///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
/// 
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
/// 
/// Restrictions:
///		By making use of the Software for military purposes, you choose to make
///		a Bunny unhappy.
/// 
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @file test/core/core_type_mat3x4.cpp
/// @date 2008-08-31 / 2014-11-25
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////

#include <glm/vector_relational.hpp>
#include <glm/mat2x2.hpp>
#include <glm/mat2x3.hpp>
#include <glm/mat2x4.hpp>
#include <glm/mat3x2.hpp>
#include <glm/mat3x3.hpp>
#include <glm/mat3x4.hpp>
#include <glm/mat4x2.hpp>
#include <glm/mat4x3.hpp>
#include <glm/mat4x4.hpp>
#include <vector>

static bool test_operators()
{
	glm::mat3x4 l(1.0f);
	glm::mat3x4 m(1.0f);
	glm::vec3 u(1.0f);
	glm::vec4 v(1.0f);
	float x = 1.0f;
	glm::vec4 a = m * u;
	glm::vec3 b = v * m;
	glm::mat3x4 n = x / m;
	glm::mat3x4 o = m / x;
	glm::mat3x4 p = x * m;
	glm::mat3x4 q = m * x;
	bool R = m != q;
	bool S = m == l;

	return (S && !R) ? 0 : 1;
}

int test_ctr()
{
	int Error(0);

#if(GLM_HAS_INITIALIZER_LISTS)
	glm::mat3x4 m0(
		glm::vec4(0, 1, 2, 3),
		glm::vec4(4, 5, 6, 7),
		glm::vec4(8, 9, 10, 11));
	
	glm::mat3x4 m1{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11};
	
	glm::mat3x4 m2{
		{0, 1, 2, 3},
		{4, 5, 6, 7},
		{8, 9, 10, 11}};
	
	for(glm::length_t i = 0; i < m0.length(); ++i)
		Error += glm::all(glm::equal(m0[i], m2[i])) ? 0 : 1;
	
	for(glm::length_t i = 0; i < m1.length(); ++i)
		Error += glm::all(glm::equal(m1[i], m2[i])) ? 0 : 1;
	
	std::vector<glm::mat3x4> v1{
		{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11},
		{0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}
	};
	
	std::vector<glm::mat3x4> v2{
		{
			{ 0, 1, 2, 3},
			{ 4, 5, 6, 7},
			{ 8, 9, 10, 11}
		},
		{
			{ 0, 1, 2, 3},
			{ 4, 5, 6, 7},
			{ 8, 9, 10, 11}
		}
	};
	
#endif//GLM_HAS_INITIALIZER_LISTS
	
	return Error;
}

namespace cast
{
	template <typename genType>
	int entry()
	{
		int Error = 0;

		genType A(1.0f);
		glm::mat3x4 B(A);
		glm::mat3x4 Identity(1.0f);

		for(glm::length_t i = 0, length = B.length(); i < length; ++i)
			Error += glm::all(glm::equal(B[i], Identity[i])) ? 0 : 1;

		return Error;
	}

	int test()
	{
		int Error = 0;
		
		Error += entry<glm::mat2x2>();
		Error += entry<glm::mat2x3>();
		Error += entry<glm::mat2x4>();
		Error += entry<glm::mat3x2>();
		Error += entry<glm::mat3x3>();
		Error += entry<glm::mat3x4>();
		Error += entry<glm::mat4x2>();
		Error += entry<glm::mat4x3>();
		Error += entry<glm::mat4x4>();

		return Error;
	}
}//namespace cast

int main()
{
	int Error = 0;

#ifdef GLM_META_PROG_HELPERS
		assert(glm::mat3x4::rows == glm::mat3x4::row_type::components);
		assert(glm::mat3x4::cols == glm::mat3x4::col_type::components);
#endif

	Error += cast::test();
	Error += test_ctr();
	Error += test_operators();

	return Error;
}

