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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-03-05
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// Updated : 2011-03-05
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// Licence : This source is under MIT License
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// File : glm/gtx/matrix_interpolation.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dependency:
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// - GLM core
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// - GLM_GTX_matric_interpolation
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This extension has been written by Ghenadii Ursachi (the.asteroth@gmail.com)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_matrix_interpolation |
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#define glm_gtx_matrix_interpolation |
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// Dependency:
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//#include "../glm.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext)) |
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# pragma message("GLM: GLM_GTX_matrix_interpolation extension included") |
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#endif |
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namespace glm |
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{ |
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namespace test{ |
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void main_gtx_transform(); |
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}//namespace test
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namespace gtx{ |
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//! GLM_GTX_matrix_interpolation extension: Add transformation matrices
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namespace matrix_interpolation |
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{ |
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/// \addtogroup gtx_matrix_interpolation
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///@{
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//! Get the axis and angle of the rotation from a matrix.
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//! From GLM_GTX_matrix_interpolation extension.
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template <typename T> |
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void axisAngle( |
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detail::tmat4x4<T> const & mat, |
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detail::tvec3<T> & axis, |
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T & angle); |
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//! Build a matrix from axis and angle.
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//! From GLM_GTX_matrix_interpolation extension.
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template <typename T> |
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detail::tmat4x4<T> axisAngleMatrix( |
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detail::tvec3<T> const & axis, |
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T const angle); |
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//! Build a interpolation of 4 * 4 matrixes.
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//! From GLM_GTX_matrix_interpolation extension.
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//! Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.
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template <typename T> |
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detail::tmat4x4<T> interpolate( |
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detail::tmat4x4<T> const & m1, |
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detail::tmat4x4<T> const & m2, |
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T const delta); |
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///@}
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}//namespace matrix_interpolation
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}//namespace gtx
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}//namespace glm
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#include "matrix_interpolation.inl" |
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namespace glm{using namespace gtx::matrix_interpolation;} |
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#endif//glm_gtx_transform
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Created : 2011-03-05 |
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// Updated : 2011-03-05 |
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// Licence : This source is under MIT License |
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// File : glm/gtx/matrix_interpolation.inl |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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namespace glm{ |
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namespace gtx{ |
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namespace matrix_interpolation |
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{ |
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template <typename T> |
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GLM_FUNC_QUALIFIER void axisAngle( |
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detail::tmat4x4<T> const & mat, |
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detail::tvec3<T> & axis, |
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T & angle) |
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{ |
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T epsilon = (T)0.01; |
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T epsilon2 = (T)0.1; |
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if ((fabs(mat[1][0] - mat[0][1]) < epsilon) && (fabs(mat[2][0] - mat[0][2]) < epsilon) && (fabs(mat[2][1] - mat[1][2]) < epsilon)) { |
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if ((fabs(mat[1][0] + mat[0][1]) < epsilon2) && (fabs(mat[2][0] + mat[0][2]) < epsilon2) && (fabs(mat[2][1] + mat[1][2]) < epsilon2) && (fabs(mat[0][0] + mat[1][1] + mat[2][2] - (T)3.0) < epsilon2)) { |
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angle = (T)0.0; |
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axis.x = (T)1.0; |
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axis.y = (T)0.0; |
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axis.z = (T)0.0; |
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return; |
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} |
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angle = M_1_PI; |
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T xx = (mat[0][0] + (T)1.0) / (T)2.0; |
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T yy = (mat[1][1] + (T)1.0) / (T)2.0; |
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T zz = (mat[2][2] + (T)1.0) / (T)2.0; |
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T xy = (mat[1][0] + mat[0][1]) / (T)4.0; |
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T xz = (mat[2][0] + mat[0][2]) / (T)4.0; |
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T yz = (mat[2][1] + mat[1][2]) / (T)4.0; |
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if ((xx > yy) && (xx > zz)) { |
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if (xx < epsilon) { |
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axis.x = (T)0.0; |
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axis.y = (T)0.7071; |
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axis.z = (T)0.7071; |
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} else { |
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axis.x = sqrt(xx); |
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axis.y = xy / axis.x; |
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axis.z = xz / axis.x; |
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} |
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} else if (yy > zz) { |
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if (yy < epsilon) { |
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axis.x = (T)0.7071; |
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axis.y = (T)0.0; |
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axis.z = (T)0.7071; |
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} else { |
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axis.y = sqrt(yy); |
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axis.x = xy / axis.y; |
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axis.z = yz / axis.y; |
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} |
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} else { |
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if (zz < epsilon) { |
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axis.x = (T)0.7071; |
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axis.y = (T)0.7071; |
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axis.z = (T)0.0; |
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} else { |
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axis.z = sqrt(zz); |
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axis.x = xz / axis.z; |
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axis.y = yz / axis.z; |
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} |
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} |
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return; |
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} |
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T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1])); |
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if (glm::abs(s) < T(0.001)) |
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s = (T)1.0; |
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angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0); |
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axis.x = (mat[1][2] - mat[2][1]) / s; |
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axis.y = (mat[2][0] - mat[0][2]) / s; |
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axis.z = (mat[0][1] - mat[1][0]) / s; |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tmat4x4<T> axisAngleMatrix( |
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detail::tvec3<T> const & axis, |
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T const angle) |
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{ |
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T c = cos(angle); |
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T s = sin(angle); |
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T t = T(1) - c; |
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detail::tvec3<T> n = normalize(axis); |
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return detail::tmat4x4<T>( |
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t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, T(0), |
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t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, T(0), |
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t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, T(0), |
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T(0), T(0), T(0), T(1) |
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); |
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} |
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template <typename T> |
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GLM_FUNC_QUALIFIER detail::tmat4x4<T> interpolate( |
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detail::tmat4x4<T> const & m1, |
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detail::tmat4x4<T> const & m2, |
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T const delta) |
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{ |
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detail::tmat4x4<T> dltRotation = m2 * transpose(m1); |
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detail::tvec3<T> dltAxis; |
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T dltAngle; |
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axisAngle(dltRotation, dltAxis, dltAngle); |
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detail::tmat4x4<T> out = axisAngleMatrix(dltAxis, dltAngle * delta) * rotationMatrix(m1); |
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out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]); |
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out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]); |
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out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]); |
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return out; |
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} |
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}//namespace transform |
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}//namespace gtx |
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}//namespace glm |
@ -0,0 +1,73 @@ |
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-02-21
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// Updated : 2009-02-21
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// Licence : This source is under MIT License
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// File : glm/gtx/ulp.hpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Dependency:
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// - GLM core
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#ifndef glm_gtx_ulp |
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#define glm_gtx_ulp |
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// Dependency:
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#include "../glm.hpp" |
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#if(defined(GLM_MESSAGES) && !defined(glm_ext)) |
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# pragma message("GLM: GLM_GTX_ulp extension included") |
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#endif |
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namespace glm |
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{ |
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namespace gtx{ |
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//! GLM_GTX_ulp extension: Precision calculation functions
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namespace ulp |
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{ |
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/// \addtogroup gtx_ulp
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///@{
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//! Return the next ULP value(s) after the input value(s).
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//! From GLM_GTX_ulp extension.
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template <typename genType> |
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genType next_float(genType const & x); |
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//! Return the previous ULP value(s) before the input value(s).
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//! From GLM_GTX_ulp extension.
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template <typename genType> |
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genType prev_float(genType const & x); |
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//! Return the value(s) ULP distance after the input value(s).
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//! From GLM_GTX_ulp extension.
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template <typename genType> |
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genType next_float(genType const & x, uint const & Distance); |
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//! Return the value(s) ULP distance before the input value(s).
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//! From GLM_GTX_ulp extension.
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template <typename genType> |
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genType prev_float(genType const & x, uint const & Distance); |
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//! Return the distance in the number of ULP between 2 scalars.
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//! From GLM_GTX_ulp extension.
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template <typename T> |
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uint float_distance(T const & x, T const & y); |
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//! Return the distance in the number of ULP between 2 vectors.
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//! From GLM_GTX_ulp extension.
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template<typename T, template<typename> class vecType> |
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vecType<uint> float_distance(vecType<T> const & x, vecType<T> const & y); |
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///@}
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}//namespace ulp
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}//namespace gtx
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}//namespace glm
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#include "ulp.inl" |
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namespace glm{using namespace gtx::ulp;} |
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#endif//glm_gtx_ulp
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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// Created : 2011-03-07 |
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// Updated : 2011-04-26 |
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// Licence : This source is under MIT License |
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// File : glm/gtx/ulp.inl |
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/////////////////////////////////////////////////////////////////////////////////////////////////// |
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#include <cmath> |
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#include <cfloat> |
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/* |
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* ==================================================== |
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* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. |
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* |
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* Developed at SunPro, a Sun Microsystems, Inc. business. |
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* Permission to use, copy, modify, and distribute this |
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* software is freely granted, provided that this notice |
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* is preserved. |
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* ==================================================== |
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*/ |
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typedef union |
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{ |
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float value; |
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/* FIXME: Assumes 32 bit int. */ |
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unsigned int word; |
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} ieee_float_shape_type; |
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typedef union |
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{ |
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double value; |
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struct |
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{ |
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glm::detail::int32 lsw; |
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glm::detail::int32 msw; |
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} parts; |
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} ieee_double_shape_type; |
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#define GLM_EXTRACT_WORDS(ix0,ix1,d) \ |
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do { \ |
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ieee_double_shape_type ew_u; \ |
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ew_u.value = (d); \ |
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(ix0) = ew_u.parts.msw; \ |
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(ix1) = ew_u.parts.lsw; \ |
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} while (0) |
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#define GLM_GET_FLOAT_WORD(i,d) \ |
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do { \ |
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ieee_float_shape_type gf_u; \ |
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gf_u.value = (d); \ |
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(i) = gf_u.word; \ |
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} while (0) |
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#define GLM_SET_FLOAT_WORD(d,i) \ |
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do { \ |
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ieee_float_shape_type sf_u; \ |
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sf_u.word = (i); \ |
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(d) = sf_u.value; \ |
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} while (0) |
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#define GLM_INSERT_WORDS(d,ix0,ix1) \ |
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do { \ |
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ieee_double_shape_type iw_u; \ |
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iw_u.parts.msw = (ix0); \ |
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iw_u.parts.lsw = (ix1); \ |
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(d) = iw_u.value; \ |
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} while (0) |
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namespace glm{ |
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namespace detail |
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{ |
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GLM_FUNC_QUALIFIER float nextafterf(float x, float y) |
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{ |
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volatile float t; |
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glm::detail::int32 hx, hy, ix, iy; |
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GLM_GET_FLOAT_WORD(hx,x); |
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GLM_GET_FLOAT_WORD(hy,y); |
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ix = hx&0x7fffffff; // |x| |
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iy = hy&0x7fffffff; // |y| |
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if((ix>0x7f800000) || // x is nan |
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(iy>0x7f800000)) // y is nan |
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return x+y; |
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if(x==y) return y; // x=y, return y |
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if(ix==0) { // x == 0 |
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GLM_SET_FLOAT_WORD(x,(hy&0x80000000)|1);// return +-minsubnormal |
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t = x*x; |
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if(t==x) return t; else return x; // raise underflow flag |
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} |
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if(hx>=0) { // x > 0 |
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if(hx>hy) { // x > y, x -= ulp |
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hx -= 1; |
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} else { // x < y, x += ulp |
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hx += 1; |
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} |
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} else { // x < 0 |
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if(hy>=0||hx>hy){ // x < y, x -= ulp |
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hx -= 1; |
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} else { // x > y, x += ulp |
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hx += 1; |
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} |
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} |
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hy = hx&0x7f800000; |
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if(hy>=0x7f800000) return x+x; // overflow |
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if(hy<0x00800000) { // underflow |
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t = x*x; |
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if(t!=x) { // raise underflow flag |
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GLM_SET_FLOAT_WORD(y,hx); |
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return y; |
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} |
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} |
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GLM_SET_FLOAT_WORD(x,hx); |
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return x; |
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} |
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GLM_FUNC_QUALIFIER double nextafter(double x, double y) |
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{ |
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volatile double t; |
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glm::detail::int32 hx, hy, ix, iy; |
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glm::detail::uint32 lx, ly; |
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GLM_EXTRACT_WORDS(hx, lx, x); |
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GLM_EXTRACT_WORDS(hy, ly, y); |
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ix = hx & 0x7fffffff; // |x| |
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iy = hy & 0x7fffffff; // |y| |
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if(((ix>=0x7ff00000)&&((ix-0x7ff00000)|lx)!=0) || // x is nan |
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((iy>=0x7ff00000)&&((iy-0x7ff00000)|ly)!=0)) // y is nan |
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return x+y; |
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if(x==y) return y; // x=y, return y |
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if((ix|lx)==0) { // x == 0 |
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GLM_INSERT_WORDS(x, hy & 0x80000000, 1); // return +-minsubnormal |
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t = x*x; |
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if(t==x) return t; else return x; // raise underflow flag |
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} |
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if(hx>=0) { // x > 0 |
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if(hx>hy||((hx==hy)&&(lx>ly))) { // x > y, x -= ulp |
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if(lx==0) hx -= 1; |
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lx -= 1; |
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} else { // x < y, x += ulp |
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lx += 1; |
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if(lx==0) hx += 1; |
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} |
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} else { // x < 0 |
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if(hy>=0||hx>hy||((hx==hy)&&(lx>ly))){// x < y, x -= ulp |
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if(lx==0) hx -= 1; |
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lx -= 1; |
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} else { // x > y, x += ulp |
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lx += 1; |
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if(lx==0) hx += 1; |
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} |
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} |
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hy = hx&0x7ff00000; |
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if(hy>=0x7ff00000) return x+x; // overflow |
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if(hy<0x00100000) { // underflow |
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t = x*x; |
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if(t!=x) { // raise underflow flag |
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GLM_INSERT_WORDS(y,hx,lx); |
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return y; |
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} |
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} |
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GLM_INSERT_WORDS(x,hx,lx); |
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return x; |
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} |
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}//namespace detail |
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}//namespace glm |
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#if(GLM_COMPILER & GLM_COMPILER_VC) |
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# if(GLM_MODEL == GLM_MODEL_32) |
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# define GLM_NEXT_AFTER_FLT(x, toward) glm::detail::nextafterf((x), (toward)) |
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# else |
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# define GLM_NEXT_AFTER_FLT(x, toward) _nextafterf((x), (toward)) |
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# endif |
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# define GLM_NEXT_AFTER_DBL(x, toward) _nextafter((x), (toward)) |
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#else |
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# define GLM_NEXT_AFTER_FLT(x, toward) nextafterf((x), (toward)) |
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# define GLM_NEXT_AFTER_DBL(x, toward) nextafter((x), (toward)) |
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#endif |
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|
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namespace glm{ |
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namespace gtx{ |
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namespace ulp |
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{ |
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GLM_FUNC_QUALIFIER float next_float(float const & x) |
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{ |
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return GLM_NEXT_AFTER_FLT(x, std::numeric_limits<float>::max()); |
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} |
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|
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GLM_FUNC_QUALIFIER double next_float(double const & x) |
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{ |
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return GLM_NEXT_AFTER_DBL(x, std::numeric_limits<double>::max()); |
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} |
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|
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template<typename T, template<typename> class vecType> |
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GLM_FUNC_QUALIFIER vecType<T> next_float(vecType<T> const & x) |
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{ |
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vecType<T> Result; |
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for(std::size_t i = 0; i < Result.length(); ++i) |
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Result[i] = next_float(x[i]); |
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return Result; |
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} |
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|
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GLM_FUNC_QUALIFIER float prev_float(float const & x) |
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{ |
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return GLM_NEXT_AFTER_FLT(x, std::numeric_limits<float>::min()); |
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} |
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|
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GLM_FUNC_QUALIFIER double prev_float(double const & x) |
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{ |
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return GLM_NEXT_AFTER_DBL(x, std::numeric_limits<double>::min()); |
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} |
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|
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template<typename T, template<typename> class vecType> |
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GLM_FUNC_QUALIFIER vecType<T> prev_float(vecType<T> const & x) |
||||
{ |
||||
vecType<T> Result; |
||||
for(std::size_t i = 0; i < Result.length(); ++i) |
||||
Result[i] = prev_float(x[i]); |
||||
return Result; |
||||
} |
||||
|
||||
template <typename T> |
||||
GLM_FUNC_QUALIFIER T next_float(T const & x, uint const & ulps) |
||||
{ |
||||
T temp = x; |
||||
for(std::size_t i = 0; i < ulps; ++i) |
||||
temp = next_float(temp); |
||||
return temp; |
||||
} |
||||
|
||||
template<typename T, template<typename> class vecType> |
||||
GLM_FUNC_QUALIFIER vecType<T> next_float(vecType<T> const & x, vecType<uint> const & ulps) |
||||
{ |
||||
vecType<T> Result; |
||||
for(std::size_t i = 0; i < Result.length(); ++i) |
||||
Result[i] = next_float(x[i], ulps[i]); |
||||
return Result; |
||||
} |
||||
|
||||
template <typename T> |
||||
GLM_FUNC_QUALIFIER T prev_float(T const & x, uint const & ulps) |
||||
{ |
||||
T temp = x; |
||||
for(std::size_t i = 0; i < ulps; ++i) |
||||
temp = prev_float(temp); |
||||
return temp; |
||||
} |
||||
|
||||
template<typename T, template<typename> class vecType> |
||||
GLM_FUNC_QUALIFIER vecType<T> prev_float(vecType<T> const & x, vecType<uint> const & ulps) |
||||
{ |
||||
vecType<T> Result; |
||||
for(std::size_t i = 0; i < Result.length(); ++i) |
||||
Result[i] = prev_float(x[i], ulps[i]); |
||||
return Result; |
||||
} |
||||
|
||||
template <typename T> |
||||
GLM_FUNC_QUALIFIER uint float_distance(T const & x, T const & y) |
||||
{ |
||||
std::size_t ulp = 0; |
||||
|
||||
if(x < y) |
||||
{ |
||||
T temp = x; |
||||
while(temp != y && ulp < std::numeric_limits<std::size_t>::max()) |
||||
{ |
||||
++ulp; |
||||
temp = next_float(temp); |
||||
} |
||||
} |
||||
else if(y < x) |
||||
{ |
||||
T temp = y; |
||||
while(temp != x && ulp < std::numeric_limits<std::size_t>::max()) |
||||
{ |
||||
++ulp; |
||||
temp = next_float(temp); |
||||
} |
||||
} |
||||
else // == |
||||
{ |
||||
|
||||
} |
||||
|
||||
return ulp; |
||||
} |
||||
|
||||
template<typename T, template<typename> class vecType> |
||||
GLM_FUNC_QUALIFIER vecType<uint> float_distance(vecType<T> const & x, vecType<T> const & y) |
||||
{ |
||||
vecType<uint> Result; |
||||
for(std::size_t i = 0; i < Result.length(); ++i) |
||||
Result[i] = float_distance(x[i], y[i]); |
||||
return Result; |
||||
} |
||||
/* |
||||
inline std::size_t ulp |
||||
( |
||||
detail::thalf const & a, |
||||
detail::thalf const & b |
||||
) |
||||
{ |
||||
std::size_t Count = 0; |
||||
float TempA(a); |
||||
float TempB(b); |
||||
//while((TempA = _nextafterf(TempA, TempB)) != TempB) |
||||
++Count; |
||||
return Count; |
||||
} |
||||
|
||||
inline std::size_t ulp |
||||
( |
||||
float const & a, |
||||
float const & b |
||||
) |
||||
{ |
||||
std::size_t Count = 0; |
||||
float Temp = a; |
||||
//while((Temp = _nextafterf(Temp, b)) != b) |
||||
{ |
||||
std::cout << Temp << " " << b << std::endl; |
||||
++Count; |
||||
} |
||||
return Count; |
||||
} |
||||
|
||||
inline std::size_t ulp |
||||
( |
||||
double const & a, |
||||
double const & b |
||||
) |
||||
{ |
||||
std::size_t Count = 0; |
||||
double Temp = a; |
||||
//while((Temp = _nextafter(Temp, b)) != b) |
||||
{ |
||||
std::cout << Temp << " " << b << std::endl; |
||||
++Count; |
||||
} |
||||
return Count; |
||||
} |
||||
|
||||
template <typename T> |
||||
inline std::size_t ulp |
||||
( |
||||
detail::tvec2<T> const & a, |
||||
detail::tvec2<T> const & b |
||||
) |
||||
{ |
||||
std::size_t ulps[] = |
||||
{ |
||||
ulp(a[0], b[0]), |
||||
ulp(a[1], b[1]) |
||||
}; |
||||
|
||||
return glm::max(ulps[0], ulps[1]); |
||||
} |
||||
|
||||
template <typename T> |
||||
inline std::size_t ulp |
||||
( |
||||
detail::tvec3<T> const & a, |
||||
detail::tvec3<T> const & b |
||||
) |
||||
{ |
||||
std::size_t ulps[] = |
||||
{ |
||||
ulp(a[0], b[0]), |
||||
ulp(a[1], b[1]), |
||||
ulp(a[2], b[2]) |
||||
}; |
||||
|
||||
return glm::max(glm::max(ulps[0], ulps[1]), ulps[2]); |
||||
} |
||||
|
||||
template <typename T> |
||||
inline std::size_t ulp |
||||
( |
||||
detail::tvec4<T> const & a, |
||||
detail::tvec4<T> const & b |
||||
) |
||||
{ |
||||
std::size_t ulps[] = |
||||
{ |
||||
ulp(a[0], b[0]), |
||||
ulp(a[1], b[1]), |
||||
ulp(a[2], b[2]), |
||||
ulp(a[3], b[3]) |
||||
}; |
||||
|
||||
return glm::max(glm::max(ulps[0], ulps[1]), glm::max(ulps[2], ulps[3])); |
||||
} |
||||
*/ |
||||
}//namespace ulp |
||||
}//namespace gtx |
||||
}//namespace glm |
@ -1,3 +1,4 @@ |
||||
glmCreateTestGTC(gtx-bit) |
||||
glmCreateTestGTC(gtx-simd-vec4) |
||||
glmCreateTestGTC(gtx-simd-mat4) |
||||
glmCreateTestGTC(gtx-ulp) |
||||
|
@ -0,0 +1,107 @@ |
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Created : 2011-04-26
|
||||
// Updated : 2011-04-26
|
||||
// Licence : This source is under MIT licence
|
||||
// File : test/gtx/ulp.cpp
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include <glm/glm.hpp> |
||||
#include <glm/gtx/ulp.hpp> |
||||
#include <iostream> |
||||
#include <limits> |
||||
|
||||
int test_ulp_float_dist() |
||||
{ |
||||
int Error = 0; |
||||
|
||||
float A = 1.0f; |
||||
|
||||
float B = glm::next_float(A); |
||||
Error += A != B ? 0 : 1; |
||||
float C = glm::prev_float(B); |
||||
Error += A == C ? 0 : 1; |
||||
|
||||
int D = glm::float_distance(A, B); |
||||
Error += D == 1 ? 0 : 1; |
||||
int E = glm::float_distance(A, C); |
||||
Error += E == 0 ? 0 : 1; |
||||
|
||||
return Error; |
||||
} |
||||
|
||||
int test_ulp_float_step() |
||||
{ |
||||
int Error = 0; |
||||
|
||||
float A = 1.0f; |
||||
|
||||
for(int i = 10; i < 1000; i *= 10) |
||||
{ |
||||
float B = glm::next_float(A, i); |
||||
Error += A != B ? 0 : 1; |
||||
float C = glm::prev_float(B, i); |
||||
Error += A == C ? 0 : 1; |
||||
|
||||
int D = glm::float_distance(A, B); |
||||
Error += D == i ? 0 : 1; |
||||
int E = glm::float_distance(A, C); |
||||
Error += E == 0 ? 0 : 1; |
||||
} |
||||
|
||||
return Error; |
||||
} |
||||
|
||||
int test_ulp_double_dist() |
||||
{ |
||||
int Error = 0; |
||||
|
||||
double A = 1.0; |
||||
|
||||
double B = glm::next_float(A); |
||||
Error += A != B ? 0 : 1; |
||||
double C = glm::prev_float(B); |
||||
Error += A == C ? 0 : 1; |
||||
|
||||
int D = glm::float_distance(A, B); |
||||
Error += D == 1 ? 0 : 1; |
||||
int E = glm::float_distance(A, C); |
||||
Error += E == 0 ? 0 : 1; |
||||
|
||||
return Error; |
||||
} |
||||
|
||||
int test_ulp_double_step() |
||||
{ |
||||
int Error = 0; |
||||
|
||||
double A = 1.0; |
||||
|
||||
for(int i = 10; i < 1000; i *= 10) |
||||
{ |
||||
double B = glm::next_float(A, i); |
||||
Error += A != B ? 0 : 1; |
||||
double C = glm::prev_float(B, i); |
||||
Error += A == C ? 0 : 1; |
||||
|
||||
int D = glm::float_distance(A, B); |
||||
Error += D == i ? 0 : 1; |
||||
int E = glm::float_distance(A, C); |
||||
Error += E == 0 ? 0 : 1; |
||||
} |
||||
|
||||
return Error; |
||||
} |
||||
|
||||
int main() |
||||
{ |
||||
int Error = 0; |
||||
Error += test_ulp_float_dist(); |
||||
Error += test_ulp_float_step(); |
||||
Error += test_ulp_double_dist(); |
||||
Error += test_ulp_double_step(); |
||||
return Error; |
||||
} |
||||
|
||||
|
Loading…
Reference in New Issue