/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2014 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 Floating-Point Pack and Unpack Functions</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 #include "type_vec2.hpp" #include "type_vec4.hpp" 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL uint packUnorm2x16(vec2 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL uint packSnorm2x16(vec2 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL uint packUnorm4x8(vec4 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL uint packSnorm4x8(vec4 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL vec2 unpackUnorm2x16(uint 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL vec2 unpackSnorm2x16(uint 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL vec4 unpackUnorm4x8(uint 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL vec4 unpackSnorm4x8(uint 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL double packDouble2x32(uvec2 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL uvec2 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL 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 Floating-Point Pack and Unpack Functions</a> GLM_FUNC_DECL vec2 unpackHalf2x16(uint const & v); /// @} }//namespace glm #include "func_packing.inl" #endif//GLM_CORE_func_packing