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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtx_float_normalize
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/// @file glm/gtx/float_normalize.hpp
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/// @date 2015-09-25 / 2015-09-25
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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///
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/// @defgroup gtx_float_normalize GLM_GTX_float_normalize
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/// @ingroup gtx
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///
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/// @brief Convert integer vectors into normalized float vectors.
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///
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/// <glm/gtx/color_space.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#pragma once |
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// Dependency:
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#include "../glm.hpp" |
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#if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) |
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# pragma message("GLM: GLM_GTX_float_normalize extension included") |
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#endif |
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namespace glm |
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{ |
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/// @addtogroup gtx_float_normalize
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/// @{
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/// Converts a color from HSV color space to its color in RGB color space.
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/// @see gtx_float_normalize
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template <typename T, precision P, template <typename, precision> class vecType> |
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GLM_FUNC_DECL vecType<float, P> floatNormalize(vecType<T, P> const & v); |
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/// @}
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}//namespace glm
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#include "float_normalize.inl" |
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/////////////////////////////////////////////////////////////////////////////////// |
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/// OpenGL Mathematics (glm.g-truc.net) |
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/// |
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net) |
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/// Permission is hereby granted, free of charge, to any person obtaining a copy |
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/// of this software and associated documentation files (the "Software"), to deal |
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/// in the Software without restriction, including without limitation the rights |
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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/// copies of the Software, and to permit persons to whom the Software is |
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/// furnished to do so, subject to the following conditions: |
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/// |
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/// The above copyright notice and this permission notice shall be included in |
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/// all copies or substantial portions of the Software. |
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/// |
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/// Restrictions: |
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/// By making use of the Software for military purposes, you choose to make |
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/// a Bunny unhappy. |
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/// |
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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/// THE SOFTWARE. |
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/// |
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/// @ref gtx_float_normalize |
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/// @file glm/gtx/float_normalize.inl |
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/// @date 2015-09-25 / 2015-09-25 |
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/// @author Christophe Riccio |
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/////////////////////////////////////////////////////////////////////////////////// |
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#include <limits> |
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namespace glm{ |
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namespace detail |
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{ |
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template <typename T, typename floatType, precision P, template <typename, precision> class vecType, bool isInteger, bool signedType> |
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struct compute_floatNormalize |
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{}; |
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template <typename T, typename floatType, precision P, template <typename, precision> class vecType> |
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struct compute_floatNormalize<T, floatType, P, vecType, true, true> |
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{ |
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GLM_FUNC_QUALIFIER static vecType<floatType, P> call(vecType<T, P> const & v) |
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{ |
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floatType const Min = static_cast<floatType>(std::numeric_limits<T>::min()); |
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floatType const Max = static_cast<floatType>(std::numeric_limits<T>::max()); |
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return (vecType<floatType, P>(v) - Min) / (Max - Min) * static_cast<floatType>(2) - static_cast<floatType>(1); |
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} |
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}; |
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template <typename T, typename floatType, precision P, template <typename, precision> class vecType> |
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struct compute_floatNormalize<T, floatType, P, vecType, true, false> |
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{ |
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GLM_FUNC_QUALIFIER static vecType<floatType, P> call(vecType<T, P> const & v) |
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{ |
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return vecType<floatType, P>(v) / static_cast<floatType>(std::numeric_limits<T>::max()); |
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} |
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}; |
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template <typename T, typename floatType, precision P, template <typename, precision> class vecType> |
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struct compute_floatNormalize<T, floatType, P, vecType, false, true> |
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{ |
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GLM_FUNC_QUALIFIER static vecType<floatType, P> call(vecType<T, P> const & v) |
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{ |
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return v; |
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} |
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}; |
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}//namespace detail |
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template <typename T, precision P, template <typename, precision> class vecType> |
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GLM_FUNC_QUALIFIER vecType<float, P> floatNormalize(vecType<T, P> const & v) |
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{ |
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return detail::compute_floatNormalize<T, float, P, vecType, std::numeric_limits<T>::is_integer, std::numeric_limits<T>::is_signed>::call(v); |
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} |
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}//namespace glm |
@ -1,110 +0,0 @@ |
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//////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// Restrictions:
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/// By making use of the Software for military purposes, you choose to make
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/// a Bunny unhappy.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @file test/gtx/gtx_float_normalize.cpp
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/// @date 2015-09-25 / 2015-09-25
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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#include <glm/gtx/float_normalize.hpp> |
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#include <glm/gtc/type_precision.hpp> |
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#include <glm/gtc/epsilon.hpp> |
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#include <glm/gtc/constants.hpp> |
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#include <limits> |
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namespace integer_8bit_test |
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{ |
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int run() |
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{ |
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int Error(0); |
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{ |
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glm::vec4 const A = glm::floatNormalize(glm::u8vec4(0, 127, 128, 255)); |
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Error += glm::epsilonEqual(A.x, 0.0f, glm::epsilon<float>()) ? 0 : 1; |
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Error += A.y < 0.5f ? 0 : 1; |
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Error += A.z > 0.5f ? 0 : 1; |
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Error += glm::epsilonEqual(A.w, 1.0f, glm::epsilon<float>()) ? 0 : 1; |
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} |
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{ |
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glm::vec4 const A = glm::floatNormalize(glm::i8vec4(-128, -1, 0, 127)); |
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Error += glm::epsilonEqual(A.x,-1.0f, glm::epsilon<float>()) ? 0 : 1; |
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Error += A.y < 0.0f ? 0 : 1; |
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Error += A.z > 0.0f ? 0 : 1; |
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Error += glm::epsilonEqual(A.w, 1.0f, glm::epsilon<float>()) ? 0 : 1; |
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} |
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return Error; |
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} |
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}//namespace integer_8bit_test
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namespace integer_16bit_test |
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{ |
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int run() |
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{ |
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int Error(0); |
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{ |
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glm::vec4 const A = glm::floatNormalize(glm::u16vec4( |
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std::numeric_limits<glm::u16>::min(), |
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(std::numeric_limits<glm::u16>::max() >> 1) + 0, |
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(std::numeric_limits<glm::u16>::max() >> 1) + 1, |
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std::numeric_limits<glm::u16>::max())); |
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Error += glm::epsilonEqual(A.x, 0.0f, glm::epsilon<float>()) ? 0 : 1; |
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Error += A.y < 0.5f ? 0 : 1; |
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Error += A.z > 0.5f ? 0 : 1; |
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Error += glm::epsilonEqual(A.w, 1.0f, glm::epsilon<float>()) ? 0 : 1; |
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} |
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{ |
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glm::vec4 const A = glm::floatNormalize(glm::i16vec4( |
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std::numeric_limits<glm::i16>::min(), |
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static_cast<glm::i16>(-1), |
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static_cast<glm::i16>(0), |
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std::numeric_limits<glm::i16>::max())); |
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Error += glm::epsilonEqual(A.x,-1.0f, glm::epsilon<float>()) ? 0 : 1; |
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Error += A.y < 0.0f ? 0 : 1; |
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Error += A.z > 0.0f ? 0 : 1; |
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Error += glm::epsilonEqual(A.w, 1.0f, glm::epsilon<float>()) ? 0 : 1; |
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} |
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return Error; |
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} |
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}//namespace integer_16bit_test
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int main() |
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{ |
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int Error(0); |
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Error += integer_8bit_test::run(); |
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Error += integer_16bit_test::run(); |
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return Error; |
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} |
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