OpenGL Mathematics (GLM)
You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
 
 
 

364 lines
8.1 KiB

///////////////////////////////////////////////////////////////////////////////////////////////////
// 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 <glm/glm.hpp>
#include <glm/gtx/epsilon.hpp>
#include <cstdio>
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 main()
{
int Error(0);
Error += test_modf();
Error += test_floatBitsToInt();
Error += test_floatBitsToUint();
Error += test_mix();
Error += test_round();
Error += test_roundEven();
return Error;
}