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

Christophe Riccio 12 years ago
parent
commit
5be36e0ddc
5 changed files with 845 additions and 150 deletions
  1. 54 54
      glm/core/func_packing.hpp
  2. 386 23
      glm/gtc/packing.hpp
  3. 225 56
      glm/gtc/packing.inl
  4. 4 15
      glm/gtc/type_ptr.inl
  5. 176 2
      test/gtc/gtc_packing.cpp

+ 54 - 54
glm/core/func_packing.hpp

@@ -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);

+ 386 - 23
glm/gtc/packing.hpp

@@ -51,60 +51,423 @@ 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 <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);
+
+	/// 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);
-	GLM_FUNC_DECL float unpackUnorm1x16(uint16 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);
-	GLM_FUNC_DECL vec4 unpackUnorm4x16(uint64 const & v);
 
-	GLM_FUNC_DECL uint16 packSnorm1x16(float v);
-	GLM_FUNC_DECL float unpackSnorm1x16(uint16 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);
 
-	GLM_FUNC_DECL uint64 packSnorm4x16(vec4 const & v);
-	GLM_FUNC_DECL vec4 unpackSnorm4x16(uint64 const & v);
+	/// 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);
 
-	GLM_FUNC_DECL uint16 packUnorm2x8(vec2 const & v);
-	GLM_FUNC_DECL vec2 unpackUnorm2x8(uint16 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);
 
-	GLM_FUNC_DECL uint16 packSnorm2x8(vec2 const & v);
-	GLM_FUNC_DECL vec2 unpackSnorm2x8(uint16 v);
+	/// 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 two-component floating-point vector 
+	/// 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 two 16- bit integers into a 32-bit unsigned integer.
+	/// 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 second component specifies the 16 most-significant bits.
+	/// 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

+ 225 - 56
glm/gtc/packing.inl

@@ -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)
@@ -278,55 +435,42 @@ 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_FUNC_DECL uint16 packHalf1x16(float 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;
+		detail::half1x16 Packing;
+		Packing.data = detail::toFloat16(v);
 		return Packing.pack;
 	}
 
-	GLM_FUNC_QUALIFIER vec2 unpackSnorm2x8(uint16 p)
+	GLM_FUNC_DECL float unpackHalf1x16(uint16 const & v)
 	{
-		detail::snorm2x8 Packing;
-		Packing.pack = p;
-		vec2 Unpacked(Packing.data.x, Packing.data.y);
-		return clamp(Unpacked * float(0.00787401574803149606299212598425), -1.0f, 1.0f);
+		detail::half1x16 Packing;
+		Packing.pack = v;
+		return detail::toFloat32(Packing.data);
 	}
 
-	GLM_FUNC_DECL uint16 packHalf1x16(float const & v)
+	GLM_FUNC_DECL uint64 packHalf4x16(glm::vec4 const & v)
 	{
-		detail::half1x16 Packing;
-		Packing.data = detail::toFloat16(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 float unpackHalf1x16(uint16 const & v)
+	GLM_FUNC_DECL glm::vec4 unpackHalf4x16(uint64 const & v)
 	{
-		detail::half1x16 Packing;
+		detail::half4x16 Packing;
 		Packing.pack = v;
-		return detail::toFloat32(Packing.data);
+		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 packI10I10I10I2(ivec4 const & v)
+	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

+ 4 - 15
glm/gtc/type_ptr.inl

@@ -286,21 +286,10 @@ 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)
-	{
-		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
-	)
+	GLM_FUNC_QUALIFIER T * value_ptr(detail::tmat4x3<T, P> & mat)
 	{
-		return &(q[0]);
+		return &(mat[0].x);
 	}
 
 	//! Return the constant address to the data of the input parameter.
@@ -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]);

+ 176 - 2
test/gtc/gtc_packing.cpp

@@ -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;
 }