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◆ main openmsx / src / unittest / gl_transform.cc
7.1 KiB · C++ · last changed chore(): initial commit 1 month ago source blame history raw
e8555c89 Andy McCall 1
#include "catch.hpp"
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#include "gl_transform.hh"
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using namespace gl;
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// Test approximations.
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static bool approxEq(float x, float y)
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{
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	return fabsf(x - y) < 1.0e-5f;
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}
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static constexpr bool approxEq(const vec4& x, const vec4&y)
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{
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	return length2(x - y) < 1.0e-4f;
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}
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static constexpr bool approxEq(const mat4& x, const mat4&y)
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{
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	return norm2_2(x - y) < 1.0e-3f;
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}
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TEST_CASE("gl_transform: scale")
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{
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	mat4 S1 = scale(vec3(1, 2, 3));
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	mat4 S2 = scale(S1, vec3(2, 3, 4)); // first this scale, then S1
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	CHECK(S1 == mat4(vec4(1, 0, 0, 0), vec4(0, 2, 0, 0), vec4(0, 0,  3, 0), vec4(0, 0, 0, 1)));
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	CHECK(S2 == mat4(vec4(2, 0, 0, 0), vec4(0, 6, 0, 0), vec4(0, 0, 12, 0), vec4(0, 0, 0, 1)));
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	vec4 p(4, 5, 6, 1); // point
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	vec4 d(4, 5, 6, 0); // direction
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	CHECK(S1 * p == vec4(4, 10, 18, 1));
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	CHECK(S1 * d == vec4(4, 10, 18, 0));
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	CHECK(S2 * p == vec4(8, 30, 72, 1));
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	CHECK(S2 * d == vec4(8, 30, 72, 0));
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	CHECK(S1 * S2 == S2 * S1); // scaling is commutative
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	CHECK(approxEq(inverse(S1), scale(vec3(1.0f / 1.0f, 1.0f / 2.0f, 1.0f / 3.0f))));
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}
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TEST_CASE("gl_transform: translate")
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{
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	mat4 T1 = translate(    vec3( 1, 2,  3));
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	mat4 T2 = translate(T1, vec3(-2, 1, -1)); // first this, then T1
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	mat4 T3 = translate(    vec3(-1, 3,  2));
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	CHECK(T1 == mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4( 1, 2, 3, 1)));
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	CHECK(T2 == mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(-1, 3, 2, 1)));
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	CHECK(T2 == T3);
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	vec4 p(4, 5, 6, 1); // point
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	vec4 d(4, 5, 6, 0); // direction
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	CHECK((T1 * p) == (p + vec4( 1, 2, 3, 0)));
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	CHECK((T1 * d) == d);
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	CHECK((T2 * p) == (p + vec4(-1, 3, 2, 0)));
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	CHECK((T2 * d) == d);
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	CHECK(T1 * T2 == T2 * T1); // translation is commutative
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	CHECK(approxEq(inverse(T1), translate(vec3(-1, -2, -3))));
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}
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TEST_CASE("gl_transform: scale + translate")
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{
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	vec3 s(2, 1, 1);
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	vec3 t(1, 1, 0);
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	mat4 S1 = scale(s);
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	mat4 T1 = translate(t);
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	mat4 ST1 = T1 * S1;          // first scale, then translate
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	mat4 TS1 = S1 * T1;          // first translate, then scale
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	mat4 ST2 = scale(T1, s);     // first scale, then translate
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	mat4 TS2 = translate(S1, t); // first translate, then scale
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	CHECK(ST1 == ST2);
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	CHECK(TS1 == TS2);
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	CHECK(ST1 != TS1); // not commutative
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	vec4 p(4, 5, 6, 1); // point
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	vec4 d(4, 5, 6, 0); // direction
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	CHECK(ST1 * p == vec4( 9, 6, 6, 1));
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	CHECK(ST1 * d == vec4( 8, 5, 6, 0));
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	CHECK(TS1 * p == vec4(10, 6, 6, 1));
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	CHECK(TS1 * d == vec4( 8, 5, 6, 0));
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}
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TEST_CASE("gl_transform: rotation")
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{
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	float deg0   = radians(  0.0f);
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	float deg90  = radians( 90.0f);
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	float deg180 = radians(180.0f);
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	float deg270 = radians(270.0f);
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	SECTION("x") {
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		mat4 R0   = rotateX(deg0);
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		mat4 R90  = rotateX(deg90);
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		mat4 R180 = rotateX(deg180);
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		mat4 R270 = rotateX(deg270);
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		CHECK(approxEq(R0,   mat4(vec4(1, 0, 0, 0), vec4(0,  1,  0, 0), vec4(0,  0,  1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R90,  mat4(vec4(1, 0, 0, 0), vec4(0,  0,  1, 0), vec4(0, -1,  0, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R180, mat4(vec4(1, 0, 0, 0), vec4(0, -1,  0, 0), vec4(0,  0, -1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R270, mat4(vec4(1, 0, 0, 0), vec4(0,  0, -1, 0), vec4(0,  1,  0, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(rotateX(R90,  deg90 ), R180));
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		CHECK(approxEq(rotateX(R90,  deg180), R270));
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		CHECK(approxEq(rotateX(R90,  deg270), R0  ));
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		CHECK(approxEq(rotateX(R180, deg270), R90 ));
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		CHECK(approxEq(inverse(R90 ), R270));
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		CHECK(approxEq(inverse(R180), R180));
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		CHECK(approxEq(inverse(R90), transpose(R90)));
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	}
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	SECTION("y") {
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		mat4 R0   = rotateY(deg0);
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		mat4 R90  = rotateY(deg90);
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		mat4 R180 = rotateY(deg180);
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		mat4 R270 = rotateY(deg270);
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		CHECK(approxEq(R0,   mat4(vec4( 1, 0,  0, 0), vec4(0, 1, 0, 0), vec4( 0, 0,  1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R90,  mat4(vec4( 0, 0, -1, 0), vec4(0, 1, 0, 0), vec4( 1, 0,  0, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R180, mat4(vec4(-1, 0,  0, 0), vec4(0, 1, 0, 0), vec4( 0, 0, -1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R270, mat4(vec4( 0, 0,  1, 0), vec4(0, 1, 0, 0), vec4(-1, 0,  0, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(rotateY(R180, deg90 ), R270));
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		CHECK(approxEq(rotateY(R180, deg180), R0  ));
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		CHECK(approxEq(rotateY(R180, deg270), R90 ));
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		CHECK(approxEq(rotateY(R270, deg270), R180));
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		CHECK(approxEq(inverse(R90 ), R270));
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		CHECK(approxEq(inverse(R180), R180));
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		CHECK(approxEq(inverse(R90), transpose(R90)));
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	}
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	SECTION("z") {
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		mat4 R0   = rotateZ(deg0);
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		mat4 R90  = rotateZ(deg90);
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		mat4 R180 = rotateZ(deg180);
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		mat4 R270 = rotateZ(deg270);
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		CHECK(approxEq(R0,   mat4(vec4( 1,  0, 0, 0), vec4( 0,  1, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R90,  mat4(vec4( 0,  1, 0, 0), vec4(-1,  0, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R180, mat4(vec4(-1,  0, 0, 0), vec4( 0, -1, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(R270, mat4(vec4( 0, -1, 0, 0), vec4( 1,  0, 0, 0), vec4(0, 0, 1, 0), vec4(0, 0, 0, 1))));
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		CHECK(approxEq(rotateZ(R270, deg90 ), R0  ));
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		CHECK(approxEq(rotateZ(R270, deg180), R90 ));
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		CHECK(approxEq(rotateZ(R270, deg270), R180));
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		CHECK(approxEq(rotateZ(R90,  deg270), R0  ));
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		CHECK(approxEq(inverse(R90 ), R270));
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		CHECK(approxEq(inverse(R180), R180));
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		CHECK(approxEq(inverse(R90), transpose(R90)));
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	}
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	SECTION("arbitrary axis") {
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		vec3 axis = normalize(vec3(1, 2, 3));
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		mat4 Rx90 = rotateX(deg90);
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		mat4 rot1 = rotate(1.23f, axis);
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		mat4 rot2 = rotate(Rx90, 1.23f, axis);
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		mat4 rot3 = Rx90 * rot1;
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		CHECK(approxEq(rot2, rot3));
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		vec4 p(-1, 2, 1, 1);
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		vec4 q = rot1 * p;
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		CHECK(approxEq(q, vec4(-1.05647f, 0.231566f, 2.19778f, 1.0f)));
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		CHECK(approxEq(length(p), length(q)));
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		CHECK(approxEq(inverse(rot1), rotate(-1.23f, axis)));
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		CHECK(approxEq(inverse(rot1), transpose(rot1)));
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	}
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}
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TEST_CASE("gl_transform: ortho")
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{
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	mat4 O1 = ortho(0, 640, 480, 0, -1, 1);
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	mat4 O2 = ortho(640, 480);
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	CHECK(approxEq(O1, O2));
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	CHECK(approxEq(O1, mat4(vec4(0.003125f, 0.0f, 0.0f, 0.0f),
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			        vec4(0.0f, -0.00416667f, 0.0f, 0.0f),
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			        vec4(0.0f, 0.0f, -1.0f, 0.0f),
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			        vec4(-1.0f, 1.0f, 0.0f, 1.0f))));
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}
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TEST_CASE("gl_transform: frustum")
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{
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	mat4 F = frustum(0, 640, 0, 480, -1, 1);
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	CHECK(approxEq(F, mat4(vec4(-0.003125f, 0.0f, 0.0f, 0.0f),
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			       vec4(0.0f, 0.00416667f, 0.0f, 0.0f),
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			       vec4(1.0f, 1.0f, 0.0f, -1.0f),
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			       vec4(0.0f, 0.0f, 1.0f, 0.0f))));
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}
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#if 0
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// The following functions are not part of the actual test. They get compiled,
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// but never executed. I used them to (manually) inspect the quality of the
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// generated code.
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void test_scale(float x, float y, float z, mat4& A)
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{
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	A = scale(vec3(x, y, z));
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}
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void test_scale(mat4& A, float x, float y, float z, mat4& B)
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{
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	B = scale(A, vec3(x, y, z));
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}
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void test_translate(float x, float y, float z, mat4& A)
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{
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	A = translate(vec3(x, y, z));
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}
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void test_translate(mat4& A, float x, float y, float z, mat4& B)
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{
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	B = translate(A, vec3(x, y, z));
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}
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void test_rotate(float a, float x, float y, float z, mat4& A)
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{
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	A = rotate(a, vec3(x, y, z));
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}
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void test_ortho(float l, float r, float b, float t, float n, float f, mat4& A)
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{
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	A = ortho(l, r, b, t, n, f);
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}
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void test_frustum(float l, float r, float b, float t, float n, float f, mat4& A)
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{
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	A = frustum(l, r, b, t, n, f);
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}
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#endif