/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 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 //#include //#include #include #include #include #include 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::epsilonEqual(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::epsilonEqual(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; } namespace test_mix { template struct test { T x; T y; B a; T Result; }; test TestBool[] = { {0.0f, 1.0f, false, 0.0f}, {0.0f, 1.0f, true, 1.0f}, {-1.0f, 1.0f, false, -1.0f}, {-1.0f, 1.0f, true, 1.0f} }; test TestFloat[] = { {0.0f, 1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 1.0f, 1.0f}, {-1.0f, 1.0f, 0.0f, -1.0f}, {-1.0f, 1.0f, 1.0f, 1.0f} }; test TestVec2Bool[] = { {glm::vec2(0.0f), glm::vec2(1.0f), false, glm::vec2(0.0f)}, {glm::vec2(0.0f), glm::vec2(1.0f), true, glm::vec2(1.0f)}, {glm::vec2(-1.0f), glm::vec2(1.0f), false, glm::vec2(-1.0f)}, {glm::vec2(-1.0f), glm::vec2(1.0f), true, glm::vec2(1.0f)} }; test TestBVec2[] = { {glm::vec2(0.0f), glm::vec2(1.0f), glm::bvec2(false), glm::vec2(0.0f)}, {glm::vec2(0.0f), glm::vec2(1.0f), glm::bvec2(true), glm::vec2(1.0f)}, {glm::vec2(-1.0f), glm::vec2(1.0f), glm::bvec2(false), glm::vec2(-1.0f)}, {glm::vec2(-1.0f), glm::vec2(1.0f), glm::bvec2(true), glm::vec2(1.0f)}, {glm::vec2(-1.0f), glm::vec2(1.0f), glm::bvec2(true, false), glm::vec2(1.0f, -1.0f)} }; test TestVec3Bool[] = { {glm::vec3(0.0f), glm::vec3(1.0f), false, glm::vec3(0.0f)}, {glm::vec3(0.0f), glm::vec3(1.0f), true, glm::vec3(1.0f)}, {glm::vec3(-1.0f), glm::vec3(1.0f), false, glm::vec3(-1.0f)}, {glm::vec3(-1.0f), glm::vec3(1.0f), true, glm::vec3(1.0f)} }; test TestBVec3[] = { {glm::vec3(0.0f), glm::vec3(1.0f), glm::bvec3(false), glm::vec3(0.0f)}, {glm::vec3(0.0f), glm::vec3(1.0f), glm::bvec3(true), glm::vec3(1.0f)}, {glm::vec3(-1.0f), glm::vec3(1.0f), glm::bvec3(false), glm::vec3(-1.0f)}, {glm::vec3(-1.0f), glm::vec3(1.0f), glm::bvec3(true), glm::vec3(1.0f)}, {glm::vec3(1.0f, 2.0f, 3.0f), glm::vec3(4.0f, 5.0f, 6.0f), glm::bvec3(true, false, true), glm::vec3(4.0f, 2.0f, 6.0f)} }; test TestVec4Bool[] = { {glm::vec4(0.0f), glm::vec4(1.0f), false, glm::vec4(0.0f)}, {glm::vec4(0.0f), glm::vec4(1.0f), true, glm::vec4(1.0f)}, {glm::vec4(-1.0f), glm::vec4(1.0f), false, glm::vec4(-1.0f)}, {glm::vec4(-1.0f), glm::vec4(1.0f), true, glm::vec4(1.0f)} }; test TestBVec4[] = { {glm::vec4(0.0f), glm::vec4(1.0f), glm::bvec4(false), glm::vec4(0.0f)}, {glm::vec4(0.0f), glm::vec4(1.0f), glm::bvec4(true), glm::vec4(1.0f)}, {glm::vec4(-1.0f), glm::vec4(1.0f), glm::bvec4(false), glm::vec4(-1.0f)}, {glm::vec4(-1.0f), glm::vec4(1.0f), glm::bvec4(true), glm::vec4(1.0f)}, {glm::vec4(1.0f, 2.0f, 3.0f, 4.0f), glm::vec4(5.0f, 6.0f, 7.0f, 8.0f), glm::bvec4(true, false, true, false), glm::vec4(5.0f, 2.0f, 7.0f, 4.0f)} }; int run() { int Error = 0; // Float with bool { for(std::size_t i = 0; i < sizeof(TestBool) / sizeof(test); ++i) { float Result = glm::mix(TestBool[i].x, TestBool[i].y, TestBool[i].a); Error += glm::epsilonEqual(Result, TestBool[i].Result, glm::epsilon()) ? 0 : 1; } } // Float with float { for(std::size_t i = 0; i < sizeof(TestFloat) / sizeof(test); ++i) { float Result = glm::mix(TestFloat[i].x, TestFloat[i].y, TestFloat[i].a); Error += glm::epsilonEqual(Result, TestFloat[i].Result, glm::epsilon()) ? 0 : 1; } } // vec2 with bool { for(std::size_t i = 0; i < sizeof(TestVec2Bool) / sizeof(test); ++i) { glm::vec2 Result = glm::mix(TestVec2Bool[i].x, TestVec2Bool[i].y, TestVec2Bool[i].a); Error += glm::epsilonEqual(Result.x, TestVec2Bool[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestVec2Bool[i].Result.y, glm::epsilon()) ? 0 : 1; } } // vec2 with bvec2 { for(std::size_t i = 0; i < sizeof(TestBVec2) / sizeof(test); ++i) { glm::vec2 Result = glm::mix(TestBVec2[i].x, TestBVec2[i].y, TestBVec2[i].a); Error += glm::epsilonEqual(Result.x, TestBVec2[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestBVec2[i].Result.y, glm::epsilon()) ? 0 : 1; } } // vec3 with bool { for(std::size_t i = 0; i < sizeof(TestVec3Bool) / sizeof(test); ++i) { glm::vec3 Result = glm::mix(TestVec3Bool[i].x, TestVec3Bool[i].y, TestVec3Bool[i].a); Error += glm::epsilonEqual(Result.x, TestVec3Bool[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestVec3Bool[i].Result.y, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.z, TestVec3Bool[i].Result.z, glm::epsilon()) ? 0 : 1; } } // vec3 with bvec3 { for(std::size_t i = 0; i < sizeof(TestBVec3) / sizeof(test); ++i) { glm::vec3 Result = glm::mix(TestBVec3[i].x, TestBVec3[i].y, TestBVec3[i].a); Error += glm::epsilonEqual(Result.x, TestBVec3[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestBVec3[i].Result.y, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.z, TestBVec3[i].Result.z, glm::epsilon()) ? 0 : 1; } } // vec4 with bool { for(std::size_t i = 0; i < sizeof(TestVec4Bool) / sizeof(test); ++i) { glm::vec4 Result = glm::mix(TestVec4Bool[i].x, TestVec4Bool[i].y, TestVec4Bool[i].a); Error += glm::epsilonEqual(Result.x, TestVec4Bool[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestVec4Bool[i].Result.y, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.z, TestVec4Bool[i].Result.z, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.w, TestVec4Bool[i].Result.w, glm::epsilon()) ? 0 : 1; } } // vec4 with bvec4 { for(std::size_t i = 0; i < sizeof(TestBVec4) / sizeof(test); ++i) { glm::vec4 Result = glm::mix(TestBVec4[i].x, TestBVec4[i].y, TestBVec4[i].a); Error += glm::epsilonEqual(Result.x, TestBVec4[i].Result.x, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.y, TestBVec4[i].Result.y, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.z, TestBVec4[i].Result.z, glm::epsilon()) ? 0 : 1; Error += glm::epsilonEqual(Result.w, TestBVec4[i].Result.w, glm::epsilon()) ? 0 : 1; } } return Error; } }//namespace test_mix 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::epsilonEqual(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(1.5f); Error += glm::epsilonEqual(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-3.5f); Error += glm::epsilonEqual(A, -4.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(3.5f); Error += glm::epsilonEqual(A, 4.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.5f); Error += glm::epsilonEqual(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.5f); Error += glm::epsilonEqual(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.4f); Error += glm::epsilonEqual(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.4f); Error += glm::epsilonEqual(A, 2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.6f); Error += glm::epsilonEqual(A, -3.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.6f); Error += glm::epsilonEqual(A, 3.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(-2.0f); Error += glm::epsilonEqual(A, -2.0f, 0.0001f) ? 0 : 1; Error += 0; } { float A = glm::roundEven(2.0f); Error += glm::epsilonEqual(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 test_isnan() { int Error = 0; float Zero_f = 0.0; double Zero_d = 0.0; { Error += true == glm::isnan(0.0/Zero_d) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec2(0.0 / Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec3(0.0 / Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::dvec4(0.0 / Zero_d))) ? 0 : 1; } { Error += true == glm::isnan(0.0f/Zero_f) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec2(0.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec3(0.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isnan(glm::vec4(0.0f/Zero_f))) ? 0 : 1; } return Error; } int test_isinf() { int Error = 0; float Zero_f = 0.0; double Zero_d = 0.0; { Error += true == glm::isinf( 1.0/Zero_d) ? 0 : 1; Error += true == glm::isinf(-1.0/Zero_d) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec2( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec2(-1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec3( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec3(-1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec4( 1.0/Zero_d))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::dvec4(-1.0/Zero_d))) ? 0 : 1; } { Error += true == glm::isinf( 1.0f/Zero_f) ? 0 : 1; Error += true == glm::isinf(-1.0f/Zero_f) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec2( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec2(-1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec3( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec3(-1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec4( 1.0f/Zero_f))) ? 0 : 1; Error += true == glm::any(glm::isinf(glm::vec4(-1.0f/Zero_f))) ? 0 : 1; } return Error; } int main() { int Error(0); Error += test_modf(); Error += test_floatBitsToInt(); Error += test_floatBitsToUint(); Error += test_mix::run(); Error += test_round(); Error += test_roundEven(); Error += test_isnan(); //Error += test_isinf(); return Error; }