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@ -1,14 +1,14 @@ |
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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 : 2011-05-31
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// Updated : 2011-05-31
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// Created : 2011-09-19
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// Updated : 2011-09-19
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// Licence : This source is under MIT licence
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// File : test/gtx/random.cpp
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// File : test/gtc/random.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp> |
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#include <glm/gtx/random.hpp> |
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#include <glm/gtc/random.hpp> |
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#include <glm/gtx/epsilon.hpp> |
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#include <iostream> |
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@ -21,8 +21,8 @@ int test_signedRand1() |
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double ResultDouble = 0.0f; |
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for(std::size_t i = 0; i < 100000; ++i) |
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{ |
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ResultFloat += glm::signedRand1<float>(); |
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ResultDouble += glm::signedRand1<double>(); |
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ResultFloat += glm::signedRand1(-1.0f, 1.0f); |
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ResultDouble += glm::signedRand1(-1.0, 1.0); |
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} |
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Error += glm::equalEpsilon(ResultFloat, 0.0f, 0.0001f); |
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@ -42,8 +42,8 @@ int test_normalizedRand2() |
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double ResultDouble = 0.0f; |
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for(std::size_t i = 0; i < Max; ++i) |
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{ |
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ResultFloat += glm::length(glm::normalizedRand2<float>()); |
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ResultDouble += glm::length(glm::normalizedRand2<double>()); |
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ResultFloat += glm::length(glm::normalizedRand2(1.0f, 1.0f)); |
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ResultDouble += glm::length(glm::normalizedRand2(1.0f, 1.0f)); |
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} |
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Error += glm::equalEpsilon(ResultFloat, float(Max), 0.000001f) ? 0 : 1; |
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@ -68,8 +68,8 @@ int test_normalizedRand3() |
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double ResultDoubleC = 0.0f; |
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for(std::size_t i = 0; i < Max; ++i) |
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{ |
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ResultFloatA += glm::length(glm::normalizedRand3<float>()); |
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ResultDoubleA += glm::length(glm::normalizedRand3<double>()); |
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ResultFloatA += glm::length(glm::normalizedRand3(1.0f, 1.0f)); |
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ResultDoubleA += glm::length(glm::normalizedRand3(1.0f, 1.0f)); |
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ResultFloatB += glm::length(glm::normalizedRand3(2.0f, 2.0f)); |
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ResultDoubleB += glm::length(glm::normalizedRand3(2.0, 2.0)); |
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ResultFloatC += glm::length(glm::normalizedRand3(1.0f, 3.0f)); |
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