From 15259dc1e2dfa34a9ff7812212bb9a43340c1162 Mon Sep 17 00:00:00 2001 From: Christophe Riccio Date: Wed, 13 Apr 2011 18:41:57 +0100 Subject: [PATCH] Added packing function documentation --- glm/core/func_packing.hpp | 88 ++++++++++++++++++++++++++++- glm/core/func_vector_relational.hpp | 1 + 2 files changed, 88 insertions(+), 1 deletion(-) diff --git a/glm/core/func_packing.hpp b/glm/core/func_packing.hpp index 9704d70a..3b427785 100644 --- a/glm/core/func_packing.hpp +++ b/glm/core/func_packing.hpp @@ -24,15 +24,101 @@ namespace glm /// \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); - 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: + //! 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); ///@} diff --git a/glm/core/func_vector_relational.hpp b/glm/core/func_vector_relational.hpp index 817e6fa7..2f899e66 100644 --- a/glm/core/func_vector_relational.hpp +++ b/glm/core/func_vector_relational.hpp @@ -31,6 +31,7 @@ namespace glm //! //! \li GLSL lessThan man page //! \li GLSL 1.30.08 specification, section 8.6 + template class vecType> inline typename vecType::bool_type lessThan ( vecType const & x,