external: import local copy of GLM 0.9.7.2
This allows building against the same version of GLM across all targets and not deal with API changes of newer GLM versions which introduce regressions. Long term we want to migrate away from GLM and stick to a minimal self-written subset.
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99
external/glm/test/gtx/gtx_random.cpp
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external/glm/test/gtx/gtx_random.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-05-31
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// Updated : 2011-05-31
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// Licence : This source is under MIT licence
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// File : test/gtx/random.cpp
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtx/random.hpp>
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#include <glm/gtx/epsilon.hpp>
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#include <iostream>
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int test_signedRand1()
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{
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int Error = 0;
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{
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float ResultFloat = 0.0f;
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double ResultDouble = 0.0f;
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for(std::size_t i = 0; i < 100000; ++i)
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{
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ResultFloat += glm::signedRand1<float>();
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ResultDouble += glm::signedRand1<double>();
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}
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Error += glm::equalEpsilon(ResultFloat, 0.0f, 0.0001f);
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Error += glm::equalEpsilon(ResultDouble, 0.0, 0.0001);
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}
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return Error;
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}
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int test_normalizedRand2()
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{
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int Error = 0;
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{
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std::size_t Max = 100000;
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float ResultFloat = 0.0f;
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double ResultDouble = 0.0f;
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for(std::size_t i = 0; i < Max; ++i)
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{
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ResultFloat += glm::length(glm::normalizedRand2<float>());
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ResultDouble += glm::length(glm::normalizedRand2<double>());
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}
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Error += glm::equalEpsilon(ResultFloat, float(Max), 0.000001f) ? 0 : 1;
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Error += glm::equalEpsilon(ResultDouble, double(Max), 0.000001) ? 0 : 1;
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assert(!Error);
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}
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return Error;
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}
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int test_normalizedRand3()
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{
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int Error = 0;
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{
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std::size_t Max = 100000;
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float ResultFloatA = 0.0f;
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float ResultFloatB = 0.0f;
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float ResultFloatC = 0.0f;
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double ResultDoubleA = 0.0f;
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double ResultDoubleB = 0.0f;
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double ResultDoubleC = 0.0f;
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for(std::size_t i = 0; i < Max; ++i)
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{
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ResultFloatA += glm::length(glm::normalizedRand3<float>());
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ResultDoubleA += glm::length(glm::normalizedRand3<double>());
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ResultFloatB += glm::length(glm::normalizedRand3(2.0f, 2.0f));
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ResultDoubleB += glm::length(glm::normalizedRand3(2.0, 2.0));
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ResultFloatC += glm::length(glm::normalizedRand3(1.0f, 3.0f));
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ResultDoubleC += glm::length(glm::normalizedRand3(1.0, 3.0));
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}
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Error += glm::equalEpsilon(ResultFloatA, float(Max), 0.0001f) ? 0 : 1;
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Error += glm::equalEpsilon(ResultDoubleA, double(Max), 0.0001) ? 0 : 1;
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Error += glm::equalEpsilon(ResultFloatB, float(Max * 2), 0.0001f) ? 0 : 1;
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Error += glm::equalEpsilon(ResultDoubleB, double(Max * 2), 0.0001) ? 0 : 1;
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Error += (ResultFloatC >= float(Max) && ResultFloatC <= float(Max * 3)) ? 0 : 1;
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Error += (ResultDoubleC >= double(Max) && ResultDoubleC <= double(Max * 3)) ? 0 : 1;
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}
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return Error;
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}
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int main()
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{
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int Error = 0;
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Error += test_signedRand1();
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Error += test_normalizedRand2();
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Error += test_normalizedRand3();
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return Error;
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}
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