Merge branch 'packing' of https://github.com/g-truc/glm into packing

This commit is contained in:
Christophe Riccio 2013-08-27 10:38:39 +02:00
commit 5be36e0ddc
5 changed files with 858 additions and 163 deletions

View file

@ -41,80 +41,80 @@ 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.
//!
/// 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 uint32 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.
//!
/// 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 uint32 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.
//!
/// 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 uint32 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.
//!
/// 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 uint32 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.
//!
/// 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(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.
//!
/// 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(uint32 const & p);

View file

@ -51,60 +51,423 @@ namespace glm
/// @addtogroup gtc_packing
/// @{
GLM_FUNC_DECL uint16 packUnorm1x16(float v);
GLM_FUNC_DECL float unpackUnorm1x16(uint16 v);
/// First, converts the normalized floating-point value v into a 8-bit integer value.
/// Then, the results are packed into the returned 8-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm1x8: round(clamp(c, 0, +1) * 255.0)
///
/// @see gtc_packing
/// @see uint16 packUnorm2x8(vec2 const & v)
/// @see uint32 packUnorm4x8(vec4 const & v)
/// @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 uint8 packUnorm1x8(float const & v);
GLM_FUNC_DECL uint64 packUnorm4x16(vec4 const & v);
GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 const & v);
GLM_FUNC_DECL uint16 packSnorm1x16(float v);
GLM_FUNC_DECL float unpackSnorm1x16(uint16 v);
GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const & v);
GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 const & v);
GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const & v);
GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 v);
GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const & v);
GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 v);
GLM_FUNC_DECL uint16 packHalf1x16(float const & v);
GLM_FUNC_DECL float unpackHalf1x16(uint16 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.
/// Convert a single 8-bit integer to a normalized floating-point value.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm4x8: f / 255.0
///
/// @see gtc_packing
/// @see vec2 unpackUnorm2x8(uint16 p)
/// @see vec4 unpackUnorm4x8(uint32 p)
/// @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 float unpackUnorm1x8(uint8 pdf);
/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
/// Then, the results are packed into the returned 16-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm2x8: 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 gtc_packing
/// @see uint8 packUnorm1x8(float const & v)
/// @see uint32 packUnorm4x8(vec4 const & v)
/// @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 uint16 packUnorm2x8(vec2 const & v);
/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two-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 gtc_packing
/// @see float unpackUnorm1x8(uint8 v)
/// @see vec4 unpackUnorm4x8(uint32 p)
/// @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 vec2 unpackUnorm2x8(uint16 p);
/// First, converts the normalized floating-point value v into 8-bit integer value.
/// Then, the results are packed into the returned 8-bit unsigned integer.
///
/// The conversion to fixed point is done as follows:
/// packSnorm1x8: round(clamp(s, -1, +1) * 127.0)
///
/// @see gtc_packing
/// @see uint16 packSnorm2x8(vec2 const & v)
/// @see uint32 packSnorm4x8(vec4 const & v)
/// @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 uint8 packSnorm1x8(float const & s);
/// First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers.
/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm1x8: clamp(f / 127.0, -1, +1)
///
/// @see gtc_packing
/// @see vec2 unpackSnorm2x8(uint16 p)
/// @see vec4 unpackSnorm4x8(uint32 p)
/// @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 float unpackSnorm1x8(uint8 p);
/// First, converts each component of the normalized floating-point value v into 8-bit integer values.
/// Then, the results are packed into the returned 16-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packSnorm2x8: 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 gtc_packing
/// @see uint8 packSnorm1x8(float const & v)
/// @see uint32 packSnorm4x8(vec4 const & v)
/// @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 uint16 packSnorm2x8(vec2 const & v);
/// First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm2x8: 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 gtc_packing
/// @see float unpackSnorm1x8(uint8 p)
/// @see vec4 unpackSnorm4x8(uint32 p)
/// @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 vec2 unpackSnorm2x8(uint16 p);
/// First, converts the normalized floating-point value v into a 16-bit integer value.
/// Then, the results are packed into the returned 16-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm1x16: round(clamp(c, 0, +1) * 65535.0)
///
/// @see gtc_packing
/// @see uint16 packSnorm1x16(float const & v)
/// @see uint64 packSnorm4x16(vec4 const & v)
/// @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 uint16 packUnorm1x16(float v);
/// First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers.
/// Then, the value is converted to a normalized floating-point value to generate the returned scalar.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnorm1x16: f / 65535.0
///
/// @see gtc_packing
/// @see vec2 unpackUnorm2x16(uint32 p)
/// @see vec4 unpackUnorm4x16(uint64 p)
/// @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 float unpackUnorm1x16(uint16 p);
/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
/// Then, the results are packed into the returned 64-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packUnorm4x16: 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 gtc_packing
/// @see uint16 packUnorm1x16(float const & v)
/// @see uint32 packUnorm2x16(vec2 const & v)
/// @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 uint64 packUnorm4x16(vec4 const & v);
/// First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackUnormx4x16: 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 gtc_packing
/// @see float unpackUnorm1x16(uint16 p)
/// @see vec2 unpackUnorm2x16(uint32 p)
/// @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 vec4 unpackUnorm4x16(uint64 const & p);
/// First, converts the normalized floating-point value v into 16-bit integer value.
/// Then, the results are packed into the returned 16-bit unsigned integer.
///
/// The conversion to fixed point is done as follows:
/// packSnorm1x8: round(clamp(s, -1, +1) * 32767.0)
///
/// @see gtc_packing
/// @see uint32 packSnorm2x16(vec2 const & v)
/// @see uint64 packSnorm4x16(vec4 const & v)
/// @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 uint16 packSnorm1x16(float v);
/// First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned scalar.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm1x16: clamp(f / 32767.0, -1, +1)
///
/// @see gtc_packing
/// @see vec2 unpackSnorm2x16(uint32 p)
/// @see vec4 unpackSnorm4x16(uint64 p)
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm1x16.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 float unpackSnorm1x16(uint16 p);
/// First, converts each component of the normalized floating-point value v into 16-bit integer values.
/// Then, the results are packed into the returned 64-bit unsigned integer.
///
/// The conversion for component c of v to fixed point is done as follows:
/// packSnorm2x8: round(clamp(c, -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 gtc_packing
/// @see uint16 packSnorm1x16(float const & v)
/// @see uint32 packSnorm2x16(vec2 const & v)
/// @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 uint64 packSnorm4x16(vec4 const & v);
/// First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm4x16: 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 gtc_packing
/// @see float unpackSnorm1x16(uint16 p)
/// @see vec2 unpackSnorm2x16(uint32 p)
/// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm2x16.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 unpackSnorm4x16(uint64 const & p);
/// Returns an unsigned integer obtained by converting the components of a floating-point scalar
/// to the 16-bit floating-point representation found in the OpenGL Specification,
/// and then packing this 16-bit value into a 16-bit unsigned integer.
///
/// @see gtc_packing
/// @see uint32 packHalf2x16(vec2 const & v)
/// @see uint64 packHalf4x16(vec4 const & v)
/// @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 uint16 packHalf1x16(float const & v);
/// Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value,
/// interpreted as a 16-bit floating-point number according to the OpenGL Specification,
/// and converting it to 32-bit floating-point values.
///
/// @see gtc_packing
/// @see vec2 unpackHalf2x16(uint32 const & v)
/// @see vec4 unpackHalf4x16(uint64 const & 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 float unpackHalf1x16(uint16 const & v);
/// Returns an unsigned integer obtained by converting the components of a four-component floating-point vector
/// to the 16-bit floating-point representation found in the OpenGL Specification,
/// and then packing these four 16-bit values into a 64-bit unsigned integer.
/// The first vector component specifies the 16 least-significant bits of the result;
/// the forth component specifies the 16 most-significant bits.
///
/// @see gtc_packing
/// @see uint16 packHalf1x16(float const & v)
/// @see uint32 packHalf2x16(vec2 const & v)
/// @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 uint64 packHalf4x16(vec4 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,
/// Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 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.
/// the forth component is obtained from the 16 most-significant bits of v.
///
/// @see gtc_packing
/// @see float unpackHalf1x16(uint16 const & v)
/// @see vec2 unpackHalf2x16(uint32 const & 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 vec4 unpackHalf4x16(uint64 const & v);
GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 const & p);
GLM_FUNC_DECL uint32 packI10I10I10I2(ivec4 const & v);
GLM_FUNC_DECL ivec4 unpackI10I10I10I2(uint32 const & v);
/// Returns an unsigned integer obtained by converting the components of a four-component signed integer vector
/// to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification,
/// and then packing these four values into a 32-bit unsigned integer.
/// The first vector component specifies the 10 least-significant bits of the result;
/// the forth component specifies the 2 most-significant bits.
///
/// @see gtc_packing
/// @see uint32 packI3x10_1x2(uvec4 const & v)
/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
/// @see ivec4 unpackI3x10_1x2(uint32 const & p)
GLM_FUNC_DECL uint32 packI3x10_1x2(ivec4 const & v);
GLM_FUNC_DECL uint32 packU10U10U10U2(uvec4 const & v);
GLM_FUNC_DECL uvec4 unpackU10U10U10U2(uint32 const & v);
/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.
///
/// 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 gtc_packing
/// @see uint32 packU3x10_1x2(uvec4 const & v)
/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p);
/// @see uvec4 unpackI3x10_1x2(uint32 const & p);
GLM_FUNC_DECL ivec4 unpackI3x10_1x2(uint32 const & p);
/// Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector
/// to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification,
/// and then packing these four values into a 32-bit unsigned integer.
/// The first vector component specifies the 10 least-significant bits of the result;
/// the forth component specifies the 2 most-significant bits.
///
/// @see gtc_packing
/// @see uint32 packI3x10_1x2(ivec4 const & v)
/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
/// @see ivec4 unpackU3x10_1x2(uint32 const & p)
GLM_FUNC_DECL uint32 packU3x10_1x2(uvec4 const & v);
/// Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.
///
/// 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 gtc_packing
/// @see uint32 packU3x10_1x2(uvec4 const & v)
/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p);
/// @see uvec4 unpackI3x10_1x2(uint32 const & p);
GLM_FUNC_DECL uvec4 unpackU3x10_1x2(uint32 const & p);
/// First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values.
/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed 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:
/// packSnorm3x10_1x2(xyz): round(clamp(c, -1, +1) * 511.0)
/// packSnorm3x10_1x2(w): round(clamp(c, -1, +1) * 1.0)
///
/// The first vector component specifies the 10 least-significant bits of the result;
/// the forth component specifies the 2 most-significant bits.
///
/// @see gtc_packing
/// @see vec4 unpackSnorm3x10_1x2(uint32 const & p)
/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
/// @see uint32 packU3x10_1x2(uvec4 const & v)
/// @see uint32 packI3x10_1x2(ivec4 const & v)
GLM_FUNC_DECL uint32 packSnorm3x10_1x2(vec4 const & v);
GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 const & v);
GLM_FUNC_DECL uint32 packF11F11F10(vec3 const & v);
GLM_FUNC_DECL vec3 unpackF11F11F10(uint32 const & v);
/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1)
/// unpackSnorm3x10_1x2(w): clamp(f / 511.0, -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 gtc_packing
/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
/// @see vec4 unpackUnorm3x10_1x2(uint32 const & p))
/// @see uvec4 unpackI3x10_1x2(uint32 const & p)
/// @see uvec4 unpackU3x10_1x2(uint32 const & p)
GLM_FUNC_DECL vec4 unpackSnorm3x10_1x2(uint32 const & p);
/// First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values.
/// Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger 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:
/// packUnorm3x10_1x2(xyz): round(clamp(c, 0, +1) * 1023.0)
/// packUnorm3x10_1x2(w): round(clamp(c, 0, +1) * 3.0)
///
/// The first vector component specifies the 10 least-significant bits of the result;
/// the forth component specifies the 2 most-significant bits.
///
/// @see gtc_packing
/// @see vec4 unpackUnorm3x10_1x2(uint32 const & p)
/// @see uint32 packUnorm3x10_1x2(vec4 const & v)
/// @see uint32 packU3x10_1x2(uvec4 const & v)
/// @see uint32 packI3x10_1x2(ivec4 const & v)
GLM_FUNC_DECL uint32 packUnorm3x10_1x2(vec4 const & v);
/// First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers.
/// Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.
///
/// The conversion for unpacked fixed-point value f to floating point is done as follows:
/// unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1)
/// unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +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 gtc_packing
/// @see uint32 packSnorm3x10_1x2(vec4 const & v)
/// @see vec4 unpackInorm3x10_1x2(uint32 const & p))
/// @see uvec4 unpackI3x10_1x2(uint32 const & p)
/// @see uvec4 unpackU3x10_1x2(uint32 const & p)
GLM_FUNC_DECL vec4 unpackUnorm3x10_1x2(uint32 const & p);
/// First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values.
/// Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value.
/// Then, the results are packed into the returned 32-bit unsigned integer.
///
/// The first vector component specifies the 11 least-significant bits of the result;
/// the last component specifies the 10 most-significant bits.
///
/// @see gtc_packing
/// @see vec3 unpackF2x11_1x10(uint32 const & p)
GLM_FUNC_DECL uint32 packF2x11_1x10(vec3 const & v);
/// First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value .
/// Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.
///
/// 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 gtc_packing
/// @see uint32 packF2x11_1x10(vec3 const & v)
GLM_FUNC_DECL vec3 unpackF2x11_1x10(uint32 const & p);
/// @}
}// namespace glm

View file

@ -26,8 +26,7 @@
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
namespace glm
{
namespace glm{
namespace detail
{
glm::uint16 float2half(glm::uint32 const & f)
@ -48,7 +47,7 @@ namespace detail
((f >> 13) & 0x03ff); // Mantissa
}
glm::uint16 float2packed11(glm::uint32 const & f)
glm::uint32 float2packed11(glm::uint32 const & f)
{
// 10 bits => EE EEEFFFFF
// 11 bits => EEE EEFFFFFF
@ -62,11 +61,29 @@ namespace detail
// 0x7f800000 => 01111111 10000000 00000000 00000000
// 0x00008000 => 00000000 00000000 10000000 00000000
return
((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential
((f >> 17) & 0x003f); // Mantissa
((((f & 0x7f800000) - 0x38000000) >> 17) & 0x07c0) | // exponential
((f >> 17) & 0x003f); // Mantissa
}
glm::uint float2packed10(glm::uint const & f)
glm::uint32 packed11ToFloat(glm::uint32 const & p)
{
// 10 bits => EE EEEFFFFF
// 11 bits => EEE EEFFFFFF
// Half bits => SEEEEEFF FFFFFFFF
// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
// 0x000007c0 => 00000000 00000000 00000111 11000000
// 0x00007c00 => 00000000 00000000 01111100 00000000
// 0x000003ff => 00000000 00000000 00000011 11111111
// 0x38000000 => 00111000 00000000 00000000 00000000
// 0x7f800000 => 01111111 10000000 00000000 00000000
// 0x00008000 => 00000000 00000000 10000000 00000000
return
((((p & 0x07c0) << 17) + 0x38000000) & 0x7f800000) | // exponential
((p & 0x003f) << 17); // Mantissa
}
glm::uint32 float2packed10(glm::uint32 const & f)
{
// 10 bits => EE EEEFFFFF
// 11 bits => EEE EEFFFFFF
@ -83,10 +100,31 @@ namespace detail
// 0x7f800000 => 01111111 10000000 00000000 00000000
// 0x00008000 => 00000000 00000000 10000000 00000000
return
((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential
((f >> 18) & 0x001f); // Mantissa
((((f & 0x7f800000) - 0x38000000) >> 18) & 0x03E0) | // exponential
((f >> 18) & 0x001f); // Mantissa
}
glm::uint32 packed10ToFloat(glm::uint32 const & p)
{
// 10 bits => EE EEEFFFFF
// 11 bits => EEE EEFFFFFF
// Half bits => SEEEEEFF FFFFFFFF
// Float bits => SEEEEEEE EFFFFFFF FFFFFFFF FFFFFFFF
// 0x0000001F => 00000000 00000000 00000000 00011111
// 0x0000003F => 00000000 00000000 00000000 00111111
// 0x000003E0 => 00000000 00000000 00000011 11100000
// 0x000007C0 => 00000000 00000000 00000111 11000000
// 0x00007C00 => 00000000 00000000 01111100 00000000
// 0x000003FF => 00000000 00000000 00000011 11111111
// 0x38000000 => 00111000 00000000 00000000 00000000
// 0x7f800000 => 01111111 10000000 00000000 00000000
// 0x00008000 => 00000000 00000000 10000000 00000000
return
((((p & 0x03E0) << 18) + 0x38000000) & 0x7f800000) | // exponential
((p & 0x001f) << 18); // Mantissa
}
glm::uint half2float(glm::uint const & h)
{
return ((h & 0x8000) << 16) | ((( h & 0x7c00) + 0x1C000) << 13) | ((h & 0x03FF) << 13);
@ -112,6 +150,20 @@ namespace detail
return float2packed11(Union.i);
}
float packed11bitToFloat(glm::uint x)
{
if(x == 0)
return 0.0f;
else if(x == ((1 << 11) - 1))
return ~0;//NaN
else if(x == (0x1f << 6))
return ~0;//Inf
uif Union;
Union.i = packed11ToFloat(x);
return Union.f;
}
glm::uint floatTo10bit(float x)
{
if(x == 0.0f)
@ -125,6 +177,20 @@ namespace detail
Union.f = x;
return float2packed10(Union.i);
}
float packed10bitToFloat(glm::uint x)
{
if(x == 0)
return 0.0f;
else if(x == ((1 << 10) - 1))
return ~0;//NaN
else if(x == (0x1f << 5))
return ~0;//Inf
uif Union;
Union.i = packed10ToFloat(x);
return Union.f;
}
glm::uint f11_f11_f10(float x, float y, float z)
{
@ -191,6 +257,24 @@ namespace detail
uint16 pack;
};
union half4x16
{
struct
{
hdata x;
hdata y;
hdata z;
hdata w;
} data;
uint64 pack;
};
union unorm1x8
{
uint8 data;
uint8 pack;
};
union unorm2x8
{
struct
@ -201,6 +285,12 @@ namespace detail
uint16 pack;
};
union snorm1x8
{
int8 data;
uint8 pack;
};
union snorm2x8
{
struct
@ -212,6 +302,72 @@ namespace detail
};
}//namespace detail
GLM_FUNC_QUALIFIER uint8 packUnorm1x8(float const & v)
{
int8 Scaled(round(clamp(v ,-1.0f, 1.0f) * 255.0f));
detail::unorm1x8 Packing;
Packing.data = Scaled;
return Packing.pack;
}
GLM_FUNC_QUALIFIER float unpackUnorm1x8(uint8 p)
{
detail::unorm1x8 Packing;
Packing.pack = p;
float Unpacked(Packing.data);
return Unpacked * float(0.0039215686274509803921568627451);
}
GLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const & v)
{
i8vec2 Scaled(round(clamp(v ,-1.0f, 1.0f) * 255.0f));
detail::unorm2x8 Packing;
Packing.data.x = Scaled.x;
Packing.data.y = Scaled.y;
return Packing.pack;
}
GLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p)
{
detail::unorm2x8 Packing;
Packing.pack = p;
vec2 Unpacked(Packing.data.x, Packing.data.y);
return Unpacked * float(0.0039215686274509803921568627451);
}
GLM_FUNC_QUALIFIER uint8 packSnorm1x8(float const & v)
{
glm::int8 Scaled(round(clamp(v ,-1.0f, 1.0f) * 127.0f));
detail::snorm1x8 Packing;
Packing.data = Scaled;
return Packing.pack;
}
GLM_FUNC_QUALIFIER float unpackSnorm1x8(uint8 p)
{
detail::snorm1x8 Packing;
Packing.pack = p;
float Unpacked(Packing.data);
return clamp(Unpacked * float(0.00787401574803149606299212598425), -1.0f, 1.0f);
}
GLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const & v)
{
glm::i8vec2 Scaled(round(clamp(v ,-1.0f, 1.0f) * 127.0f));
detail::snorm2x8 Packing;
Packing.data.x = Scaled.x;
Packing.data.y = Scaled.y;
return Packing.pack;
}
GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)
{
detail::snorm2x8 Packing;
Packing.pack = p;
vec2 Unpacked(Packing.data.x, Packing.data.y);
return clamp(Unpacked * float(0.00787401574803149606299212598425), -1.0f, 1.0f);
}
GLM_FUNC_QUALIFIER uint16 packUnorm1x16(float s)
{
return uint16(round(clamp(s, 0.0f, 1.0f) * 65535.0f));
@ -242,6 +398,7 @@ namespace detail
float(Packing.data.z),
float(Packing.data.w));
Result *= float(1.5259021896696421759365224689097e-5); // 1.0 / 65535.0
return Result;
}
GLM_FUNC_QUALIFIER uint16 packSnorm1x16(float v)
@ -278,40 +435,6 @@ namespace detail
return clamp(Unpacked * float(3.0518509475997192297128208258309e-5), -1.0f, 1.0f); //1.0f / 32767.0f
}
GLM_FUNC_QUALIFIER uint16 packUnorm2x8(vec2 const & v)
{
i8vec2 Scaled(round(clamp(v ,-1.0f, 1.0f) * 255.0f));
detail::unorm2x8 Packing;
Packing.data.x = Scaled.x;
Packing.data.y = Scaled.y;
return Packing.pack;
}
GLM_FUNC_QUALIFIER vec2 unpackUnorm2x8(uint16 p)
{
detail::unorm2x8 Packing;
Packing.pack = p;
vec2 Unpacked(Packing.data.x, Packing.data.y);
return Unpacked * float(0.0039215686274509803921568627451);
}
GLM_FUNC_QUALIFIER uint16 packSnorm2x8(vec2 const & v)
{
glm::i8vec2 Scaled(round(clamp(v ,-1.0f, 1.0f) * 127.0f));
detail::snorm2x8 Packing;
Packing.data.x = Scaled.x;
Packing.data.y = Scaled.y;
return Packing.pack;
}
GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)
{
detail::snorm2x8 Packing;
Packing.pack = p;
vec2 Unpacked(Packing.data.x, Packing.data.y);
return clamp(Unpacked * float(0.00787401574803149606299212598425), -1.0f, 1.0f);
}
GLM_FUNC_DECL uint16 packHalf1x16(float const & v)
{
detail::half1x16 Packing;
@ -326,7 +449,28 @@ namespace detail
return detail::toFloat32(Packing.data);
}
GLM_FUNC_QUALIFIER uint32 packI10I10I10I2(ivec4 const & v)
GLM_FUNC_DECL uint64 packHalf4x16(glm::vec4 const & v)
{
detail::half4x16 Packing;
Packing.data.x = detail::toFloat16(v.x);
Packing.data.y = detail::toFloat16(v.y);
Packing.data.z = detail::toFloat16(v.z);
Packing.data.w = detail::toFloat16(v.w);
return Packing.pack;
}
GLM_FUNC_DECL glm::vec4 unpackHalf4x16(uint64 const & v)
{
detail::half4x16 Packing;
Packing.pack = v;
return glm::vec4(
detail::toFloat32(Packing.data.x),
detail::toFloat32(Packing.data.y),
detail::toFloat32(Packing.data.z),
detail::toFloat32(Packing.data.w));
}
GLM_FUNC_QUALIFIER uint32 packI3x10_1x2(ivec4 const & v)
{
detail::i10i10i10i2 Result;
Result.data.x = v.x;
@ -336,7 +480,7 @@ namespace detail
return Result.pack;
}
GLM_FUNC_QUALIFIER ivec4 unpackI10I10I10I2(uint32 const & v)
GLM_FUNC_QUALIFIER ivec4 unpackI3x10_1x2(uint32 const & v)
{
detail::i10i10i10i2 Unpack;
Unpack.pack = v;
@ -347,7 +491,7 @@ namespace detail
Unpack.data.w);
}
GLM_FUNC_QUALIFIER uint32 packU10U10U10U2(uvec4 const & v)
GLM_FUNC_QUALIFIER uint32 packU3x10_1x2(uvec4 const & v)
{
detail::u10u10u10u2 Result;
Result.data.x = v.x;
@ -357,7 +501,7 @@ namespace detail
return Result.pack;
}
GLM_FUNC_QUALIFIER uvec4 unpackU10U10U10U2(uint32 const & v)
GLM_FUNC_QUALIFIER uvec4 unpackU3x10_1x2(uint32 const & v)
{
detail::u10u10u10u2 Unpack;
Unpack.pack = v;
@ -371,10 +515,10 @@ namespace detail
GLM_FUNC_QUALIFIER uint32 packSnorm3x10_1x2(vec4 const & v)
{
detail::i10i10i10i2 Result;
Result.data.x = int(v.x * 511.f);
Result.data.y = int(v.y * 511.f);
Result.data.z = int(v.z * 511.f);
Result.data.w = int(v.w * 1.f);
Result.data.x = int(round(clamp(v.x,-1.0f, 1.0f) * 511.f));
Result.data.y = int(round(clamp(v.y,-1.0f, 1.0f) * 511.f));
Result.data.z = int(round(clamp(v.z,-1.0f, 1.0f) * 511.f));
Result.data.w = int(round(clamp(v.w,-1.0f, 1.0f) * 1.f));
return Result.pack;
}
@ -383,14 +527,36 @@ namespace detail
detail::i10i10i10i2 Unpack;
Unpack.pack = v;
vec4 Result;
Result.x = float(Unpack.data.x) / 511.f;
Result.y = float(Unpack.data.y) / 511.f;
Result.z = float(Unpack.data.z) / 511.f;
Result.w = float(Unpack.data.w) / 1.f;
Result.x = clamp(float(Unpack.data.x) / 511.f, -1.0f, 1.0f);
Result.y = clamp(float(Unpack.data.y) / 511.f, -1.0f, 1.0f);
Result.z = clamp(float(Unpack.data.z) / 511.f, -1.0f, 1.0f);
Result.w = clamp(float(Unpack.data.w) / 1.f, -1.0f, 1.0f);
return Result;
}
GLM_FUNC_QUALIFIER uint32 packF11F11F10(vec3 const & v)
GLM_FUNC_QUALIFIER uint32 packUnorm3x10_1x2(vec4 const & v)
{
detail::i10i10i10i2 Result;
Result.data.x = int(round(clamp(v.x, 0.0f, 1.0f) * 1023.f));
Result.data.y = int(round(clamp(v.y, 0.0f, 1.0f) * 1023.f));
Result.data.z = int(round(clamp(v.z, 0.0f, 1.0f) * 1023.f));
Result.data.w = int(round(clamp(v.w, 0.0f, 1.0f) * 3.f));
return Result.pack;
}
GLM_FUNC_QUALIFIER vec4 unpackUnorm3x10_1x2(uint32 const & v)
{
detail::i10i10i10i2 Unpack;
Unpack.pack = v;
vec4 Result;
Result.x = float(Unpack.data.x) / 1023.f;
Result.y = float(Unpack.data.y) / 1023.f;
Result.z = float(Unpack.data.z) / 1023.f;
Result.w = float(Unpack.data.w) / 3.f;
return Result;
}
GLM_FUNC_QUALIFIER uint32 packF2x11_1x10(vec3 const & v)
{
return
((detail::floatTo11bit(v.x) & ((1 << 11) - 1)) << 0) |
@ -398,9 +564,12 @@ namespace detail
((detail::floatTo10bit(v.z) & ((1 << 10) - 1)) << 22);
}
GLM_FUNC_QUALIFIER vec3 unpackF11F11F10(uint32 const & v)
GLM_FUNC_QUALIFIER vec3 unpackF2x11_1x10(uint32 const & v)
{
return vec3(
detail::packed11bitToFloat(v >> 0),
detail::packed11bitToFloat(v >> 11),
detail::packed10bitToFloat(v >> 22));
}
}//namespace glm

View file

@ -286,22 +286,11 @@ namespace glm
//! Return the address to the data of the matrix input.
/// @see gtc_type_ptr
template<typename T>
GLM_FUNC_QUALIFIER T * value_ptr(detail::tmat4x3<T> & mat)
template<typename T, precision P>
GLM_FUNC_QUALIFIER T * value_ptr(detail::tmat4x3<T, P> & mat)
{
return &(mat[0].x);
}
/// Return the constant address to the data of the quaternion input.
/// @see gtc_type_ptr
template<typename T, precision P>
GLM_FUNC_QUALIFIER T * value_ptr
(
detail::tquat<T, P> & q
)
{
return &(q[0]);
}
//! Return the constant address to the data of the input parameter.
/// @see gtc_type_ptr
@ -316,10 +305,10 @@ namespace glm
//! Return the address to the data of the quaternion input.
/// @see gtc_type_ptr
template<typename T>
template<typename T, precision P>
GLM_FUNC_QUALIFIER T * value_ptr
(
detail::tquat<T> & q
detail::tquat<T, P> & q
)
{
return &(q[0]);

View file

@ -26,10 +26,10 @@
/// @author Christophe Riccio
///////////////////////////////////////////////////////////////////////////////////
#include <glm/glm.hpp>
#include <glm/gtc/packing.hpp>
#include <cstdio>
#include <vector>
void print_bits(glm::half const & s)
{
@ -133,11 +133,185 @@ int test_half()
return Error;
}
int test_Half1x16()
{
int Error = 0;
std::vector<float> Tests;
Tests.push_back(0.0f);
Tests.push_back(1.0f);
Tests.push_back(-1.0f);
Tests.push_back(2.0f);
Tests.push_back(-2.0f);
Tests.push_back(1.9f);
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packHalf1x16(Tests[i]);
float v0 = glm::unpackHalf1x16(p0);
glm::uint32 p1 = glm::packHalf1x16(v0);
float v1 = glm::unpackHalf1x16(p0);
Error += (v0 == v1) ? 0 : 1;
}
return Error;
}
int test_Half4x16()
{
int Error = 0;
std::vector<glm::vec4> Tests;
Tests.push_back(glm::vec4(1.0));
Tests.push_back(glm::vec4(0.0));
Tests.push_back(glm::vec4(2.0));
Tests.push_back(glm::vec4(0.1));
Tests.push_back(glm::vec4(0.5));
Tests.push_back(glm::vec4(-0.9));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint64 p0 = glm::packHalf4x16(Tests[i]);
glm::vec4 v0 = glm::unpackHalf4x16(p0);
glm::uint64 p1 = glm::packHalf4x16(v0);
glm::vec4 v1 = glm::unpackHalf4x16(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int test_I3x10_1x2()
{
int Error = 0;
std::vector<glm::ivec4> Tests;
Tests.push_back(glm::ivec4(0));
Tests.push_back(glm::ivec4(1));
Tests.push_back(glm::ivec4(-1));
Tests.push_back(glm::ivec4(2));
Tests.push_back(glm::ivec4(-2));
Tests.push_back(glm::ivec4(3));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packI3x10_1x2(Tests[i]);
glm::ivec4 v0 = glm::unpackI3x10_1x2(p0);
glm::uint32 p1 = glm::packI3x10_1x2(v0);
glm::ivec4 v1 = glm::unpackI3x10_1x2(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int test_U3x10_1x2()
{
int Error = 0;
std::vector<glm::uvec4> Tests;
Tests.push_back(glm::uvec4(0));
Tests.push_back(glm::uvec4(1));
Tests.push_back(glm::uvec4(2));
Tests.push_back(glm::uvec4(3));
Tests.push_back(glm::uvec4(4));
Tests.push_back(glm::uvec4(5));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packU3x10_1x2(Tests[i]);
glm::uvec4 v0 = glm::unpackU3x10_1x2(p0);
glm::uint32 p1 = glm::packU3x10_1x2(v0);
glm::uvec4 v1 = glm::unpackU3x10_1x2(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int test_Snorm3x10_1x2()
{
int Error = 0;
std::vector<glm::vec4> Tests;
Tests.push_back(glm::vec4(1.0));
Tests.push_back(glm::vec4(0.0));
Tests.push_back(glm::vec4(2.0));
Tests.push_back(glm::vec4(0.1));
Tests.push_back(glm::vec4(0.5));
Tests.push_back(glm::vec4(0.9));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packSnorm3x10_1x2(Tests[i]);
glm::vec4 v0 = glm::unpackSnorm3x10_1x2(p0);
glm::uint32 p1 = glm::packSnorm3x10_1x2(v0);
glm::vec4 v1 = glm::unpackSnorm3x10_1x2(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int test_Unorm3x10_1x2()
{
int Error = 0;
std::vector<glm::vec4> Tests;
Tests.push_back(glm::vec4(1.0));
Tests.push_back(glm::vec4(0.0));
Tests.push_back(glm::vec4(2.0));
Tests.push_back(glm::vec4(0.1));
Tests.push_back(glm::vec4(0.5));
Tests.push_back(glm::vec4(0.9));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packSnorm3x10_1x2(Tests[i]);
glm::vec4 v0 = glm::unpackSnorm3x10_1x2(p0);
glm::uint32 p1 = glm::packSnorm3x10_1x2(v0);
glm::vec4 v1 = glm::unpackSnorm3x10_1x2(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int test_F2x11_1x10()
{
int Error = 0;
std::vector<glm::vec3> Tests;
Tests.push_back(glm::vec3(1.0));
Tests.push_back(glm::vec3(0.0));
Tests.push_back(glm::vec3(2.0));
Tests.push_back(glm::vec3(0.1));
Tests.push_back(glm::vec3(0.5));
Tests.push_back(glm::vec3(0.9));
for(std::size_t i = 0; i < Tests.size(); ++i)
{
glm::uint32 p0 = glm::packF2x11_1x10(Tests[i]);
glm::vec3 v0 = glm::unpackF2x11_1x10(p0);
glm::uint32 p1 = glm::packF2x11_1x10(v0);
glm::vec3 v1 = glm::unpackF2x11_1x10(p0);
Error += glm::all(glm::equal(v0, v1)) ? 0 : 1;
}
return Error;
}
int main()
{
int Error(0);
Error += test_half();
Error += test_F2x11_1x10();
Error += test_Snorm3x10_1x2();
Error += test_Unorm3x10_1x2();
Error += test_I3x10_1x2();
Error += test_U3x10_1x2();
Error += test_Half1x16();
Error += test_U3x10_1x2();
return Error;
}