#define GLM_FORCE_MESSAGES #define GLM_FORCE_SWIZZLE #include int test_ivec2_swizzle() { int Error = 0; glm::ivec2 A(1, 2); glm::ivec2 B = A.yx(); glm::ivec2 C = B.yx(); Error += A != B ? 0 : 1; Error += A == C ? 0 : 1; return Error; } int test_ivec3_swizzle() { int Error = 0; glm::ivec3 A(1, 2, 3); glm::ivec3 B = A.zyx(); glm::ivec3 C = B.zyx(); Error += A != B ? 0 : 1; Error += A == C ? 0 : 1; return Error; } int test_ivec4_swizzle() { int Error = 0; glm::ivec4 A(1, 2, 3, 4); glm::ivec4 B = A.wzyx(); glm::ivec4 C = B.wzyx(); Error += A != B ? 0 : 1; Error += A == C ? 0 : 1; return Error; } int test_vec4_swizzle() { int Error = 0; glm::vec4 A(1, 2, 3, 4); glm::vec4 B = A.wzyx(); glm::vec4 C = B.wzyx(); Error += A != B ? 0 : 1; Error += A == C ? 0 : 1; float f = glm::dot(C.wzyx(), C.xyzw()); Error += glm::abs(f - 20.f) < 0.01f ? 0 : 1; return Error; } int main() { int Error = 0; Error += test_ivec2_swizzle(); Error += test_ivec3_swizzle(); Error += test_ivec4_swizzle(); Error += test_vec4_swizzle(); return Error; }