glm/test/gtx/gtx-ulp.cpp

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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>
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#include <limits>
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int test_ulp_float()
{
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std::cout.precision(std::numeric_limits<double>::digits10 + 1);
float W = 1.0f;
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float X = glm::next_float(W);
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double Y = 1.0;
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double Z = glm::next_float(Y);
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bool TestX = W != X;
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bool TestZ = Y != Z;
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std::cout << "1.0f, Next: " << glm::float_distance(W, X)<< std::endl;
std::cout << "1.0f, Next(1000): " << glm::float_distance(W, glm::next_float(W, 1000)) << std::endl;
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std::cout << "1.0f, Next: " << glm::float_distance(X, W)<< std::endl;
std::cout << "1.0f, Next(1000): " << glm::float_distance(glm::next_float(W, 1000), W) << std::endl;
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std::cout << "1.0, Next: " << glm::float_distance(Y, Z) << std::endl;
std::cout << "1.0, Next(1000): " << glm::float_distance(glm::next_float(Y, 1000), Y) << std::endl;
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std::cout << Z << " 0.01, 0.011" << std::endl;
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std::cout << " 1.0, Next(1000000): " << glm::next_float(Y, 1000000)<< std::endl;
//std::size_t A = glm::ulp(0.01, 0.02);
//std::size_t B = glm::ulp(glm::vec2(0.01), glm::vec2(0.02));
//std::size_t C = glm::ulp(glm::vec3(0.01), glm::vec3(0.02));
//std::size_t D = glm::ulp(glm::vec4(0.01), glm::vec4(0.02));
//std::cout << "glm::ulp test: " << A << std::endl;
//std::cout << "glm::ulp test: " << B << std::endl;
//std::cout << "glm::ulp test: " << C << std::endl;
//std::cout << "glm::ulp test: " << D << std::endl;
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return 0;
}
int main()
{
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std::cout << "Test 76" << std::endl;
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test_ulp_float();
}