OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// 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 <glm/glm.hpp>
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;
}