#include "../../libcfa/src/vec/vec4.hfa" #include int main(void) { vec4(float) v1 = {1.f,2.f,3.f,4.f}; sout | "ctor(x,y):" | v1; vec4(float) v2 = v1; sout | "copy ctor:" | v2; v2 = (vec4(float)){3.f,4.2f,-2.f,-100.f}; sout | "assignment:" | v2; v2 = v1; sout | "move assignment:" | v2; vec4(float) v3 = 0; sout | "zero-init:" | v3; v1 = 0; sout | "zero-assign:" | v1; vec4(float) v4 = {1.23f}; sout | "fill-ctor:" | v4; v1 = (vec4(float)){1.23f, 3.43f, 0.000002f, -0.000002f}; sout | "?-?:" | (v1 - (vec4(float)){1.21f,3,1,-0.000001f}); v1 -= (vec4(float)){1.21f,3,1,-0.000001f}; sout | "?-=?:" | v1; v1 = -v1; sout | "-?:" | v1; v1 = (vec4(float)){1.5f, 2.75f, -14.2f, -13.5f}; sout | "?+?:" | (v1 + (vec4(float)){0.8f, -0.3f, 5, 1}); v1 += (vec4(float)){0.8f, -0.3f, 5, 1}; sout | "?+=?:" | v1; v1 = (vec4(float)){1.5f, 2.75f, 100.3f, -2.f}; sout | "v*s:" | v1 * 3.f; sout | "s*v:" | 3.f * v1; v1 *= 3; sout | "?*=?:" | v1; v1 = (vec4(float)){2, -0.1f, 45, -15}; sout | "?/?:" | (v1 / 3.f); v1 /= 3.f; sout | "?/=?:" | v1; v1 = (vec4(float)){4,3,2,1}; v2 = (vec4(float)){0,4,-3,-6}; sout | "dot_1:" | dot(v1, v2); v2 = (vec4(float)){1.3f, -2, 12.2f, 24.1345f}; sout | "dot_2:" | dot(v1, v2); v1 = (vec4(float)){1,2,3,4}; sout | "length:" | length(v1); sout | "length_squared:" | length_squared(v1); v2 = (vec4(float)){6, -3.2f, 1, 12}; sout | "distance:" | distance(v1, v2); sout | "normalize:" | normalize(v2); sout | "project:" | project((vec4(float)){5,6,0,-1}, (vec4(float)){0, 0, 0, 1}); sout | "project_2:" | project((vec4(float)){5,6,3.2f,-16.75f}, (vec4(float)){10, 1, 4, 2}); v1 = (vec4(float)){5,6,2.333f,1}; v2 = (vec4(float)){1,0,-13.5f,2}; sout | "reflect:" | reflect(v1,v2); v2 = (vec4(float)){0,-1,2,0.5f}; sout | "refract:" | refract(normalize(v1),normalize(v2),1.f); sout | "refract:" | refract(normalize(v1),normalize(v2),1.f/1.33f); vec4(float) geometric_normal = {5,6,1,2}; vec4(float) perturbed_normal = {4,5.5f,2,2}; vec4(float) eyeline = {-1,0.002f,-1.0345f,-2}; sout | "faceforward_nochange:" | faceforward(perturbed_normal, eyeline, geometric_normal); eyeline = (vec4(float)){1,0.002f,-1.0345f,-2}; sout | "faceforward_flip:" | faceforward(perturbed_normal, eyeline, geometric_normal); }