glm/glm/core/func_packing.hpp
2011-09-13 16:21:48 +01:00

195 lines
12 KiB
C++

///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref core
/// @file glm/core/func_packing.hpp
/// @date 2010-03-17 / 2011-06-15
/// @author Christophe Riccio
///
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
///
/// @defgroup core_func_packing Floating-Point Pack and Unpack Functions
/// @ingroup core
///
/// These functions do not operate component-wise, rather as described in each case.
///////////////////////////////////////////////////////////////////////////////////
#ifndef GLM_CORE_func_packing
#define GLM_CORE_func_packing GLM_VERSION
namespace glm
{
/// @addtogroup core_func_packing
/// @{
//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
//! Then, the results are packed into the returned 32-bit unsigned integer.
//!
//! The conversion for component c of v to fixed point is done as follows:
//! packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
//!
//! The first component of the vector will be written to the least significant bits of the output;
//! the last component will be written to the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm2x16.xml">GLSL packUnorm2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::uint32 packUnorm2x16(detail::tvec2<detail::float32> const & v);
//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
//! Then, the results are packed into the returned 32-bit unsigned integer.
//!
//! The conversion for component c of v to fixed point is done as follows:
//! packSnorm2x16: round(clamp(v, -1, +1) * 32767.0)
//!
//! The first component of the vector will be written to the least significant bits of the output;
//! the last component will be written to the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm2x16.xml">GLSL packSnorm2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::uint32 packSnorm2x16(detail::tvec2<detail::float32> const & v);
//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
//! Then, the results are packed into the returned 32-bit unsigned integer.
//!
//! The conversion for component c of v to fixed point is done as follows:
//! packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
//!
//! The first component of the vector will be written to the least significant bits of the output;
//! the last component will be written to the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packUnorm4x8.xml">GLSL packUnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::uint32 packUnorm4x8(detail::tvec4<detail::float32> const & v);
//! First, converts each component of the normalized floating-point value v into 8- or 16-bit integer values.
//! Then, the results are packed into the returned 32-bit unsigned integer.
//!
//! The conversion for component c of v to fixed point is done as follows:
//! packSnorm4x8: round(clamp(c, -1, +1) * 127.0)
//!
//! The first component of the vector will be written to the least significant bits of the output;
//! the last component will be written to the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::uint32 packSnorm4x8(detail::tvec4<detail::float32> const & v);
//! 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.
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//!
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackUnorm2x16: f / 65535.0
//!
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec2<detail::float32> unpackUnorm2x16(detail::uint32 const & p);
//! 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.
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//!
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackSnorm2x16: clamp(f / 32767.0, -1, +1)
//!
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.xml">GLSL unpackSnorm2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec2<detail::float32> unpackSnorm2x16(detail::uint32 const & p);
/// 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.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm4x8: f / 255.0
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec4<detail::float32> unpackUnorm4x8(detail::uint32 const & p);
/// 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.
/// Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm4x8: clamp(f / 127.0, -1, +1)
///
/// The first component of the returned vector will be extracted from the least significant bits of the input;
/// the last component will be extracted from the most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec4<detail::float32> unpackSnorm4x8(detail::uint32 const & p);
/// Returns a double-precision value obtained by packing the components of v into a 64-bit value.
/// If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating point value is unspecified.
/// Otherwise, the bit- level representation of v is preserved.
/// The first vector component specifies the 32 least significant bits;
/// the second component specifies the 32 most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packDouble2x32.xml">GLSL packDouble2x32 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
double packDouble2x32(detail::tvec2<detail::uint32> const & v);
/// Returns a two-component unsigned integer vector representation of v.
/// The bit-level representation of v is preserved.
/// The first component of the vector contains the 32 least significant bits of the double;
/// the second component consists the 32 most significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackDouble2x32.xml">GLSL unpackDouble2x32 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
detail::tvec2<detail::uint32> unpackDouble2x32(double const & v);
/// Returns an unsigned integer obtained by converting the components of a two-component floating-point vector
/// to the 16-bit floating-point representation found in the OpenGL Specification,
/// and then packing these two 16- bit integers into a 32-bit unsigned integer.
/// The first vector component specifies the 16 least-significant bits of the result;
/// the second component specifies the 16 most-significant bits.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packHalf2x16.xml">GLSL packHalf2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
uint packHalf2x16(vec2 const & v);
/// Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values,
/// interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification,
/// and converting them to 32-bit floating-point values.
/// The first component of the vector is obtained from the 16 least-significant bits of v;
/// the second component is obtained from the 16 most-significant bits of v.
///
/// @see - <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackHalf2x16.xml">GLSL unpackHalf2x16 man page</a>
/// @see - <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.4</a>
vec2 unpackHalf2x16(uint const & v);
/// @}
}//namespace glm
#include "func_packing.inl"
#endif//GLM_CORE_func_packing