/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2010-03-17 // Updated : 2010-03-17 // Licence : This source is under MIT License // File : glm/core/func_packing.hpp /////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef glm_core_func_packing #define glm_core_func_packing namespace glm { namespace core{ namespace function{ //! Define packing functions from section 8.4 floating-point pack and unpack functions of GLSL 4.00.8 specification namespace packing { /// \addtogroup core_funcs ///@{ //! 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. //! //! \li GLSL packUnorm2x16 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::uint32 packUnorm2x16(detail::tvec2 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. //! //! \li GLSL packUnorm4x8 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::uint32 packUnorm4x8(detail::tvec4 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. //! //! \li GLSL packSnorm4x8 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::uint32 packSnorm4x8(detail::tvec4 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. //! //! \li GLSL unpackUnorm2x16 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::tvec2 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: //! 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. //! //! \li GLSL unpackUnorm4x8 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::tvec4 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. //! //! \li GLSL unpackSnorm4x8 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::tvec4 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. //! //! \li GLSL packDouble2x32 man page //! \li GLSL 4.00.08 specification, section 8.4 double packDouble2x32(detail::tvec2 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. //! //! \li GLSL unpackDouble2x32 man page //! \li GLSL 4.00.08 specification, section 8.4 detail::tvec2 unpackDouble2x32(double const & v); ///@} }//namespace packing }//namespace function }//namespace core using namespace core::function::packing; }//namespace glm #include "func_packing.inl" #endif//glm_core_func_packing