core_func_common.cpp 3.1 KB

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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////
  2. // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
  3. ///////////////////////////////////////////////////////////////////////////////////////////////////
  4. // Created : 2011-01-15
  5. // Updated : 2011-09-13
  6. // Licence : This source is under MIT licence
  7. // File : test/core/func_common.cpp
  8. ///////////////////////////////////////////////////////////////////////////////////////////////////
  9. #include <glm/glm.hpp>
  10. int test_floatBitsToInt()
  11. {
  12. int Error = 0;
  13. {
  14. float A = 1.0f;
  15. int B = glm::floatBitsToInt(A);
  16. float C = glm::intBitsToFloat(B);
  17. int D = *(int*)&A;
  18. Error += B == D ? 0 : 1;
  19. Error += A == C ? 0 : 1;
  20. }
  21. {
  22. glm::vec2 A(1.0f, 2.0f);
  23. glm::ivec2 B = glm::floatBitsToInt(A);
  24. glm::vec2 C = glm::intBitsToFloat(B);
  25. Error += B.x == *(int*)&(A.x) ? 0 : 1;
  26. Error += B.y == *(int*)&(A.y) ? 0 : 1;
  27. Error += A == C? 0 : 1;
  28. }
  29. {
  30. glm::vec3 A(1.0f, 2.0f, 3.0f);
  31. glm::ivec3 B = glm::floatBitsToInt(A);
  32. glm::vec3 C = glm::intBitsToFloat(B);
  33. Error += B.x == *(int*)&(A.x) ? 0 : 1;
  34. Error += B.y == *(int*)&(A.y) ? 0 : 1;
  35. Error += B.z == *(int*)&(A.z) ? 0 : 1;
  36. Error += A == C? 0 : 1;
  37. }
  38. {
  39. glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
  40. glm::ivec4 B = glm::floatBitsToInt(A);
  41. glm::vec4 C = glm::intBitsToFloat(B);
  42. Error += B.x == *(int*)&(A.x) ? 0 : 1;
  43. Error += B.y == *(int*)&(A.y) ? 0 : 1;
  44. Error += B.z == *(int*)&(A.z) ? 0 : 1;
  45. Error += B.w == *(int*)&(A.w) ? 0 : 1;
  46. Error += A == C? 0 : 1;
  47. }
  48. return Error;
  49. }
  50. int test_floatBitsToUint()
  51. {
  52. int Error = 0;
  53. {
  54. float A = 1.0f;
  55. glm::uint B = glm::floatBitsToUint(A);
  56. float C = glm::intBitsToFloat(B);
  57. Error += B == *(glm::uint*)&A ? 0 : 1;
  58. Error += A == C? 0 : 1;
  59. }
  60. {
  61. glm::vec2 A(1.0f, 2.0f);
  62. glm::uvec2 B = glm::floatBitsToUint(A);
  63. glm::vec2 C = glm::uintBitsToFloat(B);
  64. Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
  65. Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
  66. Error += A == C ? 0 : 1;
  67. }
  68. {
  69. glm::vec3 A(1.0f, 2.0f, 3.0f);
  70. glm::uvec3 B = glm::floatBitsToUint(A);
  71. glm::vec3 C = glm::uintBitsToFloat(B);
  72. Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
  73. Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
  74. Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1;
  75. Error += A == C? 0 : 1;
  76. }
  77. {
  78. glm::vec4 A(1.0f, 2.0f, 3.0f, 4.0f);
  79. glm::uvec4 B = glm::floatBitsToUint(A);
  80. glm::vec4 C = glm::uintBitsToFloat(B);
  81. Error += B.x == *(glm::uint*)&(A.x) ? 0 : 1;
  82. Error += B.y == *(glm::uint*)&(A.y) ? 0 : 1;
  83. Error += B.z == *(glm::uint*)&(A.z) ? 0 : 1;
  84. Error += B.w == *(glm::uint*)&(A.w) ? 0 : 1;
  85. Error += A == C? 0 : 1;
  86. }
  87. return Error;
  88. }
  89. int test_mix()
  90. {
  91. int Error = 0;
  92. {
  93. float A = glm::mix(0.f, 1.f, true);
  94. Error += A == 1.f ? 0 : 1;
  95. float B = glm::mix(0.f, 1.f, false);
  96. Error += B == 0.f ? 0 : 1;
  97. }
  98. {
  99. float A = glm::mix(0.f, 1.f, 1.f);
  100. Error += A == 1.f ? 0 : 1;
  101. float B = glm::mix(0.f, 1.f, 0.f);
  102. Error += B == 0.f ? 0 : 1;
  103. }
  104. return Error;
  105. }
  106. int main()
  107. {
  108. int Error = 0;
  109. Error += test_floatBitsToInt();
  110. Error += test_floatBitsToUint();
  111. Error += test_mix();
  112. return Error;
  113. }