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