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Added packing function documentation
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@ -24,15 +24,101 @@ namespace glm
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/// \addtogroup core_funcs
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///@{
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//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
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//! Then, the results are packed into the returned 32-bit unsigned integer.
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//!
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//! The conversion for component c of v to fixed point is done as follows:
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//! packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
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//!
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//! The first component of the vector will be written to the least significant bits of the output;
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//! the last component will be written to the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml">GLSL packUnorm2x16 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::uint32 packUnorm2x16(detail::tvec2<detail::float32> const & v);
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//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
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//! Then, the results are packed into the returned 32-bit unsigned integer.
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//!
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//! The conversion for component c of v to fixed point is done as follows:
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//! packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
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//!
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//! The first component of the vector will be written to the least significant bits of the output;
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//! the last component will be written to the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::uint32 packUnorm4x8(detail::tvec4<detail::float32> const & v);
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//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
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//! Then, the results are packed into the returned 32-bit unsigned integer.
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//!
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//! The conversion for component c of v to fixed point is done as follows:
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//! packSnorm4x8: round(clamp(c, -1, +1) * 127.0)
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//!
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//! The first component of the vector will be written to the least significant bits of the output;
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//! the last component will be written to the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::uint32 packSnorm4x8(detail::tvec4<detail::float32> const & v);
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//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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//!
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//! The conversion for unpacked fixed-point value f to floating point is done as follows:
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//! unpackUnorm2x16: f / 65535.0
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//!
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//! The first component of the returned vector will be extracted from the least significant bits of the input;
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//! the last component will be extracted from the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::tvec2<detail::float32> unpackUnorm2x16(detail::uint32 const & p);
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detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p);
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//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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//!
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//! The conversion for unpacked fixed-point value f to floating point is done as follows:
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//! unpackUnorm4x8: f / 255.0
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//!
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//! The first component of the returned vector will be extracted from the least significant bits of the input;
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//! the last component will be extracted from the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p);
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//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
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//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
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//!
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//! The conversion for unpacked fixed-point value f to floating point is done as follows:
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//! unpackSnorm4x8: clamp(f / 127.0, -1, +1)
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//!
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//! The first component of the returned vector will be extracted from the least significant bits of the input;
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//! the last component will be extracted from the most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::tvec4<detail::float32> unpackSnorm4x8(detail::uint32 const & p);
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//! Returns a double-precision value obtained by packing the components of v into a 64-bit value.
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//! If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
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//! Otherwise, the bit- level representation of v is preserved.
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//! The first vector component specifies the 32 least significant bits;
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//! the second component specifies the 32 most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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double packDouble2x32(detail::tvec2<detail::uint32> const & v);
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//! Returns a two-component unsigned integer vector representation of v.
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//! The bit-level representation of v is preserved.
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//! The first component of the vector contains the 32 least significant bits of the double;
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//! the second component consists the 32 most significant bits.
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
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//! \li GLSL 4.00.08 specification, section 8.4
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detail::tvec2<detail::uint32> unpackDouble2x32(double const & v);
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///@}
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@ -31,6 +31,7 @@ namespace glm
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//!
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//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/lessThan.xml">GLSL lessThan man page</a>
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//! \li GLSL 1.30.08 specification, section 8.6
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template <typename T, template <typename> class vecType>
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inline typename vecType<T>::bool_type lessThan
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(
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vecType<T> const & x,
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