/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2011-01-15 // Updated : 2011-09-13 // Licence : This source is under MIT licence // File : test/core/func_common.cpp /////////////////////////////////////////////////////////////////////////////////////////////////// #include int test_floatBitsToInt() { int Error = 0; { float A = 1.0f; int B = glm::floatBitsToInt(A); float C = glm::intBitsToFloat(B); int D = *(int*)&A; Error += B == D ? 0 : 1; Error += A == C ? 0 : 1; } { glm::vec2 A(1.0f, 2.0f); glm::ivec2 B = glm::floatBitsToInt(A); glm::vec2 C = glm::intBitsToFloat(B); Error += B.x == *(int*)&(A.x) ? 0 : 1; Error += B.y == *(int*)&(A.y) ? 0 : 1; Error += A == C? 0 : 1; } { glm::vec3 A(1.0f, 2.0f, 3.0f); glm::ivec3 B = glm::floatBitsToInt(A); glm::vec3 C = glm::intBitsToFloat(B); Error += B.x == *(int*)&(A.x) ? 0 : 1; Error += B.y == *(int*)&(A.y) ? 0 : 1; Error += B.z == *(int*)&(A.z) ? 0 : 1; Error += A == C? 0 : 1; } { glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f); glm::ivec4 B = glm::floatBitsToInt(A); glm::vec4 C = glm::intBitsToFloat(B); Error += B.x == *(int*)&(A.x) ? 0 : 1; Error += B.y == *(int*)&(A.y) ? 0 : 1; Error += B.z == *(int*)&(A.z) ? 0 : 1; Error += B.w == *(int*)&(A.w) ? 0 : 1; Error += A == C? 0 : 1; } return Error; } int test_floatBitsToUint() { int Error = 0; { float A = 1.0f; glm::uint B = glm::floatBitsToUint(A); float C = glm::intBitsToFloat(B); Error += B == *(glm::uint*)&A ? 0 : 1; Error += A == C? 0 : 1; } { glm::vec2 A(1.0f, 2.0f); glm::uvec2 B = glm::floatBitsToUint(A); glm::vec2 C = glm::uintBitsToFloat(B); Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; Error += A == C ? 0 : 1; } { glm::vec3 A(1.0f, 2.0f, 3.0f); glm::uvec3 B = glm::floatBitsToUint(A); glm::vec3 C = glm::uintBitsToFloat(B); Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1; Error += A == C? 0 : 1; } { glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f); glm::uvec4 B = glm::floatBitsToUint(A); glm::vec4 C = glm::uintBitsToFloat(B); Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1; Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1; Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1; Error += B.w == *(glm::uint*)&(A.w) ? 0 : 1; Error += A == C? 0 : 1; } return Error; } int test_mix() { int Error = 0; { float A = glm::mix(0.f, 1.f, true); Error += A == 1.f ? 0 : 1; float B = glm::mix(0.f, 1.f, false); Error += B == 0.f ? 0 : 1; } { float A = glm::mix(0.f, 1.f, 1.f); Error += A == 1.f ? 0 : 1; float B = glm::mix(0.f, 1.f, 0.f); Error += B == 0.f ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_floatBitsToInt(); Error += test_floatBitsToUint(); Error += test_mix(); return Error; }