
||||
-lm \
|
||||
&& $(CC) -ohmm_test_c HandmadeMath.o hmm_test.o -lm
|
||||
|
||||
c_no_sse: $(ROOT_DIR)/test/HandmadeMath.c test_impl
|
||||
c_no_sse: HandmadeMath.c test_impl
|
||||
@echo "\nCompiling in C mode (no SSE)"
|
||||
$(CC) $(CPPFLAGS) $(CXXFLAGS) -std=c99 \
|
||||
-DHANDMADE_MATH_NO_SSE \
|
||||
-c $(ROOT_DIR)/test/HandmadeMath.c $(ROOT_DIR)/test/hmm_test.c \
|
||||
-lm
|
||||
$(CC) -ohmm_test_c_no_sse HandmadeMath.o hmm_test.o -lm
|
||||
mkdir -p $(BUILD_DIR)
|
||||
cd $(BUILD_DIR) \
|
||||
&& $(CC) $(CPPFLAGS) $(CXXFLAGS) -std=c99 \
|
||||
-DHANDMADE_MATH_NO_SSE \
|
||||
-c ../HandmadeMath.c ../hmm_test.c \
|
||||
-lm \
|
||||
&& $(CC) -ohmm_test_c_no_sse HandmadeMath.o hmm_test.o -lm
|
||||
|
||||
cpp: $(ROOT_DIR)/test/HandmadeMath.cpp test_impl
|
||||
cpp: HandmadeMath.cpp test_impl
|
||||
@echo "\nCompiling in C++ mode"
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmm_test_cpp \
|
||||
-DHANDMADE_MATH_CPP_MODE \
|
||||
$(ROOT_DIR)/test/HandmadeMath.cpp $(ROOT_DIR)/test/hmm_test.cpp
|
||||
mkdir -p $(BUILD_DIR)
|
||||
cd $(BUILD_DIR) \
|
||||
&& $(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmm_test_cpp \
|
||||
-DHANDMADE_MATH_CPP_MODE \
|
||||
../HandmadeMath.cpp ../hmm_test.cpp
|
||||
|
||||
cpp_no_sse: $(ROOT_DIR)/test/HandmadeMath.cpp test_impl
|
||||
cpp_no_sse: HandmadeMath.cpp test_impl
|
||||
@echo "\nCompiling in C++ mode (no SSE)"
|
||||
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmm_test_cpp_no_sse \
|
||||
-DHANDMADE_MATH_CPP_MODE -DHANDMADE_MATH_NO_SSE \
|
||||
$(ROOT_DIR)/test/HandmadeMath.cpp $(ROOT_DIR)/test/hmm_test.cpp
|
||||
mkdir -p $(BUILD_DIR)
|
||||
cd $(BUILD_DIR) \
|
||||
&& $(CXX) $(CPPFLAGS) $(CXXFLAGS) -ohmm_test_cpp_no_sse \
|
||||
-DHANDMADE_MATH_CPP_MODE -DHANDMADE_MATH_NO_SSE \
|
||||
../HandmadeMath.cpp ../hmm_test.cpp
|
||||
|
||||
test_impl: $(ROOT_DIR)/test/hmm_test.cpp $(ROOT_DIR)/test/hmm_test.c
|
||||
test_impl: hmm_test.cpp hmm_test.c
|
||||
|
||||
@@ -4,8 +4,8 @@ You can compile and run the tests yourself by running:
|
||||
|
||||
```
|
||||
make
|
||||
./hmm_test_c
|
||||
./hmm_test_c_no_sse
|
||||
./hmm_test_cpp
|
||||
./hmm_test_cpp_no_sse
|
||||
build/hmm_test_c
|
||||
build/hmm_test_c_no_sse
|
||||
build/hmm_test_cpp
|
||||
build/hmm_test_cpp_no_sse
|
||||
```
|
||||
|
||||
209
test/categories/Addition.h
Normal file
209
test/categories/Addition.h
Normal file
@@ -0,0 +1,209 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Addition, Vec2)
|
||||
{
|
||||
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 v2_2 = HMM_Vec2(3.0f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_AddVec2(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Add(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2_1 + v2_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
|
||||
v2_1 += v2_2;
|
||||
EXPECT_FLOAT_EQ(v2_1.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v2_1.Y, 6.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Addition, Vec3)
|
||||
{
|
||||
hmm_vec3 v3_1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v3_2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_AddVec3(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Add(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3_1 + v3_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
|
||||
v3_1 += v3_2;
|
||||
EXPECT_FLOAT_EQ(v3_1.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Y, 7.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Z, 9.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Addition, Vec4)
|
||||
{
|
||||
hmm_vec4 v4_1 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 v4_2 = HMM_Vec4(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_AddVec4(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Add(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4_1 + v4_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
|
||||
v4_1 += v4_2;
|
||||
EXPECT_FLOAT_EQ(v4_1.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.W, 12.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Addition, Mat4)
|
||||
{
|
||||
hmm_mat4 m4_1 = HMM_Mat4(); // will have 1 - 16
|
||||
hmm_mat4 m4_2 = HMM_Mat4(); // will have 17 - 32
|
||||
|
||||
// Fill the matrices
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_1.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_2.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_mat4 result = HMM_AddMat4(m4_1, m4_2);
|
||||
float Expected = 18.0f;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], Expected);
|
||||
Expected += 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_mat4 result = HMM_Add(m4_1, m4_2);
|
||||
float Expected = 18.0f;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], Expected);
|
||||
Expected += 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = m4_1 + m4_2;
|
||||
float Expected = 18.0f;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], Expected);
|
||||
Expected += 2.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m4_1 += m4_2;
|
||||
float Expected = 18.0f;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(m4_1.Elements[Column][Row], Expected);
|
||||
Expected += 2.0f;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Addition, Quaternion)
|
||||
{
|
||||
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_AddQuaternion(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Add(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = q1 + q2;
|
||||
EXPECT_FLOAT_EQ(result.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
|
||||
q1 += q2;
|
||||
EXPECT_FLOAT_EQ(q1.X, 6.0f);
|
||||
EXPECT_FLOAT_EQ(q1.Y, 8.0f);
|
||||
EXPECT_FLOAT_EQ(q1.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(q1.W, 12.0f);
|
||||
#endif
|
||||
}
|
||||
325
test/categories/Division.h
Normal file
325
test/categories/Division.h
Normal file
@@ -0,0 +1,325 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Division, Vec2Vec2)
|
||||
{
|
||||
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 3.0f);
|
||||
hmm_vec2 v2_2 = HMM_Vec2(2.0f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_DivideVec2(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Divide(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2_1 / v2_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
}
|
||||
|
||||
v2_1 /= v2_2;
|
||||
EXPECT_FLOAT_EQ(v2_1.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v2_1.Y, 0.75f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Vec2Scalar)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, 2.0f);
|
||||
float s = 2;
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_DivideVec2f(v2, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Divide(v2, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2 / s;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
}
|
||||
|
||||
v2 /= s;
|
||||
EXPECT_FLOAT_EQ(v2.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v2.Y, 1.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Vec3Vec3)
|
||||
{
|
||||
hmm_vec3 v3_1 = HMM_Vec3(1.0f, 3.0f, 5.0f);
|
||||
hmm_vec3 v3_2 = HMM_Vec3(2.0f, 4.0f, 0.5f);
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_DivideVec3(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Divide(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3_1 / v3_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
}
|
||||
|
||||
v3_1 /= v3_2;
|
||||
EXPECT_FLOAT_EQ(v3_1.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Z, 10.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Vec3Scalar)
|
||||
{
|
||||
hmm_vec3 v3 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
float s = 2;
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_DivideVec3f(v3, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Divide(v3, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3 / s;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
}
|
||||
|
||||
v3 /= s;
|
||||
EXPECT_FLOAT_EQ(v3.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v3.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Z, 1.5f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Vec4Vec4)
|
||||
{
|
||||
hmm_vec4 v4_1 = HMM_Vec4(1.0f, 3.0f, 5.0f, 1.0f);
|
||||
hmm_vec4 v4_2 = HMM_Vec4(2.0f, 4.0f, 0.5f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_DivideVec4(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.25f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Divide(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.25f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4_1 / v4_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.25f);
|
||||
}
|
||||
|
||||
v4_1 /= v4_2;
|
||||
EXPECT_FLOAT_EQ(v4_1.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Y, 0.75f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Z, 10.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.W, 0.25f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Vec4Scalar)
|
||||
{
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
float s = 2;
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_DivideVec4f(v4, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Divide(v4, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4 / s;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
|
||||
v4 /= s;
|
||||
EXPECT_FLOAT_EQ(v4.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(v4.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(v4.W, 2.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, Mat4Scalar)
|
||||
{
|
||||
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
|
||||
float s = 2;
|
||||
|
||||
// Fill the matrix
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_mat4 result = HMM_DivideMat4f(m4, s);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 3.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 4.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 5.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 6.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 7.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 8.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_mat4 result = HMM_Divide(m4, s);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 3.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 4.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 5.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 6.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 7.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 8.0f);
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = m4 / s;
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 3.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 4.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 5.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 6.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 7.5f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 8.0f);
|
||||
}
|
||||
|
||||
m4 /= s;
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][0], 0.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][1], 1.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][2], 1.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][3], 2.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][0], 2.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][2], 3.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][3], 4.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][0], 4.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][1], 5.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][2], 5.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][3], 6.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][0], 6.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][1], 7.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][2], 7.5f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][3], 8.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Division, QuaternionScalar)
|
||||
{
|
||||
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
float f = 2.0f;
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_DivideQuaternionF(q, f);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Divide(q, f);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = q / f;
|
||||
EXPECT_FLOAT_EQ(result.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(result.W, 2.0f);
|
||||
}
|
||||
|
||||
q /= f;
|
||||
EXPECT_FLOAT_EQ(q.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(q.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(q.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(q.W, 2.0f);
|
||||
#endif
|
||||
}
|
||||
55
test/categories/Equality.h
Normal file
55
test/categories/Equality.h
Normal file
@@ -0,0 +1,55 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Equality, Vec2)
|
||||
{
|
||||
hmm_vec2 a = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 b = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 c = HMM_Vec2(3.0f, 4.0f);
|
||||
|
||||
EXPECT_TRUE(HMM_EqualsVec2(a, b));
|
||||
EXPECT_FALSE(HMM_EqualsVec2(a, c));
|
||||
|
||||
#ifdef __cplusplus
|
||||
EXPECT_TRUE(HMM_Equals(a, b));
|
||||
EXPECT_FALSE(HMM_Equals(a, c));
|
||||
|
||||
EXPECT_TRUE(a == b);
|
||||
EXPECT_FALSE(a == c);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Equality, Vec3)
|
||||
{
|
||||
hmm_vec3 a = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 b = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 c = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
EXPECT_TRUE(HMM_EqualsVec3(a, b));
|
||||
EXPECT_FALSE(HMM_EqualsVec3(a, c));
|
||||
|
||||
#ifdef __cplusplus
|
||||
EXPECT_TRUE(HMM_Equals(a, b));
|
||||
EXPECT_FALSE(HMM_Equals(a, c));
|
||||
|
||||
EXPECT_TRUE(a == b);
|
||||
EXPECT_FALSE(a == c);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Equality, Vec4)
|
||||
{
|
||||
hmm_vec4 a = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 b = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 c = HMM_Vec4(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
EXPECT_TRUE(HMM_EqualsVec4(a, b));
|
||||
EXPECT_FALSE(HMM_EqualsVec4(a, c));
|
||||
|
||||
#ifdef __cplusplus
|
||||
EXPECT_TRUE(HMM_Equals(a, b));
|
||||
EXPECT_FALSE(HMM_Equals(a, c));
|
||||
|
||||
EXPECT_TRUE(a == b);
|
||||
EXPECT_FALSE(a == c);
|
||||
#endif
|
||||
}
|
||||
246
test/categories/Initialization.h
Normal file
246
test/categories/Initialization.h
Normal file
@@ -0,0 +1,246 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Initialization, Vectors)
|
||||
{
|
||||
//
|
||||
// Test vec2
|
||||
//
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 v2i = HMM_Vec2(1, 2);
|
||||
|
||||
EXPECT_FLOAT_EQ(v2.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2.U, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2.V, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Left, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Right, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Width, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Height, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v2[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2[1], 2.0f);
|
||||
#endif
|
||||
|
||||
EXPECT_FLOAT_EQ(v2i.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.U, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.V, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Left, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Right, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Width, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Height, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v2i[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v2i[1], 2.0f);
|
||||
#endif
|
||||
|
||||
//
|
||||
// Test vec3
|
||||
//
|
||||
hmm_vec3 v3 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v3i = HMM_Vec3i(1, 2, 3);
|
||||
|
||||
EXPECT_FLOAT_EQ(v3.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.U, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.V, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.W, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.R, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.G, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.B, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.YZ.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.YZ.Elements[1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.UV.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v3[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3[2], 3.0f);
|
||||
#endif
|
||||
|
||||
EXPECT_FLOAT_EQ(v3i.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.U, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.V, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.W, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.R, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.G, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.B, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.YZ.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.YZ.Elements[1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.UV.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v3i[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v3i[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v3i[2], 3.0f);
|
||||
#endif
|
||||
|
||||
//
|
||||
// Test vec4
|
||||
//
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 v4i = HMM_Vec4i(1, 2, 3, 4);
|
||||
hmm_vec4 v4v = HMM_Vec4v(v3, 4.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(v4.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.W, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4.R, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.G, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.B, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.A, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.YZ.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.YZ.Elements[1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.ZW.Elements[0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.ZW.Elements[1], 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XYZ.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XYZ.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.XYZ.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v4[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4[3], 4.0f);
|
||||
#endif
|
||||
|
||||
EXPECT_FLOAT_EQ(v4i.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.W, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.R, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.G, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.B, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.A, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.YZ.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.YZ.Elements[1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.ZW.Elements[0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.ZW.Elements[1], 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XYZ.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XYZ.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.XYZ.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v4i[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4i[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4i[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4i[3], 4.0f);
|
||||
#endif
|
||||
|
||||
EXPECT_FLOAT_EQ(v4v.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.W, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.R, 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.G, 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.B, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.A, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.YZ.Elements[0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.YZ.Elements[1], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.ZW.Elements[0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.ZW.Elements[1], 4.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XY.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XY.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XYZ.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XYZ.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.XYZ.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(v4v[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(v4v[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(v4v[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4v[3], 4.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Initialization, MatrixEmpty)
|
||||
{
|
||||
hmm_mat4 m4 = HMM_Mat4();
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(m4[Column][Row], 0.0f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Initialization, MatrixDiagonal)
|
||||
{
|
||||
hmm_mat4 m4d = HMM_Mat4d(1.0f);
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
if (Column == Row) {
|
||||
EXPECT_FLOAT_EQ(m4d.Elements[Column][Row], 1.0f);
|
||||
} else {
|
||||
EXPECT_FLOAT_EQ(m4d.Elements[Column][Row], 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TEST(Initialization, Quaternion)
|
||||
{
|
||||
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(q.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(q.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(q.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(q.W, 4.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(q.Elements[0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(q.Elements[1], 2.0f);
|
||||
EXPECT_FLOAT_EQ(q.Elements[2], 3.0f);
|
||||
EXPECT_FLOAT_EQ(q.Elements[3], 4.0f);
|
||||
|
||||
hmm_vec4 v = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion qv = HMM_QuaternionV4(v);
|
||||
|
||||
EXPECT_FLOAT_EQ(qv.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(qv.Y, 2.0f);
|
||||
EXPECT_FLOAT_EQ(qv.Z, 3.0f);
|
||||
EXPECT_FLOAT_EQ(qv.W, 4.0f);
|
||||
}
|
||||
154
test/categories/MatrixOps.h
Normal file
154
test/categories/MatrixOps.h
Normal file
@@ -0,0 +1,154 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
void printQuat(hmm_quaternion quat) {
|
||||
printf("\n%f %f %f %f", quat.X, quat.Y, quat.Z, quat.W);
|
||||
}
|
||||
|
||||
TEST(MatrixOps, Transpose)
|
||||
{
|
||||
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
|
||||
|
||||
// Fill the matrix
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the matrix
|
||||
hmm_mat4 result = HMM_Transpose(m4);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
|
||||
}
|
||||
|
||||
TEST(MatrixOps, ToQuaternion)
|
||||
{
|
||||
{ // Test 90 degree rotation about X axis
|
||||
hmm_mat4 rot = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
|
||||
0.0f, 0.0f, 1.0f, 0.0f, // second column (Y)
|
||||
0.0f, -1.0f, 0.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(90.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
|
||||
{ // Test 90 degree rotation about Y axis
|
||||
hmm_mat4 rot = {
|
||||
0.0f, 0.0f, -1.0f, 0.0f, // first column (X)
|
||||
0.0f, 1.0f, 0.0f, 0.0f, // second column (Y)
|
||||
1.0f, 0.0f, 0.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(90.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
|
||||
{ // Test 90 degree rotation about Z axis
|
||||
hmm_mat4 rot = {
|
||||
0.0f, 1.0f, 0.0f, 0.0f, // first column (X)
|
||||
-1.0f, 0.0f, 0.0f, 0.0f, // second column (Y)
|
||||
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(90.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
|
||||
{ // Test 180 degree rotation about X axis
|
||||
hmm_mat4 rot = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
|
||||
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
|
||||
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(180.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
printQuat(expected);
|
||||
printQuat(actualResult);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
|
||||
{ // Test 180 degree rotation about Y axis
|
||||
hmm_mat4 rot = {
|
||||
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
|
||||
0.0f, 1.0f, 1.0f, 0.0f, // second column (Y)
|
||||
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(180.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
printQuat(expected);
|
||||
printQuat(actualResult);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
|
||||
{ // Test 180 degree rotation about Z axis
|
||||
hmm_mat4 rot = {
|
||||
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
|
||||
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
|
||||
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
|
||||
0.0f, 0.0f, 0.0f, 0.0f
|
||||
};
|
||||
|
||||
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(180.0f));
|
||||
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
|
||||
|
||||
printQuat(expected);
|
||||
printQuat(actualResult);
|
||||
|
||||
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
|
||||
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
|
||||
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
|
||||
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
|
||||
}
|
||||
}
|
||||
536
test/categories/Multiplication.h
Normal file
536
test/categories/Multiplication.h
Normal file
@@ -0,0 +1,536 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Multiplication, Vec2Vec2)
|
||||
{
|
||||
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 v2_2 = HMM_Vec2(3.0f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_MultiplyVec2(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Multiply(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2_1 * v2_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 8.0f);
|
||||
}
|
||||
|
||||
v2_1 *= v2_2;
|
||||
EXPECT_FLOAT_EQ(v2_1.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v2_1.Y, 8.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Vec2Scalar)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, 2.0f);
|
||||
float s = 3.0f;
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_MultiplyVec2f(v2, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Multiply(v2, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2 * s;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = s * v2;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
}
|
||||
|
||||
v2 *= s;
|
||||
EXPECT_FLOAT_EQ(v2.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v2.Y, 6.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Vec3Vec3)
|
||||
{
|
||||
hmm_vec3 v3_1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v3_2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_MultiplyVec3(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 18.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Multiply(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 18.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3_1 * v3_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 18.0f);
|
||||
}
|
||||
|
||||
v3_1 *= v3_2;
|
||||
EXPECT_FLOAT_EQ(v3_1.X, 4.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Z, 18.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Vec3Scalar)
|
||||
{
|
||||
hmm_vec3 v3 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
float s = 3.0f;
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_MultiplyVec3f(v3, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Multiply(v3, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3 * s;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = s * v3;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
}
|
||||
|
||||
v3 *= s;
|
||||
EXPECT_FLOAT_EQ(v3.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(v3.Z, 9.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Vec4Vec4)
|
||||
{
|
||||
hmm_vec4 v4_1 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 v4_2 = HMM_Vec4(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_MultiplyVec4(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 32.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Multiply(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 32.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4_1 * v4_2;
|
||||
EXPECT_FLOAT_EQ(result.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 32.0f);
|
||||
}
|
||||
|
||||
v4_1 *= v4_2;
|
||||
EXPECT_FLOAT_EQ(v4_1.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Y, 12.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Z, 21.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.W, 32.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Vec4Scalar)
|
||||
{
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
float s = 3.0f;
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_MultiplyVec4f(v4, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Multiply(v4, s);
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4 * s;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = s * v4;
|
||||
EXPECT_FLOAT_EQ(result.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 12.0f);
|
||||
}
|
||||
|
||||
v4 *= s;
|
||||
EXPECT_FLOAT_EQ(v4.X, 3.0f);
|
||||
EXPECT_FLOAT_EQ(v4.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(v4.Z, 9.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Mat4Mat4)
|
||||
{
|
||||
hmm_mat4 m4_1 = HMM_Mat4(); // will have 1 - 16
|
||||
hmm_mat4 m4_2 = HMM_Mat4(); // will have 17 - 32
|
||||
|
||||
// Fill the matrices
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_1.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_2.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_mat4 result = HMM_MultiplyMat4(m4_1, m4_2);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 538.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 612.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 686.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 760.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 650.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 740.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 830.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 920.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 762.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 868.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 974.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 1080.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 874.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 996.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 1118.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 1240.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_mat4 result = HMM_Multiply(m4_1, m4_2);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 538.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 612.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 686.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 760.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 650.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 740.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 830.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 920.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 762.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 868.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 974.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 1080.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 874.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 996.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 1118.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 1240.0f);
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = m4_1 * m4_2;
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 538.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 612.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 686.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 760.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 650.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 740.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 830.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 920.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 762.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 868.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 974.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 1080.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 874.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 996.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 1118.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 1240.0f);
|
||||
}
|
||||
|
||||
// At the time I wrote this, I intentionally omitted
|
||||
// the *= operator for matrices because matrix
|
||||
// multiplication is not commutative. (bvisness)
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Mat4Scalar)
|
||||
{
|
||||
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
|
||||
float s = 3;
|
||||
|
||||
// Fill the matrix
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_mat4 result = HMM_MultiplyMat4f(m4, s);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 15.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 18.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 27.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 30.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 33.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 36.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 39.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 42.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 45.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 48.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_mat4 result = HMM_Multiply(m4, s);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 15.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 18.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 27.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 30.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 33.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 36.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 39.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 42.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 45.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 48.0f);
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = m4 * s;
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 15.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 18.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 27.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 30.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 33.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 36.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 39.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 42.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 45.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 48.0f);
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = s * m4;
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 12.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][0], 15.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][1], 18.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][2], 21.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][0], 27.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][1], 30.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][2], 33.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 36.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][0], 39.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][1], 42.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][2], 45.0f);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 48.0f);
|
||||
}
|
||||
|
||||
m4 *= s;
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][0], 3.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][1], 6.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][2], 9.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[0][3], 12.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][0], 15.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][1], 18.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][2], 21.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[1][3], 24.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][0], 27.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][1], 30.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][2], 33.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[2][3], 36.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][0], 39.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][1], 42.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][2], 45.0f);
|
||||
EXPECT_FLOAT_EQ(m4.Elements[3][3], 48.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, Mat4Vec4)
|
||||
{
|
||||
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
|
||||
// Fill the matrix
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_vec4 result = HMM_MultiplyMat4ByVec4(m4, v4);
|
||||
EXPECT_FLOAT_EQ(result.X, 90.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 100.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 110.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 120.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Multiply(m4, v4);
|
||||
EXPECT_FLOAT_EQ(result.X, 90.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 100.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 110.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 120.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = m4 * v4;
|
||||
EXPECT_FLOAT_EQ(result.X, 90.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 100.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 110.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 120.0f);
|
||||
}
|
||||
|
||||
// *= makes no sense for this particular case.
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, QuaternionQuaternion)
|
||||
{
|
||||
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_MultiplyQuaternion(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -6.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Multiply(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -6.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = q1 * q2;
|
||||
EXPECT_FLOAT_EQ(result.X, 24.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 48.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -6.0f);
|
||||
}
|
||||
|
||||
// Like with matrices, we're not implementing the *=
|
||||
// operator for quaternions because quaternion multiplication
|
||||
// is not commutative.
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Multiplication, QuaternionScalar)
|
||||
{
|
||||
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
float f = 2.0f;
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_MultiplyQuaternionF(q, f);
|
||||
EXPECT_FLOAT_EQ(result.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 8.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Multiply(q, f);
|
||||
EXPECT_FLOAT_EQ(result.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 8.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = q * f;
|
||||
EXPECT_FLOAT_EQ(result.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 8.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = f * q;
|
||||
EXPECT_FLOAT_EQ(result.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 8.0f);
|
||||
}
|
||||
|
||||
q *= f;
|
||||
EXPECT_FLOAT_EQ(q.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(q.Y, 4.0f);
|
||||
EXPECT_FLOAT_EQ(q.Z, 6.0f);
|
||||
EXPECT_FLOAT_EQ(q.W, 8.0f);
|
||||
#endif
|
||||
}
|
||||
36
test/categories/Projection.h
Normal file
36
test/categories/Projection.h
Normal file
@@ -0,0 +1,36 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Projection, Orthographic)
|
||||
{
|
||||
hmm_mat4 projection = HMM_Orthographic(-10.0f, 10.0f, -5.0f, 5.0f, 0.0f, -10.0f);
|
||||
|
||||
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f);
|
||||
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
|
||||
|
||||
EXPECT_FLOAT_EQ(projected.X, 0.5f);
|
||||
EXPECT_FLOAT_EQ(projected.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Z, -2.0f);
|
||||
EXPECT_FLOAT_EQ(projected.W, 1.0f);
|
||||
}
|
||||
|
||||
TEST(Projection, Perspective)
|
||||
{
|
||||
hmm_mat4 projection = HMM_Perspective(90.0f, 2.0f, 5.0f, 15.0f);
|
||||
|
||||
{
|
||||
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f);
|
||||
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
|
||||
EXPECT_FLOAT_EQ(projected.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Z, 15.0f);
|
||||
EXPECT_FLOAT_EQ(projected.W, 15.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f);
|
||||
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
|
||||
EXPECT_FLOAT_EQ(projected.X, 5.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Y, 10.0f);
|
||||
EXPECT_FLOAT_EQ(projected.Z, -5.0f);
|
||||
EXPECT_FLOAT_EQ(projected.W, 5.0f);
|
||||
}
|
||||
}
|
||||
148
test/categories/QuaternionOps.h
Normal file
148
test/categories/QuaternionOps.h
Normal file
@@ -0,0 +1,148 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(QuaternionOps, Inverse)
|
||||
{
|
||||
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion inverse = HMM_InverseQuaternion(q1);
|
||||
|
||||
hmm_quaternion result = HMM_MultiplyQuaternion(q1, inverse);
|
||||
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 1.0f);
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, Dot)
|
||||
{
|
||||
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
float result = HMM_DotQuaternion(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result, 70.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
float result = HMM_Dot(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result, 70.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, Normalize)
|
||||
{
|
||||
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_NormalizeQuaternion(q);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.1825741858f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.3651483717f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.5477225575f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.7302967433f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Normalize(q);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.1825741858f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.3651483717f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.5477225575f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.7302967433f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, NLerp)
|
||||
{
|
||||
hmm_quaternion from = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
hmm_quaternion to = HMM_Quaternion(0.5f, 0.5f, -0.5f, 0.5f);
|
||||
|
||||
hmm_quaternion result = HMM_NLerp(from, 0.5f, to);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.86602540f);
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, Slerp)
|
||||
{
|
||||
hmm_quaternion from = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
hmm_quaternion to = HMM_Quaternion(0.5f, 0.5f, -0.5f, 0.5f);
|
||||
|
||||
hmm_quaternion result = HMM_Slerp(from, 0.5f, to);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -0.28867513f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.86602540f);
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, ToMat4)
|
||||
{
|
||||
const float abs_error = 0.0001f;
|
||||
|
||||
{
|
||||
// Identity quaternion
|
||||
hmm_quaternion rot = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
hmm_mat4 result = HMM_QuaternionToMat4(rot);
|
||||
|
||||
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][1], 1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][2], 1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
|
||||
}
|
||||
|
||||
{
|
||||
// Straightforward 90 degree rotation
|
||||
hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
|
||||
|
||||
hmm_mat4 result = HMM_QuaternionToMat4(rot);
|
||||
|
||||
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
|
||||
|
||||
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(QuaternionOps, FromAxisAngle)
|
||||
{
|
||||
hmm_vec3 axis = HMM_Vec3(1.0f, 0.0f, 0.0f);
|
||||
float angle = HMM_PI32 / 2.0f;
|
||||
|
||||
hmm_quaternion result = HMM_QuaternionFromAxisAngle(axis, angle);
|
||||
EXPECT_NEAR(result.X, 0.707107f, FLT_EPSILON * 2);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
EXPECT_NEAR(result.W, 0.707107f, FLT_EPSILON * 2);
|
||||
}
|
||||
41
test/categories/SSE.h
Normal file
41
test/categories/SSE.h
Normal file
@@ -0,0 +1,41 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
|
||||
TEST(SSE, LinearCombine)
|
||||
{
|
||||
hmm_mat4 MatrixOne = HMM_Mat4d(2.0f);
|
||||
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
|
||||
hmm_mat4 Result;
|
||||
|
||||
Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
|
||||
Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
|
||||
Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
|
||||
Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
|
||||
|
||||
{
|
||||
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[0][1], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[0][2], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[0][3], 0.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(Result.Elements[1][0], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
|
||||
|
||||
|
||||
EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
|
||||
|
||||
|
||||
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
|
||||
EXPECT_FLOAT_EQ(Result.Elements[3][3], 8.0f);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
74
test/categories/ScalarMath.h
Normal file
74
test/categories/ScalarMath.h
Normal file
@@ -0,0 +1,74 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(ScalarMath, Trigonometry)
|
||||
{
|
||||
// We have to be a little looser with our equality constraint
|
||||
// because of floating-point precision issues.
|
||||
const float trigAbsError = 0.0001f;
|
||||
|
||||
EXPECT_NEAR(HMM_SinF(0.0f), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_SinF(HMM_PI32 / 2), 1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_SinF(HMM_PI32), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_SinF(3 * HMM_PI32 / 2), -1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_SinF(-HMM_PI32 / 2), -1.0f, trigAbsError);
|
||||
|
||||
EXPECT_NEAR(HMM_CosF(0.0f), 1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_CosF(HMM_PI32 / 2), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_CosF(HMM_PI32), -1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_CosF(3 * HMM_PI32 / 2), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_CosF(-HMM_PI32), -1.0f, trigAbsError);
|
||||
|
||||
EXPECT_NEAR(HMM_TanF(0.0f), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_TanF(HMM_PI32 / 4), 1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_TanF(3 * HMM_PI32 / 4), -1.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_TanF(HMM_PI32), 0.0f, trigAbsError);
|
||||
EXPECT_NEAR(HMM_TanF(-HMM_PI32 / 4), -1.0f, trigAbsError);
|
||||
|
||||
// This isn't the most rigorous because we're really just sanity-
|
||||
// checking that things work by default.
|
||||
}
|
||||
|
||||
TEST(ScalarMath, ToRadians)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_ToRadians(0.0f), 0.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_ToRadians(180.0f), HMM_PI32);
|
||||
EXPECT_FLOAT_EQ(HMM_ToRadians(-180.0f), -HMM_PI32);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, SquareRoot)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_SquareRootF(16.0f), 4.0f);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, RSquareRootF)
|
||||
{
|
||||
EXPECT_NEAR(HMM_RSquareRootF(10.0f), 0.31616211f, 0.0001f);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, Power)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_Power(2.0f, 0), 1.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Power(2.0f, 4), 16.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Power(2.0f, -2), 0.25f);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, PowerF)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_PowerF(2.0f, 0), 1.0f);
|
||||
EXPECT_NEAR(HMM_PowerF(2.0f, 4.1), 17.148376f, 0.0001f);
|
||||
EXPECT_NEAR(HMM_PowerF(2.0f, -2.5), 0.176777f, 0.0001f);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, Lerp)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_Lerp(-2.0f, 0.0f, 2.0f), -2.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Lerp(-2.0f, 0.5f, 2.0f), 0.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Lerp(-2.0f, 1.0f, 2.0f), 2.0f);
|
||||
}
|
||||
|
||||
TEST(ScalarMath, Clamp)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(HMM_Clamp(-2.0f, 0.0f, 2.0f), 0.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Clamp(-2.0f, -3.0f, 2.0f), -2.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Clamp(-2.0f, 3.0f, 2.0f), 2.0f);
|
||||
}
|
||||
201
test/categories/Subtraction.h
Normal file
201
test/categories/Subtraction.h
Normal file
@@ -0,0 +1,201 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Subtraction, Vec2)
|
||||
{
|
||||
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 v2_2 = HMM_Vec2(3.0f, 4.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_SubtractVec2(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -2.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Subtract(v2_1, v2_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -2.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec2 result = v2_1 - v2_2;
|
||||
EXPECT_FLOAT_EQ(result.X, -2.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -2.0f);
|
||||
}
|
||||
|
||||
v2_1 -= v2_2;
|
||||
EXPECT_FLOAT_EQ(v2_1.X, -2.0f);
|
||||
EXPECT_FLOAT_EQ(v2_1.Y, -2.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Subtraction, Vec3)
|
||||
{
|
||||
hmm_vec3 v3_1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v3_2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
{
|
||||
hmm_vec3 result = HMM_SubtractVec3(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -3.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec3 result = HMM_Subtract(v3_1, v3_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -3.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = v3_1 - v3_2;
|
||||
EXPECT_FLOAT_EQ(result.X, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -3.0f);
|
||||
}
|
||||
|
||||
v3_1 -= v3_2;
|
||||
EXPECT_FLOAT_EQ(v3_1.X, -3.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Y, -3.0f);
|
||||
EXPECT_FLOAT_EQ(v3_1.Z, -3.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Subtraction, Vec4)
|
||||
{
|
||||
hmm_vec4 v4_1 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 v4_2 = HMM_Vec4(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_vec4 result = HMM_SubtractVec4(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec4 result = HMM_Subtract(v4_1, v4_2);
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = v4_1 - v4_2;
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
|
||||
v4_1 -= v4_2;
|
||||
EXPECT_FLOAT_EQ(v4_1.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(v4_1.W, -4.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Subtraction, Mat4)
|
||||
{
|
||||
hmm_mat4 m4_1 = HMM_Mat4(); // will have 1 - 16
|
||||
hmm_mat4 m4_2 = HMM_Mat4(); // will have 17 - 32
|
||||
|
||||
// Fill the matrices
|
||||
int Counter = 1;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_1.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
m4_2.Elements[Column][Row] = Counter;
|
||||
++Counter;
|
||||
}
|
||||
}
|
||||
|
||||
// Test the results
|
||||
{
|
||||
hmm_mat4 result = HMM_SubtractMat4(m4_1, m4_2);
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_mat4 result = HMM_Subtract(m4_1, m4_2);
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
{
|
||||
hmm_mat4 result = m4_1 - m4_2;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(result.Elements[Column][Row], -16.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
m4_1 -= m4_2;
|
||||
for (int Column = 0; Column < 4; ++Column)
|
||||
{
|
||||
for (int Row = 0; Row < 4; ++Row)
|
||||
{
|
||||
EXPECT_FLOAT_EQ(m4_1.Elements[Column][Row], -16.0f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(Subtraction, Quaternion)
|
||||
{
|
||||
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
{
|
||||
hmm_quaternion result = HMM_SubtractQuaternion(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_quaternion result = HMM_Subtract(q1, q2);
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
{
|
||||
hmm_quaternion result = q1 - q2;
|
||||
EXPECT_FLOAT_EQ(result.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, -4.0f);
|
||||
}
|
||||
|
||||
q1 -= q2;
|
||||
EXPECT_FLOAT_EQ(q1.X, -4.0f);
|
||||
EXPECT_FLOAT_EQ(q1.Y, -4.0f);
|
||||
EXPECT_FLOAT_EQ(q1.Z, -4.0f);
|
||||
EXPECT_FLOAT_EQ(q1.W, -4.0f);
|
||||
#endif
|
||||
}
|
||||
77
test/categories/Transformation.h
Normal file
77
test/categories/Transformation.h
Normal file
@@ -0,0 +1,77 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(Transformations, Translate)
|
||||
{
|
||||
hmm_mat4 translate = HMM_Translate(HMM_Vec3(1.0f, -3.0f, 6.0f));
|
||||
|
||||
hmm_vec3 original = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec4 translated = HMM_MultiplyMat4ByVec4(translate, HMM_Vec4v(original, 1));
|
||||
|
||||
EXPECT_FLOAT_EQ(translated.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(translated.Y, -1.0f);
|
||||
EXPECT_FLOAT_EQ(translated.Z, 9.0f);
|
||||
EXPECT_FLOAT_EQ(translated.W, 1.0f);
|
||||
}
|
||||
|
||||
TEST(Transformations, Rotate)
|
||||
{
|
||||
hmm_vec3 original = HMM_Vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
hmm_mat4 rotateX = HMM_Rotate(90, HMM_Vec3(1, 0, 0));
|
||||
hmm_vec4 rotatedX = HMM_MultiplyMat4ByVec4(rotateX, HMM_Vec4v(original, 1));
|
||||
EXPECT_FLOAT_EQ(rotatedX.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedX.Y, -1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedX.Z, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedX.W, 1.0f);
|
||||
|
||||
hmm_mat4 rotateY = HMM_Rotate(90, HMM_Vec3(0, 1, 0));
|
||||
hmm_vec4 rotatedY = HMM_MultiplyMat4ByVec4(rotateY, HMM_Vec4v(original, 1));
|
||||
EXPECT_FLOAT_EQ(rotatedY.X, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedY.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedY.Z, -1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedY.W, 1.0f);
|
||||
|
||||
hmm_mat4 rotateZ = HMM_Rotate(90, HMM_Vec3(0, 0, 1));
|
||||
hmm_vec4 rotatedZ = HMM_MultiplyMat4ByVec4(rotateZ, HMM_Vec4v(original, 1));
|
||||
EXPECT_FLOAT_EQ(rotatedZ.X, -1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedZ.Y, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedZ.Z, 1.0f);
|
||||
EXPECT_FLOAT_EQ(rotatedZ.W, 1.0f);
|
||||
}
|
||||
|
||||
TEST(Transformations, Scale)
|
||||
{
|
||||
hmm_mat4 scale = HMM_Scale(HMM_Vec3(2.0f, -3.0f, 0.5f));
|
||||
|
||||
hmm_vec3 original = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec4 scaled = HMM_MultiplyMat4ByVec4(scale, HMM_Vec4v(original, 1));
|
||||
|
||||
EXPECT_FLOAT_EQ(scaled.X, 2.0f);
|
||||
EXPECT_FLOAT_EQ(scaled.Y, -6.0f);
|
||||
EXPECT_FLOAT_EQ(scaled.Z, 1.5f);
|
||||
EXPECT_FLOAT_EQ(scaled.W, 1.0f);
|
||||
}
|
||||
|
||||
TEST(Transformations, LookAt)
|
||||
{
|
||||
const float abs_error = 0.0001f;
|
||||
|
||||
hmm_mat4 result = HMM_LookAt(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 2.0f, 1.0f), HMM_Vec3(2.0f, 1.0f, 1.0f));
|
||||
|
||||
EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error);
|
||||
EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f);
|
||||
EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error);
|
||||
EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f);
|
||||
EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error);
|
||||
EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f);
|
||||
EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error);
|
||||
EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error);
|
||||
EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f);
|
||||
}
|
||||
194
test/categories/VectorOps.h
Normal file
194
test/categories/VectorOps.h
Normal file
@@ -0,0 +1,194 @@
|
||||
#include "../HandmadeTest.h"
|
||||
|
||||
TEST(VectorOps, LengthSquared)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
|
||||
hmm_vec3 v3 = HMM_Vec3(1.0f, -2.0f, 3.0f);
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, -2.0f, 3.0f, 1.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquaredVec2(v2), 5.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquaredVec3(v3), 14.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquaredVec4(v4), 15.0f);
|
||||
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquared(v2), 5.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquared(v3), 14.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthSquared(v4), 15.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, Length)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, -9.0f);
|
||||
hmm_vec3 v3 = HMM_Vec3(2.0f, -3.0f, 6.0f);
|
||||
hmm_vec4 v4 = HMM_Vec4(2.0f, -3.0f, 6.0f, 12.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec2(v2), 9.0553856f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec3(v3), 7.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec4(v4), 13.892444f);
|
||||
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(HMM_Length(v2), 9.0553856f);
|
||||
EXPECT_FLOAT_EQ(HMM_Length(v3), 7.0f);
|
||||
EXPECT_FLOAT_EQ(HMM_Length(v4), 13.892444f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, Normalize)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
|
||||
hmm_vec3 v3 = HMM_Vec3(1.0f, -2.0f, 3.0f);
|
||||
hmm_vec4 v4 = HMM_Vec4(1.0f, -2.0f, 3.0f, -1.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_NormalizeVec2(v2);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec2(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = HMM_NormalizeVec3(v3);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec3(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
EXPECT_GT(result.Z, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = HMM_NormalizeVec4(v4);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec4(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
EXPECT_GT(result.Z, 0.0f);
|
||||
EXPECT_LT(result.W, 0.0f);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Normalize(v2);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec2(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = HMM_Normalize(v3);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec3(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
EXPECT_GT(result.Z, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = HMM_Normalize(v4);
|
||||
EXPECT_FLOAT_EQ(HMM_LengthVec4(result), 1.0f);
|
||||
EXPECT_GT(result.X, 0.0f);
|
||||
EXPECT_LT(result.Y, 0.0f);
|
||||
EXPECT_GT(result.Z, 0.0f);
|
||||
EXPECT_LT(result.W, 0.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, NormalizeZero)
|
||||
{
|
||||
hmm_vec2 v2 = HMM_Vec2(0.0f, 0.0f);
|
||||
hmm_vec3 v3 = HMM_Vec3(0.0f, 0.0f, 0.0f);
|
||||
hmm_vec4 v4 = HMM_Vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
{
|
||||
hmm_vec2 result = HMM_NormalizeVec2(v2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = HMM_NormalizeVec3(v3);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = HMM_NormalizeVec4(v4);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.0f);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
{
|
||||
hmm_vec2 result = HMM_Normalize(v2);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec3 result = HMM_Normalize(v3);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
}
|
||||
{
|
||||
hmm_vec4 result = HMM_Normalize(v4);
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.W, 0.0f);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, Cross)
|
||||
{
|
||||
{
|
||||
// Normal cross
|
||||
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
hmm_vec3 result = HMM_Cross(v1, v2);
|
||||
|
||||
EXPECT_FLOAT_EQ(result.X, -3.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 6.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, -3.0f);
|
||||
}
|
||||
|
||||
{
|
||||
// Vector with itself
|
||||
hmm_vec3 v = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
|
||||
hmm_vec3 result = HMM_Cross(v, v);
|
||||
|
||||
EXPECT_FLOAT_EQ(result.X, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Y, 0.0f);
|
||||
EXPECT_FLOAT_EQ(result.Z, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(VectorOps, DotVec2)
|
||||
{
|
||||
hmm_vec2 v1 = HMM_Vec2(1.0f, 2.0f);
|
||||
hmm_vec2 v2 = HMM_Vec2(3.0f, 4.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(HMM_DotVec2(v1, v2), 11.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 11.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, DotVec3)
|
||||
{
|
||||
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
|
||||
hmm_vec3 v2 = HMM_Vec3(4.0f, 5.0f, 6.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(HMM_DotVec3(v1, v2), 32.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 32.0f);
|
||||
#endif
|
||||
}
|
||||
|
||||
TEST(VectorOps, DotVec4)
|
||||
{
|
||||
hmm_vec4 v1 = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
|
||||
hmm_vec4 v2 = HMM_Vec4(5.0f, 6.0f, 7.0f, 8.0f);
|
||||
|
||||
EXPECT_FLOAT_EQ(HMM_DotVec4(v1, v2), 70.0f);
|
||||
#ifdef __cplusplus
|
||||
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f);
|
||||
#endif
|
||||
}
|
||||
2199
test/hmm_test.c
2199
test/hmm_test.c
File diff suppressed because it is too large
Load Diff
18
test/hmm_test.h
Normal file
18
test/hmm_test.h
Normal file
@@ -0,0 +1,18 @@
|
||||
#include <float.h>
|
||||
|
||||
#include "HandmadeTest.h"
|
||||
#include "../HandmadeMath.h"
|
||||
|
||||
#include "categories/Addition.h"
|
||||
#include "categories/Division.h"
|
||||
#include "categories/Equality.h"
|
||||
#include "categories/Initialization.h"
|
||||
#include "categories/MatrixOps.h"
|
||||
#include "categories/Multiplication.h"
|
||||
#include "categories/Projection.h"
|
||||
#include "categories/QuaternionOps.h"
|
||||
#include "categories/ScalarMath.h"
|
||||
#include "categories/SSE.h"
|
||||
#include "categories/Subtraction.h"
|
||||
#include "categories/Transformation.h"
|
||||
#include "categories/VectorOps.h"
|
||||
29
test/initializer.h
Normal file
29
test/initializer.h
Normal file
@@ -0,0 +1,29 @@
|
||||
// Initializer/finalizer sample for MSVC and GCC/Clang.
|
||||
// 2010-2016 Joe Lowe. Released into the public domain.
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#ifdef __cplusplus
|
||||
#define _INITIALIZER_T(f) f##_t_
|
||||
#define _INITIALIZER_U(f) f##_
|
||||
#define INITIALIZER(f) \
|
||||
static void f(void); \
|
||||
struct _INITIALIZER_T(f) { _INITIALIZER_T(f)(void) { f(); } }; static _INITIALIZER_T(f) _INITIALIZER_U(f); \
|
||||
static void f(void)
|
||||
#elif defined(_MSC_VER)
|
||||
#pragma section(".CRT$XCU",read)
|
||||
#define INITIALIZER2_(f,p) \
|
||||
static void f(void); \
|
||||
__declspec(allocate(".CRT$XCU")) void (*f##_)(void) = f; \
|
||||
__pragma(comment(linker,"/include:" p #f "_")) \
|
||||
static void f(void)
|
||||
#ifdef _WIN64
|
||||
#define INITIALIZER(f) INITIALIZER2_(f,"")
|
||||
#else
|
||||
#define INITIALIZER(f) INITIALIZER2_(f,"_")
|
||||
#endif
|
||||
#else
|
||||
#define INITIALIZER(f) \
|
||||
static void f(void) __attribute__((constructor)); \
|
||||
static void f(void)
|
||||
#endif
|
||||
Reference in New Issue
Block a user