/////////////////////////////////////////////////////////////////////////////////////////////////// // 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); Error += B == *(float*)&A ? 0 : 1; } { glm::vec2 A(1.0f, 2.0f); glm::ivec2 B = glm::floatBitsToInt(A); Error += B.x == *(float*)&(A.x) ? 0 : 1; Error += B.y == *(float*)&(A.y) ? 0 : 1; } { glm::vec3 A(1.0f, 2.0f, 3.0f); glm::ivec3 B = glm::floatBitsToInt(A); Error += B.x == *(float*)&(A.x) ? 0 : 1; Error += B.y == *(float*)&(A.y) ? 0 : 1; Error += B.z == *(float*)&(A.z) ? 0 : 1; } { glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f); glm::ivec4 B = glm::floatBitsToInt(A); Error += B.x == *(float*)&(A.x) ? 0 : 1; Error += B.y == *(float*)&(A.y) ? 0 : 1; Error += B.z == *(float*)&(A.z) ? 0 : 1; Error += B.w == *(float*)&(A.w) ? 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_mix(); return Error; }