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deps/g3dlite/include/G3D/unorm8.h
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deps/g3dlite/include/G3D/unorm8.h
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/**
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\file G3D/unorm8.h
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\maintainer Morgan McGuire, http://graphics.cs.williams.edu
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\created 2011-08-11
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\edited 2011-08-11
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Copyright 2000-2012, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_unorm8_h
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#define G3D_unorm8_h
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#include "G3D/platform.h"
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#include "G3D/g3dmath.h"
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namespace G3D {
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/** Represents numbers on [0, 1] in 8 bits as an unsigned normalized
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0.8 fixed-point value using the same encoding scheme as OpenGL.
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OpenGL specifications can be found here:
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<www.opengl.org/registry/specs/ARB/shading_language_packing.txt>
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Note that arithmetic operations may over and under-flow, just like
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uint8 arithmetic.
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*/
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G3D_BEGIN_PACKED_CLASS(1)
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unorm8 {
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private:
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uint8 m_bits;
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/** Private to prevent illogical conversions without explicitly
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stating that the input should be treated as bits; see fromBits. */
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explicit unorm8(uint8 b) : m_bits(b) {}
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public:
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/** Equivalent to: \code unorm8 u = reinterpret_cast<const unorm8&>(255);\endcode */
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static unorm8 fromBits(uint8 b) {
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return unorm8(b);
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}
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/** \copydoc fromBits */
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static unorm8 reinterpretFrom(uint8 b) {
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return unorm8(b);
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}
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unorm8() : m_bits(0) {}
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unorm8(const unorm8& other) : m_bits(other.m_bits) {}
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/** Maps f to round(f * 255).*/
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explicit unorm8(float f) {
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m_bits = (uint8)(clamp(f, 0.0f, 1.0f) * 255.0f + 0.5f);
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}
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explicit unorm8(double f) {
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m_bits = iClamp(int(f * 255.0f + 0.5f), 0, 255);
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}
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/** Returns a number on [0.0f, 1.0f] */
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operator float() const {
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return float(m_bits) * (1.0f / 255.0f);
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}
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operator double() const {
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return double(m_bits) * (1.0 / 255.0);
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}
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static unorm8 one() {
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return fromBits(255);
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}
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static unorm8 zero() {
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return fromBits(0);
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}
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/**\brief Returns the underlying bits in this representation.
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Equivalent to:
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\code uint8 i = reinterpret_cast<const uint8&>(u); \endcode */
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uint8 bits() const {
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return m_bits;
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}
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/** \copydoc bits */
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uint8 reinterpretAsUInt8() const {
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return m_bits;
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}
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bool operator>(const unorm8 other) const {
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return m_bits > other.m_bits;
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}
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bool operator<(const unorm8 other) const {
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return m_bits < other.m_bits;
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}
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bool operator>=(const unorm8 other) const {
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return m_bits >= other.m_bits;
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}
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bool operator<=(const unorm8 other) const {
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return m_bits <= other.m_bits;
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}
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bool operator==(const unorm8 other) const {
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return m_bits <= other.m_bits;
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}
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bool operator!=(const unorm8 other) const {
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return m_bits != other.m_bits;
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}
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unorm8 operator+(const unorm8 other) const {
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return unorm8(uint8(m_bits + other.m_bits));
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}
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unorm8& operator+=(const unorm8 other) {
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m_bits += other.m_bits;
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return *this;
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}
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unorm8 operator-(const unorm8 other) const {
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return unorm8(uint8(m_bits - other.m_bits));
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}
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unorm8& operator-=(const unorm8 other) {
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m_bits -= other.m_bits;
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return *this;
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}
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unorm8 operator*(const int i) const {
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return unorm8(uint8(m_bits * i));
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}
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unorm8& operator*=(const int i) {
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m_bits *= i;
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return *this;
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}
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unorm8 operator/(const int i) const {
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return unorm8(uint8(m_bits / i));
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}
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unorm8& operator/=(const int i) {
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m_bits /= i;
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return *this;
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}
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unorm8 operator<<(const int i) const {
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return unorm8((uint8)(m_bits << i));
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}
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unorm8& operator<<=(const int i) {
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m_bits <<= i;
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return *this;
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}
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unorm8 operator>>(const int i) const {
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return unorm8(uint8(m_bits >> i));
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}
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unorm8& operator>>=(const int i) {
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m_bits >>= i;
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return *this;
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}
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}
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G3D_END_PACKED_CLASS(1)
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} // namespace G3D
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#endif // G3D_unorm8
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