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@ -16,31 +16,85 @@ int test_floatBitsToInt() |
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{ |
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float A = 1.0f; |
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int B = glm::floatBitsToInt(A); |
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Error += B == *(float*)&A ? 0 : 1; |
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float C = glm::intBitsToFloat(B); |
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int D = *(int*)&A; |
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Error += B == D ? 0 : 1; |
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Error += A == C ? 0 : 1; |
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} |
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{ |
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glm::vec2 A(1.0f, 2.0f); |
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glm::ivec2 B = glm::floatBitsToInt(A); |
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Error += B.x == *(float*)&(A.x) ? 0 : 1; |
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Error += B.y == *(float*)&(A.y) ? 0 : 1; |
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glm::vec2 C = glm::intBitsToFloat(B); |
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Error += B.x == *(int*)&(A.x) ? 0 : 1; |
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Error += B.y == *(int*)&(A.y) ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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{ |
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glm::vec3 A(1.0f, 2.0f, 3.0f); |
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glm::ivec3 B = glm::floatBitsToInt(A); |
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Error += B.x == *(float*)&(A.x) ? 0 : 1; |
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Error += B.y == *(float*)&(A.y) ? 0 : 1; |
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Error += B.z == *(float*)&(A.z) ? 0 : 1; |
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glm::vec3 C = glm::intBitsToFloat(B); |
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Error += B.x == *(int*)&(A.x) ? 0 : 1; |
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Error += B.y == *(int*)&(A.y) ? 0 : 1; |
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Error += B.z == *(int*)&(A.z) ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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{ |
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glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f); |
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glm::ivec4 B = glm::floatBitsToInt(A); |
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Error += B.x == *(float*)&(A.x) ? 0 : 1; |
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Error += B.y == *(float*)&(A.y) ? 0 : 1; |
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Error += B.z == *(float*)&(A.z) ? 0 : 1; |
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Error += B.w == *(float*)&(A.w) ? 0 : 1; |
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glm::vec4 C = glm::intBitsToFloat(B); |
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Error += B.x == *(int*)&(A.x) ? 0 : 1; |
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Error += B.y == *(int*)&(A.y) ? 0 : 1; |
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Error += B.z == *(int*)&(A.z) ? 0 : 1; |
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Error += B.w == *(int*)&(A.w) ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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return Error; |
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} |
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int test_floatBitsToUint() |
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{ |
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int Error = 0; |
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{ |
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float A = 1.0f; |
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glm::uint B = glm::floatBitsToUint(A); |
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float C = glm::intBitsToFloat(B); |
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Error += B == *(glm::uint*)&A ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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{ |
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glm::vec2 A(1.0f, 2.0f); |
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glm::uvec2 B = glm::floatBitsToUint(A); |
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glm::vec2 C = glm::uintBitsToFloat(B); |
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Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; |
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Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; |
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Error += A == C ? 0 : 1; |
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} |
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{ |
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glm::vec3 A(1.0f, 2.0f, 3.0f); |
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glm::uvec3 B = glm::floatBitsToUint(A); |
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glm::vec3 C = glm::uintBitsToFloat(B); |
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Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; |
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Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; |
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Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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{ |
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glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f); |
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glm::uvec4 B = glm::floatBitsToUint(A); |
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glm::vec4 C = glm::uintBitsToFloat(B); |
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Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; |
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Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; |
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Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1; |
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Error += B.w == *(glm::uint*)&(A.w) ? 0 : 1; |
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Error += A == C? 0 : 1; |
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} |
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return Error; |
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@ -72,6 +126,7 @@ int main() |
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int Error = 0; |
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Error += test_floatBitsToInt(); |
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Error += test_floatBitsToUint(); |
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Error += test_mix(); |
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return Error; |
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