Platformer in OpenGL
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#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/fast_square_root.hpp>
#include <glm/gtc/type_precision.hpp>
#include <glm/gtc/epsilon.hpp>
#include <glm/vector_relational.hpp>
int test_fastInverseSqrt()
{
int Error = 0;
Error += glm::epsilonEqual(glm::fastInverseSqrt(1.0f), 1.0f, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(glm::fastInverseSqrt(1.0), 1.0, 0.01) ? 0 : 1;
Error += glm::all(glm::epsilonEqual(glm::fastInverseSqrt(glm::vec2(1.0f)), glm::vec2(1.0f), 0.01f)) ? 0 : 1;
Error += glm::all(glm::epsilonEqual(glm::fastInverseSqrt(glm::dvec3(1.0)), glm::dvec3(1.0), 0.01)) ? 0 : 1;
Error += glm::all(glm::epsilonEqual(glm::fastInverseSqrt(glm::dvec4(1.0)), glm::dvec4(1.0), 0.01)) ? 0 : 1;
return 0;
}
int test_fastDistance()
{
int Error = 0;
float const A = glm::fastDistance(0.0f, 1.0f);
float const B = glm::fastDistance(glm::vec2(0.0f), glm::vec2(1.0f, 0.0f));
float const C = glm::fastDistance(glm::vec3(0.0f), glm::vec3(1.0f, 0.0f, 0.0f));
float const D = glm::fastDistance(glm::vec4(0.0f), glm::vec4(1.0f, 0.0f, 0.0f, 0.0f));
Error += glm::epsilonEqual(A, 1.0f, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(B, 1.0f, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(C, 1.0f, 0.01f) ? 0 : 1;
Error += glm::epsilonEqual(D, 1.0f, 0.01f) ? 0 : 1;
return Error;
}
int main()
{
int Error = 0;
Error += test_fastInverseSqrt();
Error += test_fastDistance();
return Error;
}