/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2015 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. /// /// Restrictions: /// By making use of the Software for military purposes, you choose to make /// a Bunny unhappy. /// /// 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 gtc_packing /// @file glm/gtc/packing.hpp /// @date 2013-08-08 / 2013-08-08 /// @author Christophe Riccio /// /// @see core (dependence) /// /// @defgroup gtc_packing GLM_GTC_packing /// @ingroup gtc /// /// @brief This extension provides a set of function to convert vertors to packed /// formats. /// /// need to be included to use these features. /////////////////////////////////////////////////////////////////////////////////// #pragma once // Dependency: #include "type_precision.hpp" #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) # pragma message("GLM: GLM_GTC_packing extension included") #endif namespace glm { /// @addtogroup gtc_packing /// @{ /// 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 GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint8 packUnorm1x8(float v); /// 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 GLSL unpackUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackUnorm1x8(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: /// 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 GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint8 packSnorm1x8(float 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 GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL packUnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackUnorm2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 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 GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL packSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions 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 GLSL unpackSnorm4x8 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 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 GLSL packHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint16 packHalf1x16(float 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 GLSL unpackHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL float unpackHalf1x16(uint16 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 GLSL packHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL uint64 packHalf4x16(vec4 const & v); /// 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 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 GLSL unpackHalf2x16 man page /// @see GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions GLM_FUNC_DECL vec4 unpackHalf4x16(uint64 p); /// 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); /// 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 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 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); /// 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 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 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 p); /// @} }// namespace glm #include "packing.inl"