#include #include int main(void) { vec3(float) v1 = {1.f,2.f,3.f}; sout | "ctor(x,y):" | v1; vec3(float) v2 = v1; sout | "copy ctor:" | v2; v2 = (vec3(float)){3.f, 4.2f, -2.f}; sout | "assignment:" | v2; v2 = v1; sout | "move assignment:" | v2; vec3(float) v3 = 0; sout | "zero-init:" | v3; v1 = 0; sout | "zero-assign:" | v1; vec3(float) v4 = {1.23f}; sout | "fill-ctor:" | v4; v1 = (vec3(float)){1.23f, 3.43f, 0.000002f}; sout | "?-?:" | (v1 - (vec3(float)){1.21f,3,1}); v1 -= (vec3(float)){1.23f, 3.43f, 0.000002f}; sout | "?-=?:" | v1; v1 = -v1; sout | "-?:" | v1; v1 = (vec3(float)){1.5f, 2.75f, -14.2f}; sout | "?+?:" | (v1 + (vec3(float)){0.8f, -0.3f, 5}); v1 += (vec3(float)){0.8f, -0.3f, 5}; sout | "?+=?:" | v1; v1 = (vec3(float)){1.5f, 2.75f, 100.3f}; sout | "v*s:" | v1 * 3.f; sout | "s*v:" | 3.f * v1; v1 *= 3; sout | "?*=?:" | v1; { vec3(float) u = {1, 2, 3}; vec3(float) v = {2, 3, 4.5f}; sout | "?*?(vec):" | (u * v); sout | "?*=?(vec):" | (u *= v); } v1 = (vec3(float)){2, -0.1f, 45}; sout | "?/?:" | (v1 / 3.f); v1 /= 3.f; sout | "?/=?:" | v1; { vec3(float) u = {2, -0.1f, 3}; vec3(float) v = {2, 3, 4.5f}; sout | "?/?(vec):" | (u / v); sout | "?/=?(vec):" | (u /= v); } v1 = (vec3(float)){4,2,3}; v2 = (vec3(float)){0,-3,2}; sout | "dot_1:" | dot(v1, v2); v2 = (vec3(float)){1.3f, -2, 12.2f}; sout | "dot_2:" | dot(v1, v2); v2 = cross((vec3(float)){3,-3,1},(vec3(float)){4,9,2}); sout | "cross:" | v2; v1 = (vec3(float)){1,2,3}; sout | "length:" | length(v1); sout | "length_squared:" | length_squared(v1); v2 = (vec3(float)){6, -3.2f, 1}; sout | "distance:" | distance(v1, v2); sout | "normalize:" | normalize(v2); sout | "project:" | project((vec3(float)){5,6,0}, (vec3(float)){0, 0, 1}); sout | "project_2:" | project((vec3(float)){5,6,3.2f}, (vec3(float)){10, 1, 4}); v1 = (vec3(float)){5,6,2.333f}; v2 = (vec3(float)){1,0,-13.5f}; sout | "reflect:" | reflect(v1,v2); v2 = (vec3(float)){0,-1,2}; sout | "refract:" | refract(normalize(v1),normalize(v2),1.f); sout | "refract:" | refract(normalize(v1),normalize(v2),1.f/1.33f); vec3(float) geometric_normal = {5,6,1}; vec3(float) perturbed_normal = {4,5.5f,2}; vec3(float) eyeline = {-1,0.002f,-1.0345f}; sout | "faceforward_nochange:" | faceforward(perturbed_normal, eyeline, geometric_normal); eyeline = (vec3(float)){1,0.002f,-1.0345f}; sout | "faceforward_flip:" | faceforward(perturbed_normal, eyeline, geometric_normal); }