Platformer in OpenGL
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#include <glm/gtc/ulp.hpp>
#include <glm/gtc/epsilon.hpp>
#include <limits>
int test_ulp_float_dist()
{
int Error = 0;
float A = 1.0f;
float B = glm::next_float(A);
Error += !glm::epsilonEqual(A, B, glm::epsilon<float>()) ? 0 : 1;
float C = glm::prev_float(B);
Error += glm::epsilonEqual(A, C, glm::epsilon<float>()) ? 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 += !glm::epsilonEqual(A, B, glm::epsilon<float>()) ? 0 : 1;
float C = glm::prev_float(B, i);
Error += glm::epsilonEqual(A, C, glm::epsilon<float>()) ? 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 += !glm::epsilonEqual(A, B, glm::epsilon<double>()) ? 0 : 1;
double C = glm::prev_float(B);
Error += glm::epsilonEqual(A, C, glm::epsilon<double>()) ? 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 += !glm::epsilonEqual(A, B, glm::epsilon<double>()) ? 0 : 1;
double C = glm::prev_float(B, i);
Error += glm::epsilonEqual(A, C, glm::epsilon<double>()) ? 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;
}