#include <glm/ext/matrix_common.hpp>
#include <glm/ext/matrix_double4x4.hpp>
#include <glm/ext/matrix_float4x4.hpp>
#include <glm/ext/matrix_relational.hpp>
#include <glm/ext/vector_bool4.hpp>
#include <glm/ext/matrix_float4x3.hpp>

static int test_mix()
{
	int Error = 0;

	{
		glm::mat4 A(2);
		glm::mat4 B(4);
		glm::mat4 C = glm::mix(A, B, 0.5f);
		glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1);
		Error += glm::all(D) ? 0 : 1;
	}

	{
		glm::mat4 A(2);
		glm::mat4 B(4);
		glm::mat4 C = glm::mix(A, B, 0.5);
		glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1);
		Error += glm::all(D) ? 0 : 1;
	}

	{
		glm::dmat4 A(2);
		glm::dmat4 B(4);
		glm::dmat4 C = glm::mix(A, B, 0.5);
		glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1);
		Error += glm::all(D) ? 0 : 1;
	}

	{
		glm::dmat4 A(2);
		glm::dmat4 B(4);
		glm::dmat4 C = glm::mix(A, B, 0.5f);
		glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1);
		Error += glm::all(D) ? 0 : 1;
	}

	return Error;
}

static int test_abs()
{
	int Error = 0;

	// -------------------- //
	// glm::mat4 variants : //
	// -------------------- //
	{
		glm::mat4 A(
			3.0f, 1.0f, 5.2f, 4.9f,
			1.4f, 0.5f, 9.3f, 3.7f,
			6.8f, 8.4f, 4.3f, 3.9f,
			5.6f, 7.2f, 1.1f, 4.4f
		);
		glm::mat4 B(
			 1.0,-1.0, 1.0, 1.0,
			-1.0, 1.0, 1.0,-1.0,
			 1.0,-1.0,-1.0,-1.0,
			-1.0,-1.0, 1.0, 1.0
		);
		glm::mat4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat4 D = glm::abs(C);
		glm::bvec4 const col1 = glm::equal(D[0], A[0]);
		glm::bvec4 const col2 = glm::equal(D[1], A[1]);
		glm::bvec4 const col3 = glm::equal(D[2], A[2]);
		glm::bvec4 const col4 = glm::equal(D[3], A[3]);
		Error += glm::all(glm::bvec4{glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4)}) ? 0 : 1;
	}
	{
		glm::mat4x3 A(
			3.0f, 1.0f, 5.2f,
			4.9f, 1.4f, 0.5f,
			9.3f, 3.7f, 6.8f,
			8.4f, 4.3f, 3.9f
		);
		glm::mat4x3 B(
			 1.0,-1.0, 1.0,
			 1.0,-1.0, 1.0,
			 1.0,-1.0, 1.0,
			-1.0,-1.0,-1.0
		);
		glm::mat4x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat4x3 D = glm::abs(C);
		glm::bvec3 const col1 = glm::equal(D[0], A[0]);
		glm::bvec3 const col2 = glm::equal(D[1], A[1]);
		glm::bvec3 const col3 = glm::equal(D[2], A[2]);
		glm::bvec3 const col4 = glm::equal(D[3], A[3]);
		Error += glm::all(glm::bvec4{glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4)}) ? 0 : 1;
	}
	{
		glm::mat4x2 A(
			3.0f, 1.0f,
			1.4f, 0.5f,
			6.8f, 8.4f,
			5.6f, 7.2f
		);
		glm::mat4x2 B(
			 1.0,-1.0,
			-1.0, 1.0,
			 1.0,-1.0,
			-1.0,-1.0
		);
		glm::mat4x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat4x2 D = glm::abs(C);
		glm::bvec2 const col1 = glm::equal(D[0], A[0]);
		glm::bvec2 const col2 = glm::equal(D[1], A[1]);
		glm::bvec2 const col3 = glm::equal(D[2], A[2]);
		glm::bvec2 const col4 = glm::equal(D[3], A[3]);
		Error += glm::all(glm::bvec4{glm::all(col1), glm::all(col2), glm::all(col3), glm::all(col4)}) ? 0 : 1;
	}

	// -------------------- //
	// glm::mat3 variants : //
	// -------------------- //
	{
		glm::mat3x4 A(
			3.0f, 1.0f, 5.2f, 4.9f,
			1.4f, 0.5f, 9.3f, 3.7f,
			6.8f, 8.4f, 4.3f, 3.9f
		);
		glm::mat3x4 B(
			 1.0,-1.0, 1.0, 1.0,
			-1.0, 1.0, 1.0,-1.0,
			 1.0,-1.0,-1.0,-1.0
		);
		glm::mat3x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat3x4 D = glm::abs(C);
		glm::bvec4 const col1 = glm::equal(D[0], A[0]);
		glm::bvec4 const col2 = glm::equal(D[1], A[1]);
		glm::bvec4 const col3 = glm::equal(D[2], A[2]);
		Error += glm::all(glm::bvec3{glm::all(col1), glm::all(col2), glm::all(col3)}) ? 0 : 1;
	}
	{
		glm::mat3 A(
			3.0f, 1.0f, 5.2f,
			1.4f, 0.5f, 9.3f,
			6.8f, 8.4f, 4.3f
		);
		glm::mat3 B(
			1.0,-1.0, 1.0,
			-1.0, 1.0, 1.0,
			1.0,-1.0,-1.0
		);
		glm::mat3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat3 D = glm::abs(C);
		glm::bvec3 const col1 = glm::equal(D[0], A[0]);
		glm::bvec3 const col2 = glm::equal(D[1], A[1]);
		glm::bvec3 const col3 = glm::equal(D[2], A[2]);
		Error += glm::all(glm::bvec3{glm::all(col1), glm::all(col2), glm::all(col3)}) ? 0 : 1;
	}
	{
		glm::mat3x2 A(
			5.2f, 4.9f,
			9.3f, 3.7f,
			4.3f, 3.9f
		);
		glm::mat3x2 B(
			 1.0, 1.0,
			 1.0,-1.0,
			-1.0,-1.0
		);
		glm::mat3x2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat3x2 D = glm::abs(C);
		glm::bvec2 const col1 = glm::equal(D[0], A[0]);
		glm::bvec2 const col2 = glm::equal(D[1], A[1]);
		glm::bvec2 const col3 = glm::equal(D[2], A[2]);
		Error += glm::all(glm::bvec3{glm::all(col1), glm::all(col2), glm::all(col3)}) ? 0 : 1;
	}

	// -------------------- //
	// glm::mat2 variants : //
	// -------------------- //
	{
		glm::mat2x4 A(
			3.0f, 1.0f, 5.2f, 4.9f,
			5.6f, 7.2f, 1.1f, 4.4f
		);
		glm::mat2x4 B(
			 1.0,-1.0, 1.0, 1.0,
			-1.0,-1.0, 1.0, 1.0
		);
		glm::mat2x4 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat2x4 D = glm::abs(C);
		glm::bvec4 const col1 = glm::equal(D[0], A[0]);
		glm::bvec4 const col2 = glm::equal(D[1], A[1]);
		Error += glm::all(glm::bvec2{glm::all(col1), glm::all(col2)}) ? 0 : 1;
	}
	{
		glm::mat2x3 A(
			3.0f, 1.0f, 5.2f,
			8.4f, 4.3f, 3.9f
		);
		glm::mat2x3 B(
			 1.0,-1.0, 1.0,
			-1.0,-1.0,-1.0
		);
		glm::mat2x3 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat2x3 D = glm::abs(C);
		glm::bvec3 const col1 = glm::equal(D[0], A[0]);
		glm::bvec3 const col2 = glm::equal(D[1], A[1]);
		Error += glm::all(glm::bvec2{glm::all(col1), glm::all(col2)}) ? 0 : 1;
	}
	{
		glm::mat2 A(
			3.0f, 1.0f,
			5.6f, 7.2f
		);
		glm::mat2 B(
			 1.0,-1.0,
			-1.0,-1.0
		);
		glm::mat2 C = glm::matrixCompMult(A, B); // Not * to avoid matrix product.
		glm::mat2 D = glm::abs(C);
		glm::bvec2 const col1 = glm::equal(D[0], A[0]);
		glm::bvec2 const col2 = glm::equal(D[1], A[1]);
		Error += glm::all(glm::bvec2{glm::all(col1), glm::all(col2)}) ? 0 : 1;
	}

	return Error;
}

int main()
{
	int Error = 0;

	Error += test_mix();
	Error += test_abs();

	return Error;
}