Merge branch '0.9.2' of ssh://ogl-math.git.sourceforge.net/gitroot/ogl-math/ogl-math into 0.9.2

This commit is contained in:
Christophe Riccio 2011-05-06 21:18:37 +01:00
commit 49da4b3863
8 changed files with 777 additions and 8 deletions

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@ -18,19 +18,15 @@ namespace detail
{
class thalf;
#if(GLM_COMPILER & GLM_COMPILER_VC)
#if(__STDC_VERSION__ >= 199901L) // C99 detected, 64 bit types available
typedef int64_t sint64;
typedef uint64_t uint64;
#elif(GLM_COMPILER & GLM_COMPILER_VC)
typedef signed __int64 sint64;
typedef unsigned __int64 uint64;
#elif(GLM_COMPILER & GLM_COMPILER_GCC)
__extension__ typedef signed long long sint64;
__extension__ typedef unsigned long long uint64;
//# if GLM_MODEL == GLM_MODEL_64
// typedef signed long highp_int_t;
// typedef unsigned long highp_uint_t;
//# elif GLM_MODEL == GLM_MODEL_32
// __extension__ typedef signed long long highp_int_t;
// __extension__ typedef unsigned long long highp_uint_t;
//# endif//GLM_MODEL
#elif(GLM_COMPILER & GLM_COMPILER_BC)
typedef Int64 sint64;
typedef Uint64 uint64;

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@ -48,6 +48,7 @@
#include "./gtx/intersect.hpp"
#include "./gtx/log_base.hpp"
#include "./gtx/matrix_cross_product.hpp"
#include "./gtx/matrix_interpolation.hpp"
#include "./gtx/matrix_major_storage.hpp"
#include "./gtx/matrix_operation.hpp"
#include "./gtx/matrix_query.hpp"
@ -73,6 +74,7 @@
#include "./gtx/string_cast.hpp"
#include "./gtx/transform.hpp"
#include "./gtx/transform2.hpp"
#include "./gtx/ulp.hpp"
#include "./gtx/unsigned_int.hpp"
#include "./gtx/vec1.hpp"
#include "./gtx/vector_access.hpp"

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@ -0,0 +1,73 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-03-05
// Updated : 2011-03-05
// Licence : This source is under MIT License
// File : glm/gtx/matrix_interpolation.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
// - GLM_GTX_matric_interpolation
///////////////////////////////////////////////////////////////////////////////////////////////////
// This extension has been written by Ghenadii Ursachi (the.asteroth@gmail.com)
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_matrix_interpolation
#define glm_gtx_matrix_interpolation
// Dependency:
//#include "../glm.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_matrix_interpolation extension included")
#endif
namespace glm
{
namespace test{
void main_gtx_transform();
}//namespace test
namespace gtx{
//! GLM_GTX_matrix_interpolation extension: Add transformation matrices
namespace matrix_interpolation
{
/// \addtogroup gtx_matrix_interpolation
///@{
//! Get the axis and angle of the rotation from a matrix.
//! From GLM_GTX_matrix_interpolation extension.
template <typename T>
void axisAngle(
detail::tmat4x4<T> const & mat,
detail::tvec3<T> & axis,
T & angle);
//! Build a matrix from axis and angle.
//! From GLM_GTX_matrix_interpolation extension.
template <typename T>
detail::tmat4x4<T> axisAngleMatrix(
detail::tvec3<T> const & axis,
T const angle);
//! Build a interpolation of 4 * 4 matrixes.
//! From GLM_GTX_matrix_interpolation extension.
//! Warning! works only with rotation and/or translation matrixes, scale will generate unexpected results.
template <typename T>
detail::tmat4x4<T> interpolate(
detail::tmat4x4<T> const & m1,
detail::tmat4x4<T> const & m2,
T const delta);
///@}
}//namespace matrix_interpolation
}//namespace gtx
}//namespace glm
#include "matrix_interpolation.inl"
namespace glm{using namespace gtx::matrix_interpolation;}
#endif//glm_gtx_transform

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@ -0,0 +1,117 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-03-05
// Updated : 2011-03-05
// Licence : This source is under MIT License
// File : glm/gtx/matrix_interpolation.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm{
namespace gtx{
namespace matrix_interpolation
{
template <typename T>
GLM_FUNC_QUALIFIER void axisAngle(
detail::tmat4x4<T> const & mat,
detail::tvec3<T> & axis,
T & angle)
{
T epsilon = (T)0.01;
T epsilon2 = (T)0.1;
if ((fabs(mat[1][0] - mat[0][1]) < epsilon) && (fabs(mat[2][0] - mat[0][2]) < epsilon) && (fabs(mat[2][1] - mat[1][2]) < epsilon)) {
if ((fabs(mat[1][0] + mat[0][1]) < epsilon2) && (fabs(mat[2][0] + mat[0][2]) < epsilon2) && (fabs(mat[2][1] + mat[1][2]) < epsilon2) && (fabs(mat[0][0] + mat[1][1] + mat[2][2] - (T)3.0) < epsilon2)) {
angle = (T)0.0;
axis.x = (T)1.0;
axis.y = (T)0.0;
axis.z = (T)0.0;
return;
}
angle = M_1_PI;
T xx = (mat[0][0] + (T)1.0) / (T)2.0;
T yy = (mat[1][1] + (T)1.0) / (T)2.0;
T zz = (mat[2][2] + (T)1.0) / (T)2.0;
T xy = (mat[1][0] + mat[0][1]) / (T)4.0;
T xz = (mat[2][0] + mat[0][2]) / (T)4.0;
T yz = (mat[2][1] + mat[1][2]) / (T)4.0;
if ((xx > yy) && (xx > zz)) {
if (xx < epsilon) {
axis.x = (T)0.0;
axis.y = (T)0.7071;
axis.z = (T)0.7071;
} else {
axis.x = sqrt(xx);
axis.y = xy / axis.x;
axis.z = xz / axis.x;
}
} else if (yy > zz) {
if (yy < epsilon) {
axis.x = (T)0.7071;
axis.y = (T)0.0;
axis.z = (T)0.7071;
} else {
axis.y = sqrt(yy);
axis.x = xy / axis.y;
axis.z = yz / axis.y;
}
} else {
if (zz < epsilon) {
axis.x = (T)0.7071;
axis.y = (T)0.7071;
axis.z = (T)0.0;
} else {
axis.z = sqrt(zz);
axis.x = xz / axis.z;
axis.y = yz / axis.z;
}
}
return;
}
T s = sqrt((mat[2][1] - mat[1][2]) * (mat[2][1] - mat[1][2]) + (mat[2][0] - mat[0][2]) * (mat[2][0] - mat[0][2]) + (mat[1][0] - mat[0][1]) * (mat[1][0] - mat[0][1]));
if (glm::abs(s) < T(0.001))
s = (T)1.0;
angle = acos((mat[0][0] + mat[1][1] + mat[2][2] - (T)1.0) / (T)2.0);
axis.x = (mat[1][2] - mat[2][1]) / s;
axis.y = (mat[2][0] - mat[0][2]) / s;
axis.z = (mat[0][1] - mat[1][0]) / s;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> axisAngleMatrix(
detail::tvec3<T> const & axis,
T const angle)
{
T c = cos(angle);
T s = sin(angle);
T t = T(1) - c;
detail::tvec3<T> n = normalize(axis);
return detail::tmat4x4<T>(
t * n.x * n.x + c, t * n.x * n.y + n.z * s, t * n.x * n.z - n.y * s, T(0),
t * n.x * n.y - n.z * s, t * n.y * n.y + c, t * n.y * n.z + n.x * s, T(0),
t * n.x * n.z + n.y * s, t * n.y * n.z - n.x * s, t * n.z * n.z + c, T(0),
T(0), T(0), T(0), T(1)
);
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tmat4x4<T> interpolate(
detail::tmat4x4<T> const & m1,
detail::tmat4x4<T> const & m2,
T const delta)
{
detail::tmat4x4<T> dltRotation = m2 * transpose(m1);
detail::tvec3<T> dltAxis;
T dltAngle;
axisAngle(dltRotation, dltAxis, dltAngle);
detail::tmat4x4<T> out = axisAngleMatrix(dltAxis, dltAngle * delta) * rotationMatrix(m1);
out[3][0] = m1[3][0] + delta * (m2[3][0] - m1[3][0]);
out[3][1] = m1[3][1] + delta * (m2[3][1] - m1[3][1]);
out[3][2] = m1[3][2] + delta * (m2[3][2] - m1[3][2]);
return out;
}
}//namespace transform
}//namespace gtx
}//namespace glm

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@ -0,0 +1,73 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-02-21
// Updated : 2009-02-21
// Licence : This source is under MIT License
// File : glm/gtx/ulp.hpp
///////////////////////////////////////////////////////////////////////////////////////////////////
// Dependency:
// - GLM core
///////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef glm_gtx_ulp
#define glm_gtx_ulp
// Dependency:
#include "../glm.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTX_ulp extension included")
#endif
namespace glm
{
namespace gtx{
//! GLM_GTX_ulp extension: Precision calculation functions
namespace ulp
{
/// \addtogroup gtx_ulp
///@{
//! Return the next ULP value(s) after the input value(s).
//! From GLM_GTX_ulp extension.
template <typename genType>
genType next_float(genType const & x);
//! Return the previous ULP value(s) before the input value(s).
//! From GLM_GTX_ulp extension.
template <typename genType>
genType prev_float(genType const & x);
//! Return the value(s) ULP distance after the input value(s).
//! From GLM_GTX_ulp extension.
template <typename genType>
genType next_float(genType const & x, uint const & Distance);
//! Return the value(s) ULP distance before the input value(s).
//! From GLM_GTX_ulp extension.
template <typename genType>
genType prev_float(genType const & x, uint const & Distance);
//! Return the distance in the number of ULP between 2 scalars.
//! From GLM_GTX_ulp extension.
template <typename T>
uint float_distance(T const & x, T const & y);
//! Return the distance in the number of ULP between 2 vectors.
//! From GLM_GTX_ulp extension.
template<typename T, template<typename> class vecType>
vecType<uint> float_distance(vecType<T> const & x, vecType<T> const & y);
///@}
}//namespace ulp
}//namespace gtx
}//namespace glm
#include "ulp.inl"
namespace glm{using namespace gtx::ulp;}
#endif//glm_gtx_ulp

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@ -0,0 +1,400 @@
///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-03-07
// Updated : 2011-04-26
// Licence : This source is under MIT License
// File : glm/gtx/ulp.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <cmath>
#include <cfloat>
/*
* ====================================================
* Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved.
*
* Developed at SunPro, a Sun Microsystems, Inc. business.
* Permission to use, copy, modify, and distribute this
* software is freely granted, provided that this notice
* is preserved.
* ====================================================
*/
typedef union
{
float value;
/* FIXME: Assumes 32 bit int. */
unsigned int word;
} ieee_float_shape_type;
typedef union
{
double value;
struct
{
glm::detail::int32 lsw;
glm::detail::int32 msw;
} parts;
} ieee_double_shape_type;
#define GLM_EXTRACT_WORDS(ix0,ix1,d) \
do { \
ieee_double_shape_type ew_u; \
ew_u.value = (d); \
(ix0) = ew_u.parts.msw; \
(ix1) = ew_u.parts.lsw; \
} while (0)
#define GLM_GET_FLOAT_WORD(i,d) \
do { \
ieee_float_shape_type gf_u; \
gf_u.value = (d); \
(i) = gf_u.word; \
} while (0)
#define GLM_SET_FLOAT_WORD(d,i) \
do { \
ieee_float_shape_type sf_u; \
sf_u.word = (i); \
(d) = sf_u.value; \
} while (0)
#define GLM_INSERT_WORDS(d,ix0,ix1) \
do { \
ieee_double_shape_type iw_u; \
iw_u.parts.msw = (ix0); \
iw_u.parts.lsw = (ix1); \
(d) = iw_u.value; \
} while (0)
namespace glm{
namespace detail
{
GLM_FUNC_QUALIFIER float nextafterf(float x, float y)
{
volatile float t;
glm::detail::int32 hx, hy, ix, iy;
GLM_GET_FLOAT_WORD(hx,x);
GLM_GET_FLOAT_WORD(hy,y);
ix = hx&0x7fffffff; // |x|
iy = hy&0x7fffffff; // |y|
if((ix>0x7f800000) || // x is nan
(iy>0x7f800000)) // y is nan
return x+y;
if(x==y) return y; // x=y, return y
if(ix==0) { // x == 0
GLM_SET_FLOAT_WORD(x,(hy&0x80000000)|1);// return +-minsubnormal
t = x*x;
if(t==x) return t; else return x; // raise underflow flag
}
if(hx>=0) { // x > 0
if(hx>hy) { // x > y, x -= ulp
hx -= 1;
} else { // x < y, x += ulp
hx += 1;
}
} else { // x < 0
if(hy>=0||hx>hy){ // x < y, x -= ulp
hx -= 1;
} else { // x > y, x += ulp
hx += 1;
}
}
hy = hx&0x7f800000;
if(hy>=0x7f800000) return x+x; // overflow
if(hy<0x00800000) { // underflow
t = x*x;
if(t!=x) { // raise underflow flag
GLM_SET_FLOAT_WORD(y,hx);
return y;
}
}
GLM_SET_FLOAT_WORD(x,hx);
return x;
}
GLM_FUNC_QUALIFIER double nextafter(double x, double y)
{
volatile double t;
glm::detail::int32 hx, hy, ix, iy;
glm::detail::uint32 lx, ly;
GLM_EXTRACT_WORDS(hx, lx, x);
GLM_EXTRACT_WORDS(hy, ly, y);
ix = hx & 0x7fffffff; // |x|
iy = hy & 0x7fffffff; // |y|
if(((ix>=0x7ff00000)&&((ix-0x7ff00000)|lx)!=0) || // x is nan
((iy>=0x7ff00000)&&((iy-0x7ff00000)|ly)!=0)) // y is nan
return x+y;
if(x==y) return y; // x=y, return y
if((ix|lx)==0) { // x == 0
GLM_INSERT_WORDS(x, hy & 0x80000000, 1); // return +-minsubnormal
t = x*x;
if(t==x) return t; else return x; // raise underflow flag
}
if(hx>=0) { // x > 0
if(hx>hy||((hx==hy)&&(lx>ly))) { // x > y, x -= ulp
if(lx==0) hx -= 1;
lx -= 1;
} else { // x < y, x += ulp
lx += 1;
if(lx==0) hx += 1;
}
} else { // x < 0
if(hy>=0||hx>hy||((hx==hy)&&(lx>ly))){// x < y, x -= ulp
if(lx==0) hx -= 1;
lx -= 1;
} else { // x > y, x += ulp
lx += 1;
if(lx==0) hx += 1;
}
}
hy = hx&0x7ff00000;
if(hy>=0x7ff00000) return x+x; // overflow
if(hy<0x00100000) { // underflow
t = x*x;
if(t!=x) { // raise underflow flag
GLM_INSERT_WORDS(y,hx,lx);
return y;
}
}
GLM_INSERT_WORDS(x,hx,lx);
return x;
}
}//namespace detail
}//namespace glm
#if(GLM_COMPILER & GLM_COMPILER_VC)
# if(GLM_MODEL == GLM_MODEL_32)
# define GLM_NEXT_AFTER_FLT(x, toward) glm::detail::nextafterf((x), (toward))
# else
# define GLM_NEXT_AFTER_FLT(x, toward) _nextafterf((x), (toward))
# endif
# define GLM_NEXT_AFTER_DBL(x, toward) _nextafter((x), (toward))
#else
# define GLM_NEXT_AFTER_FLT(x, toward) nextafterf((x), (toward))
# define GLM_NEXT_AFTER_DBL(x, toward) nextafter((x), (toward))
#endif
namespace glm{
namespace gtx{
namespace ulp
{
GLM_FUNC_QUALIFIER float next_float(float const & x)
{
return GLM_NEXT_AFTER_FLT(x, std::numeric_limits<float>::max());
}
GLM_FUNC_QUALIFIER double next_float(double const & x)
{
return GLM_NEXT_AFTER_DBL(x, std::numeric_limits<double>::max());
}
template<typename T, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T> next_float(vecType<T> const & x)
{
vecType<T> Result;
for(std::size_t i = 0; i < Result.length(); ++i)
Result[i] = next_float(x[i]);
return Result;
}
GLM_FUNC_QUALIFIER float prev_float(float const & x)
{
return GLM_NEXT_AFTER_FLT(x, std::numeric_limits<float>::min());
}
GLM_FUNC_QUALIFIER double prev_float(double const & x)
{
return GLM_NEXT_AFTER_DBL(x, std::numeric_limits<double>::min());
}
template<typename T, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T> prev_float(vecType<T> const & x)
{
vecType<T> Result;
for(std::size_t i = 0; i < Result.length(); ++i)
Result[i] = prev_float(x[i]);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER T next_float(T const & x, uint const & ulps)
{
T temp = x;
for(std::size_t i = 0; i < ulps; ++i)
temp = next_float(temp);
return temp;
}
template<typename T, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T> next_float(vecType<T> const & x, vecType<uint> const & ulps)
{
vecType<T> Result;
for(std::size_t i = 0; i < Result.length(); ++i)
Result[i] = next_float(x[i], ulps[i]);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER T prev_float(T const & x, uint const & ulps)
{
T temp = x;
for(std::size_t i = 0; i < ulps; ++i)
temp = prev_float(temp);
return temp;
}
template<typename T, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<T> prev_float(vecType<T> const & x, vecType<uint> const & ulps)
{
vecType<T> Result;
for(std::size_t i = 0; i < Result.length(); ++i)
Result[i] = prev_float(x[i], ulps[i]);
return Result;
}
template <typename T>
GLM_FUNC_QUALIFIER uint float_distance(T const & x, T const & y)
{
std::size_t ulp = 0;
if(x < y)
{
T temp = x;
while(temp != y && ulp < std::numeric_limits<std::size_t>::max())
{
++ulp;
temp = next_float(temp);
}
}
else if(y < x)
{
T temp = y;
while(temp != x && ulp < std::numeric_limits<std::size_t>::max())
{
++ulp;
temp = next_float(temp);
}
}
else // ==
{
}
return ulp;
}
template<typename T, template<typename> class vecType>
GLM_FUNC_QUALIFIER vecType<uint> float_distance(vecType<T> const & x, vecType<T> const & y)
{
vecType<uint> Result;
for(std::size_t i = 0; i < Result.length(); ++i)
Result[i] = float_distance(x[i], y[i]);
return Result;
}
/*
inline std::size_t ulp
(
detail::thalf const & a,
detail::thalf const & b
)
{
std::size_t Count = 0;
float TempA(a);
float TempB(b);
//while((TempA = _nextafterf(TempA, TempB)) != TempB)
++Count;
return Count;
}
inline std::size_t ulp
(
float const & a,
float const & b
)
{
std::size_t Count = 0;
float Temp = a;
//while((Temp = _nextafterf(Temp, b)) != b)
{
std::cout << Temp << " " << b << std::endl;
++Count;
}
return Count;
}
inline std::size_t ulp
(
double const & a,
double const & b
)
{
std::size_t Count = 0;
double Temp = a;
//while((Temp = _nextafter(Temp, b)) != b)
{
std::cout << Temp << " " << b << std::endl;
++Count;
}
return Count;
}
template <typename T>
inline std::size_t ulp
(
detail::tvec2<T> const & a,
detail::tvec2<T> const & b
)
{
std::size_t ulps[] =
{
ulp(a[0], b[0]),
ulp(a[1], b[1])
};
return glm::max(ulps[0], ulps[1]);
}
template <typename T>
inline std::size_t ulp
(
detail::tvec3<T> const & a,
detail::tvec3<T> const & b
)
{
std::size_t ulps[] =
{
ulp(a[0], b[0]),
ulp(a[1], b[1]),
ulp(a[2], b[2])
};
return glm::max(glm::max(ulps[0], ulps[1]), ulps[2]);
}
template <typename T>
inline std::size_t ulp
(
detail::tvec4<T> const & a,
detail::tvec4<T> const & b
)
{
std::size_t ulps[] =
{
ulp(a[0], b[0]),
ulp(a[1], b[1]),
ulp(a[2], b[2]),
ulp(a[3], b[3])
};
return glm::max(glm::max(ulps[0], ulps[1]), glm::max(ulps[2], ulps[3]));
}
*/
}//namespace ulp
}//namespace gtx
}//namespace glm

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@ -1,3 +1,4 @@
glmCreateTestGTC(gtx-bit)
glmCreateTestGTC(gtx-simd-vec4)
glmCreateTestGTC(gtx-simd-mat4)
glmCreateTestGTC(gtx-ulp)

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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2011-04-26
// Updated : 2011-04-26
// Licence : This source is under MIT licence
// File : test/gtx/ulp.cpp
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtx/ulp.hpp>
#include <iostream>
#include <limits>
int test_ulp_float_dist()
{
int Error = 0;
float A = 1.0f;
float B = glm::next_float(A);
Error += A != B ? 0 : 1;
float C = glm::prev_float(B);
Error += A == C ? 0 : 1;
int D = glm::float_distance(A, B);
Error += D == 1 ? 0 : 1;
int E = glm::float_distance(A, C);
Error += E == 0 ? 0 : 1;
return Error;
}
int test_ulp_float_step()
{
int Error = 0;
float A = 1.0f;
for(int i = 10; i < 1000; i *= 10)
{
float B = glm::next_float(A, i);
Error += A != B ? 0 : 1;
float C = glm::prev_float(B, i);
Error += A == C ? 0 : 1;
int D = glm::float_distance(A, B);
Error += D == i ? 0 : 1;
int E = glm::float_distance(A, C);
Error += E == 0 ? 0 : 1;
}
return Error;
}
int test_ulp_double_dist()
{
int Error = 0;
double A = 1.0;
double B = glm::next_float(A);
Error += A != B ? 0 : 1;
double C = glm::prev_float(B);
Error += A == C ? 0 : 1;
int D = glm::float_distance(A, B);
Error += D == 1 ? 0 : 1;
int E = glm::float_distance(A, C);
Error += E == 0 ? 0 : 1;
return Error;
}
int test_ulp_double_step()
{
int Error = 0;
double A = 1.0;
for(int i = 10; i < 1000; i *= 10)
{
double B = glm::next_float(A, i);
Error += A != B ? 0 : 1;
double C = glm::prev_float(B, i);
Error += A == C ? 0 : 1;
int D = glm::float_distance(A, B);
Error += D == i ? 0 : 1;
int E = glm::float_distance(A, C);
Error += E == 0 ? 0 : 1;
}
return Error;
}
int main()
{
int Error = 0;
Error += test_ulp_float_dist();
Error += test_ulp_float_step();
Error += test_ulp_double_dist();
Error += test_ulp_double_step();
return Error;
}