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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2010-09-16
// Updated : 2011-05-27
// Licence : This source is under MIT licence
// File : test/gtc/type_ptr.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
int test_make_pointer_mat()
{
int Error = 0;
float ArrayA[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
double ArrayB[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
glm::mat2x2 Mat2x2A = glm::make_mat2x2(ArrayA);
glm::mat2x3 Mat2x3A = glm::make_mat2x3(ArrayA);
glm::mat2x4 Mat2x4A = glm::make_mat2x4(ArrayA);
glm::mat3x2 Mat3x2A = glm::make_mat3x2(ArrayA);
glm::mat3x3 Mat3x3A = glm::make_mat3x3(ArrayA);
glm::mat3x4 Mat3x4A = glm::make_mat3x4(ArrayA);
glm::mat4x2 Mat4x2A = glm::make_mat4x2(ArrayA);
glm::mat4x3 Mat4x3A = glm::make_mat4x3(ArrayA);
glm::mat4x4 Mat4x4A = glm::make_mat4x4(ArrayA);
glm::dmat2x2 Mat2x2B = glm::make_mat2x2(ArrayB);
glm::dmat2x3 Mat2x3B = glm::make_mat2x3(ArrayB);
glm::dmat2x4 Mat2x4B = glm::make_mat2x4(ArrayB);
glm::dmat3x2 Mat3x2B = glm::make_mat3x2(ArrayB);
glm::dmat3x3 Mat3x3B = glm::make_mat3x3(ArrayB);
glm::dmat3x4 Mat3x4B = glm::make_mat3x4(ArrayB);
glm::dmat4x2 Mat4x2B = glm::make_mat4x2(ArrayB);
glm::dmat4x3 Mat4x3B = glm::make_mat4x3(ArrayB);
glm::dmat4x4 Mat4x4B = glm::make_mat4x4(ArrayB);
return Error;
}
int test_make_pointer_vec()
{
int Error = 0;
float ArrayA[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
int ArrayB[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15};
bool ArrayC[] = {true, false, true, false, true, false, true, false, true, false, true, false, true, false, true, false};
glm::vec2 Vec2A = glm::make_vec2(ArrayA);
glm::vec3 Vec3A = glm::make_vec3(ArrayA);
glm::vec4 Vec4A = glm::make_vec4(ArrayA);
glm::ivec2 Vec2B = glm::make_vec2(ArrayB);
glm::ivec3 Vec3B = glm::make_vec3(ArrayB);
glm::ivec4 Vec4B = glm::make_vec4(ArrayB);
glm::bvec2 Vec2C = glm::make_vec2(ArrayC);
glm::bvec3 Vec3C = glm::make_vec3(ArrayC);
glm::bvec4 Vec4C = glm::make_vec4(ArrayC);
return Error;
}
int main()
{
int Error = 0;
Error += test_make_pointer_vec();
Error += test_make_pointer_mat();
return Error;
}
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