/////////////////////////////////////////////////////////////////////////////////////////////////// // 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 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::round(0.0f); Error += A == 0.0f ? 0 : 1; float B = glm::round(0.5f); Error += B == 0.0f ? 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 == -0.0f ? 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(1.5f); Error += A == 2.0f ? 0 : 1; float B = glm::round(2.5f); Error += B == 2.0f ? 0 : 1; float C = glm::round(3.5f); Error += C == 4.0f ? 0 : 1; float D = glm::round(4.5f); Error += D == 4.0f ? 0 : 1; float E = glm::round(5.5f); Error += E == 6.0f ? 0 : 1; float F = glm::round(6.5f); Error += F == 6.0f ? 0 : 1; float G = glm::round(7.5f); Error += G == 8.0f ? 0 : 1; } { float A = glm::round(-1.5f); Error += A == -2.0f ? 0 : 1; float B = glm::round(-2.5f); Error += B == -2.0f ? 0 : 1; float C = glm::round(-3.5f); Error += C == -4.0f ? 0 : 1; float D = glm::round(-4.5f); Error += D == -4.0f ? 0 : 1; float E = glm::round(-5.5f); Error += E == -6.0f ? 0 : 1; float F = glm::round(-6.5f); Error += F == -6.0f ? 0 : 1; float G = glm::round(-7.5f); Error += G == -8.0f ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_floatBitsToInt(); Error += test_floatBitsToUint(); Error += test_mix(); Error += test_round(); Error += test_roundEven(); return Error; }