// RUN: %target-run-simple-swift | %FileCheck %s // REQUIRES: executable_test // NOTE: Clang used to miscompile GLKit functions on i386. rdar://problem/19184403 // On i386, it seems to work optimized mode, but fails in non-optimized. // rdar://problem/26392402 // UNSUPPORTED: CPU=i386 // REQUIRES: objc_interop // GLKit is not available on watchOS. // UNSUPPORTED: OS=watchos // UNSUPPORTED: OS=xros import GLKit func printV4(_ v: GLKVector4) { print("<\(v.x) \(v.y) \(v.z) \(v.w)>") } let x = GLKVector4Make(1, 0, 0, 0) let y = GLKVector4Make(0, 1, 0, 0) let z = GLKVector4Make(0, 0, 1, 0) printV4(x) // CHECK: <1.0 0.0 0.0 0.0> printV4(y) // CHECK-NEXT: <0.0 1.0 0.0 0.0> printV4(z) // CHECK-NEXT: <0.0 0.0 1.0 0.0> print(GLKVector4DotProduct(x, y)) // CHECK-NEXT: 0.0 let z2 = GLKVector4CrossProduct(x, y) print(GLKVector4AllEqualToVector4(z, z2)) // CHECK-NEXT: true infix operator • : MultiplicationPrecedence infix operator ⨉ : MultiplicationPrecedence func •(x: GLKVector4, y: GLKVector4) -> Float { return GLKVector4DotProduct(x, y) } func ⨉(x: GLKVector4, y: GLKVector4) -> GLKVector4 { return GLKVector4CrossProduct(x, y) } func ==(x: GLKVector4, y: GLKVector4) -> Bool { return GLKVector4AllEqualToVector4(x, y) } print(x • y) // CHECK-NEXT: 0.0 print(x ⨉ y == z) // CHECK-NEXT: true func printM4(_ m: GLKMatrix4) { print("⎡\(m.m00) \(m.m01) \(m.m02) \(m.m03)⎤") print("⎢\(m.m10) \(m.m11) \(m.m12) \(m.m13)⎥") print("⎢\(m.m20) \(m.m21) \(m.m22) \(m.m23)⎥") print("⎣\(m.m30) \(m.m31) \(m.m32) \(m.m33)⎦") } let flipXY = GLKMatrix4Make(0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1) // CHECK-NEXT: ⎡0.0 1.0 0.0 0.0⎤ // CHECK-NEXT: ⎢1.0 0.0 0.0 0.0⎥ // CHECK-NEXT: ⎢0.0 0.0 1.0 0.0⎥ // CHECK-NEXT: ⎣0.0 0.0 0.0 1.0⎦ printM4(flipXY) // FIXME: GLKMatrix4MakeWithArray takes mutable pointer arguments for no // good reason. rdar://problem/19124355 var flipYZElements: [Float] = [1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1] let flipYZ = GLKMatrix4MakeWithArray(&flipYZElements) // CHECK-NEXT: ⎡1.0 0.0 0.0 0.0⎤ // CHECK-NEXT: ⎢0.0 0.0 1.0 0.0⎥ // CHECK-NEXT: ⎢0.0 1.0 0.0 0.0⎥ // CHECK-NEXT: ⎣0.0 0.0 0.0 1.0⎦ printM4(flipYZ) let rotateXYZ = GLKMatrix4Multiply(flipYZ, flipXY) // CHECK-NEXT: ⎡0.0 0.0 1.0 0.0⎤ // CHECK-NEXT: ⎢1.0 0.0 0.0 0.0⎥ // CHECK-NEXT: ⎢0.0 1.0 0.0 0.0⎥ // CHECK-NEXT: ⎣0.0 0.0 0.0 1.0⎦ printM4(rotateXYZ) let y3 = GLKMatrix4MultiplyVector4(flipXY, x) print(y == y3) // CHECK-NEXT: true let y4 = GLKMatrix4MultiplyVector4(flipYZ, z) print(y == y4) // CHECK-NEXT: true let z3 = GLKMatrix4MultiplyVector4(rotateXYZ, x) print(z == z3) // CHECK-NEXT: true func •(x: GLKMatrix4, y: GLKMatrix4) -> GLKMatrix4 { return GLKMatrix4Multiply(x, y) } func •(x: GLKMatrix4, y: GLKVector4) -> GLKVector4 { return GLKMatrix4MultiplyVector4(x, y) } print(y == flipXY • x) // CHECK-NEXT: true print(x == flipXY • y) // CHECK-NEXT: true print(z == flipXY • z) // CHECK-NEXT: true print(x == flipYZ • x) // CHECK-NEXT: true print(z == flipYZ • y) // CHECK-NEXT: true print(y == flipYZ • z) // CHECK-NEXT: true print(z == rotateXYZ • x) // CHECK-NEXT: true print(x == rotateXYZ • y) // CHECK-NEXT: true print(y == rotateXYZ • z) // CHECK-NEXT: true print(z == flipYZ • flipXY • x) // CHECK-NEXT: true print(x == flipYZ • flipXY • y) // CHECK-NEXT: true print(y == flipYZ • flipXY • z) // CHECK-NEXT: true let xxx = GLKVector3Make(1, 0, 0) let yyy = GLKVector3Make(0, 1, 0) let zzz = GLKVector3Make(0, 0, 1) print(GLKVector3DotProduct(xxx, yyy)) // CHECK-NEXT: 0.0 print(GLKVector3AllEqualToVector3(GLKVector3CrossProduct(xxx, yyy), zzz)) // CHECK-NEXT: true let xx = GLKVector2Make(1, 0) let yy = GLKVector2Make(0, 1) print(GLKVector2DotProduct(xx, yy)) // CHECK-NEXT: 0.0