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