/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2012 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 //#include //#include #include #include #include int test_modf() { int Error(0); { float X(1.5f); float I(0.0f); float A = glm::modf(X, I); Error += I == 1.0f ? 0 : 1; Error += A == 0.5f ? 0 : 1; } { glm::vec4 X(1.1f, 1.2f, 1.5f, 1.7f); glm::vec4 I(0.0f); glm::vec4 A = glm::modf(X, I); Error += I == glm::vec4(1.0f) ? 0 : 1; Error += glm::all(glm::equalEpsilon(A, glm::vec4(0.1f, 0.2f, 0.5f, 0.7f), 0.00001f)) ? 0 : 1; } { glm::dvec4 X(1.1, 1.2, 1.5, 1.7); glm::dvec4 I(0.0); glm::dvec4 A = glm::modf(X, I); Error += I == glm::dvec4(1.0) ? 0 : 1; Error += glm::all(glm::equalEpsilon(A, glm::dvec4(0.1, 0.2, 0.5, 0.7), 0.000000001)) ? 0 : 1; } { double X(1.5); double I(0.0); double A = glm::modf(X, I); Error += I == 1.0 ? 0 : 1; Error += A == 0.5 ? 0 : 1; } return Error; } 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 test_round() { int Error = 0; { float A = glm::round(0.0f); Error += A == 0.0f ? 0 : 1; float B = glm::round(0.5f); Error += B == 1.0f ? 0 : 1; float C = glm::round(1.0f); Error += C == 1.0f ? 0 : 1; float D = glm::round(0.1f); Error += D == 0.0f ? 0 : 1; float E = glm::round(0.9f); Error += E == 1.0f ? 0 : 1; float F = glm::round(1.5f); Error += F == 2.0f ? 0 : 1; float G = glm::round(1.9f); Error += G == 2.0f ? 0 : 1; } { float A = glm::round(-0.0f); Error += A == 0.0f ? 0 : 1; float B = glm::round(-0.5f); Error += B == -1.0f ? 0 : 1; float C = glm::round(-1.0f); Error += C == -1.0f ? 0 : 1; float D = glm::round(-0.1f); Error += D == 0.0f ? 0 : 1; float E = glm::round(-0.9f); Error += E == -1.0f ? 0 : 1; float F = glm::round(-1.5f); Error += F == -2.0f ? 0 : 1; float G = glm::round(-1.9f); Error += G == -2.0f ? 0 : 1; } return Error; } int test_roundEven() { int Error = 0; { float A = glm::roundEven(-1.5f); Error += glm::equalEpsilon(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(1.5f); Error += glm::equalEpsilon(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-3.5f); Error += glm::equalEpsilon(A, -4.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(3.5f); Error += glm::equalEpsilon(A, 4.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.5f); Error += glm::equalEpsilon(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.5f); Error += glm::equalEpsilon(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.4f); Error += glm::equalEpsilon(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.4f); Error += glm::equalEpsilon(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.6f); Error += glm::equalEpsilon(A, -3.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.6f); Error += glm::equalEpsilon(A, 3.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.0f); Error += glm::equalEpsilon(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.0f); Error += glm::equalEpsilon(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(0.0f); Error += A == 0.0f ? 0 : 1; float B = glm::roundEven(0.5f); Error += B == 0.0f ? 0 : 1; float C = glm::roundEven(1.0f); Error += C == 1.0f ? 0 : 1; float D = glm::roundEven(0.1f); Error += D == 0.0f ? 0 : 1; float E = glm::roundEven(0.9f); Error += E == 1.0f ? 0 : 1; float F = glm::roundEven(1.5f); Error += F == 2.0f ? 0 : 1; float G = glm::roundEven(1.9f); Error += G == 2.0f ? 0 : 1; } { float A = glm::roundEven(-0.0f); Error += A == 0.0f ? 0 : 1; float B = glm::roundEven(-0.5f); Error += B == -0.0f ? 0 : 1; float C = glm::roundEven(-1.0f); Error += C == -1.0f ? 0 : 1; float D = glm::roundEven(-0.1f); Error += D == 0.0f ? 0 : 1; float E = glm::roundEven(-0.9f); Error += E == -1.0f ? 0 : 1; float F = glm::roundEven(-1.5f); Error += F == -2.0f ? 0 : 1; float G = glm::roundEven(-1.9f); Error += G == -2.0f ? 0 : 1; } { float A = glm::roundEven(1.5f); Error += A == 2.0f ? 0 : 1; float B = glm::roundEven(2.5f); Error += B == 2.0f ? 0 : 1; float C = glm::roundEven(3.5f); Error += C == 4.0f ? 0 : 1; float D = glm::roundEven(4.5f); Error += D == 4.0f ? 0 : 1; float E = glm::roundEven(5.5f); Error += E == 6.0f ? 0 : 1; float F = glm::roundEven(6.5f); Error += F == 6.0f ? 0 : 1; float G = glm::roundEven(7.5f); Error += G == 8.0f ? 0 : 1; } { float A = glm::roundEven(-1.5f); Error += A == -2.0f ? 0 : 1; float B = glm::roundEven(-2.5f); Error += B == -2.0f ? 0 : 1; float C = glm::roundEven(-3.5f); Error += C == -4.0f ? 0 : 1; float D = glm::roundEven(-4.5f); Error += D == -4.0f ? 0 : 1; float E = glm::roundEven(-5.5f); Error += E == -6.0f ? 0 : 1; float F = glm::roundEven(-6.5f); Error += F == -6.0f ? 0 : 1; float G = glm::roundEven(-7.5f); Error += G == -8.0f ? 0 : 1; } return Error; } int test_isnan() { int Error = 0; float Zero_f = 0.0; double Zero_d = 0.0; { Error += true == glm::isnan(0.0/Zero_d) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec2(0.0 / Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec3(0.0 / Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec4(0.0 / Zero_d))) ? 0 : 1; } /* { Error += true == glm::isnan(0.0f/Zero_f) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec2(0.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec3(0.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec4(0.0f/Zero_f))) ? 0 : 1; } */ return Error; } int test_isinf() { int Error = 0; float Zero_f = 0.0; double Zero_d = 0.0; { Error += true == glm::isinf( 1.0/Zero_d) ? 0 : 1; Error += true == glm::isinf(-1.0/Zero_d) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec2( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec2(-1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec3( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec3(-1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec4( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec4(-1.0/Zero_d))) ? 0 : 1; } { Error += true == glm::isinf( 1.0f/Zero_f) ? 0 : 1; Error += true == glm::isinf(-1.0f/Zero_f) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec2( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec2(-1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec3( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec3(-1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec4( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec4(-1.0f/Zero_f))) ? 0 : 1; } return Error; } int main() { int Error(0); Error += test_modf(); Error += test_floatBitsToInt(); Error += test_floatBitsToUint(); Error += test_mix(); Error += test_round(); Error += test_roundEven(); Error += test_isnan(); //Error += test_isinf(); return Error; }