0,0 → 1,778 |
/** |
* \file macros.h |
* A collection of useful macros. |
*/ |
|
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved. |
* |
* 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. |
* |
* 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. |
*/ |
|
|
#ifndef MACROS_H |
#define MACROS_H |
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#include "imports.h" |
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/** |
* \name Integer / float conversion for colors, normals, etc. |
*/ |
/*@{*/ |
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/** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */ |
extern GLfloat _mesa_ubyte_to_float_color_tab[256]; |
#define UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)] |
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/** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */ |
#define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F)) |
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/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0] */ |
#define BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F)) |
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/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */ |
#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 ) |
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/** Convert GLbyte to GLfloat while preserving zero */ |
#define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B)) |
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/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */ |
#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F)) |
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/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */ |
#define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 ) |
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/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */ |
#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) |
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/** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */ |
#define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F)) |
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/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */ |
#define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)) |
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/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */ |
#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) |
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/** Convert GLshort to GLfloat while preserving zero */ |
#define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S)) |
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/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */ |
#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F)) |
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/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */ |
#define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) ) |
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/** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */ |
#define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0))) |
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/** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */ |
#define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) |
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/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */ |
#define INT_TO_FLOAT(I) ((GLfloat) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0))) |
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/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */ |
/* causes overflow: |
#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 ) |
*/ |
/* a close approximation: */ |
#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) |
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/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */ |
#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) ) |
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/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */ |
#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0)) |
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/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */ |
#define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) ) |
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#define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b))) |
#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7))) |
#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8)) |
#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23))) |
#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24)) |
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#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255))) |
#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b)) |
#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767)))) |
#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15))) |
#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16))) |
#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \ |
us = ( (GLushort) F_TO_I( CLAMP((f), 0.0F, 1.0F) * 65535.0F) ) |
#define CLAMPED_FLOAT_TO_USHORT(us, f) \ |
us = ( (GLushort) F_TO_I( (f) * 65535.0F) ) |
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#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \ |
s = ( (GLshort) F_TO_I( CLAMP((f), -1.0F, 1.0F) * 32767.0F) ) |
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/*** |
*** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255] |
*** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255] |
***/ |
#if defined(USE_IEEE) && !defined(DEBUG) |
/* This function/macro is sensitive to precision. Test very carefully |
* if you change it! |
*/ |
#define UNCLAMPED_FLOAT_TO_UBYTE(UB, F) \ |
do { \ |
fi_type __tmp; \ |
__tmp.f = (F); \ |
if (__tmp.i < 0) \ |
UB = (GLubyte) 0; \ |
else if (__tmp.i >= IEEE_ONE) \ |
UB = (GLubyte) 255; \ |
else { \ |
__tmp.f = __tmp.f * (255.0F/256.0F) + 32768.0F; \ |
UB = (GLubyte) __tmp.i; \ |
} \ |
} while (0) |
#define CLAMPED_FLOAT_TO_UBYTE(UB, F) \ |
do { \ |
fi_type __tmp; \ |
__tmp.f = (F) * (255.0F/256.0F) + 32768.0F; \ |
UB = (GLubyte) __tmp.i; \ |
} while (0) |
#else |
#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \ |
ub = ((GLubyte) F_TO_I(CLAMP((f), 0.0F, 1.0F) * 255.0F)) |
#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \ |
ub = ((GLubyte) F_TO_I((f) * 255.0F)) |
#endif |
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static inline GLfloat INT_AS_FLT(GLint i) |
{ |
fi_type tmp; |
tmp.i = i; |
return tmp.f; |
} |
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static inline GLfloat UINT_AS_FLT(GLuint u) |
{ |
fi_type tmp; |
tmp.u = u; |
return tmp.f; |
} |
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/*@}*/ |
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/** Stepping a GLfloat pointer by a byte stride */ |
#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i)) |
/** Stepping a GLuint pointer by a byte stride */ |
#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i)) |
/** Stepping a GLubyte[4] pointer by a byte stride */ |
#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i)) |
/** Stepping a GLfloat[4] pointer by a byte stride */ |
#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i)) |
/** Stepping a \p t pointer by a byte stride */ |
#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i)) |
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/**********************************************************************/ |
/** \name 4-element vector operations */ |
/*@{*/ |
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/** Zero */ |
#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 |
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/** Test for equality */ |
#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \ |
(a)[1] == (b)[1] && \ |
(a)[2] == (b)[2] && \ |
(a)[3] == (b)[3]) |
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/** Test for equality (unsigned bytes) */ |
static inline GLboolean |
TEST_EQ_4UBV(const GLubyte a[4], const GLubyte b[4]) |
{ |
#if defined(__i386__) |
return *((const GLuint *) a) == *((const GLuint *) b); |
#else |
return TEST_EQ_4V(a, b); |
#endif |
} |
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/** Copy a 4-element vector */ |
#define COPY_4V( DST, SRC ) \ |
do { \ |
(DST)[0] = (SRC)[0]; \ |
(DST)[1] = (SRC)[1]; \ |
(DST)[2] = (SRC)[2]; \ |
(DST)[3] = (SRC)[3]; \ |
} while (0) |
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/** Copy a 4-element unsigned byte vector */ |
static inline void |
COPY_4UBV(GLubyte dst[4], const GLubyte src[4]) |
{ |
#if defined(__i386__) |
*((GLuint *) dst) = *((GLuint *) src); |
#else |
/* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */ |
COPY_4V(dst, src); |
#endif |
} |
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/** Copy a 4-element float vector */ |
static inline void |
COPY_4FV(GLfloat dst[4], const GLfloat src[4]) |
{ |
/* memcpy seems to be most efficient */ |
memcpy(dst, src, sizeof(GLfloat) * 4); |
} |
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/** Copy \p SZ elements into a 4-element vector */ |
#define COPY_SZ_4V(DST, SZ, SRC) \ |
do { \ |
switch (SZ) { \ |
case 4: (DST)[3] = (SRC)[3]; \ |
case 3: (DST)[2] = (SRC)[2]; \ |
case 2: (DST)[1] = (SRC)[1]; \ |
case 1: (DST)[0] = (SRC)[0]; \ |
} \ |
} while(0) |
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/** Copy \p SZ elements into a homegeneous (4-element) vector, giving |
* default values to the remaining */ |
#define COPY_CLEAN_4V(DST, SZ, SRC) \ |
do { \ |
ASSIGN_4V( DST, 0, 0, 0, 1 ); \ |
COPY_SZ_4V( DST, SZ, SRC ); \ |
} while (0) |
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/** Subtraction */ |
#define SUB_4V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \ |
(DST)[3] = (SRCA)[3] - (SRCB)[3]; \ |
} while (0) |
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/** Addition */ |
#define ADD_4V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \ |
(DST)[3] = (SRCA)[3] + (SRCB)[3]; \ |
} while (0) |
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/** Element-wise multiplication */ |
#define SCALE_4V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \ |
(DST)[3] = (SRCA)[3] * (SRCB)[3]; \ |
} while (0) |
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/** In-place addition */ |
#define ACC_4V( DST, SRC ) \ |
do { \ |
(DST)[0] += (SRC)[0]; \ |
(DST)[1] += (SRC)[1]; \ |
(DST)[2] += (SRC)[2]; \ |
(DST)[3] += (SRC)[3]; \ |
} while (0) |
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/** Element-wise multiplication and addition */ |
#define ACC_SCALE_4V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \ |
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \ |
(DST)[3] += (SRCA)[3] * (SRCB)[3]; \ |
} while (0) |
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/** In-place scalar multiplication and addition */ |
#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] += S * (SRCB)[0]; \ |
(DST)[1] += S * (SRCB)[1]; \ |
(DST)[2] += S * (SRCB)[2]; \ |
(DST)[3] += S * (SRCB)[3]; \ |
} while (0) |
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/** Scalar multiplication */ |
#define SCALE_SCALAR_4V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] = S * (SRCB)[0]; \ |
(DST)[1] = S * (SRCB)[1]; \ |
(DST)[2] = S * (SRCB)[2]; \ |
(DST)[3] = S * (SRCB)[3]; \ |
} while (0) |
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/** In-place scalar multiplication */ |
#define SELF_SCALE_SCALAR_4V( DST, S ) \ |
do { \ |
(DST)[0] *= S; \ |
(DST)[1] *= S; \ |
(DST)[2] *= S; \ |
(DST)[3] *= S; \ |
} while (0) |
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/** Assignment */ |
#define ASSIGN_4V( V, V0, V1, V2, V3 ) \ |
do { \ |
V[0] = V0; \ |
V[1] = V1; \ |
V[2] = V2; \ |
V[3] = V3; \ |
} while(0) |
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/*@}*/ |
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/**********************************************************************/ |
/** \name 3-element vector operations*/ |
/*@{*/ |
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/** Zero */ |
#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0 |
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/** Test for equality */ |
#define TEST_EQ_3V(a,b) \ |
((a)[0] == (b)[0] && \ |
(a)[1] == (b)[1] && \ |
(a)[2] == (b)[2]) |
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/** Copy a 3-element vector */ |
#define COPY_3V( DST, SRC ) \ |
do { \ |
(DST)[0] = (SRC)[0]; \ |
(DST)[1] = (SRC)[1]; \ |
(DST)[2] = (SRC)[2]; \ |
} while (0) |
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/** Copy a 3-element vector with cast */ |
#define COPY_3V_CAST( DST, SRC, CAST ) \ |
do { \ |
(DST)[0] = (CAST)(SRC)[0]; \ |
(DST)[1] = (CAST)(SRC)[1]; \ |
(DST)[2] = (CAST)(SRC)[2]; \ |
} while (0) |
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/** Copy a 3-element float vector */ |
#define COPY_3FV( DST, SRC ) \ |
do { \ |
const GLfloat *_tmp = (SRC); \ |
(DST)[0] = _tmp[0]; \ |
(DST)[1] = _tmp[1]; \ |
(DST)[2] = _tmp[2]; \ |
} while (0) |
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/** Subtraction */ |
#define SUB_3V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \ |
} while (0) |
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/** Addition */ |
#define ADD_3V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \ |
} while (0) |
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/** In-place scalar multiplication */ |
#define SCALE_3V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \ |
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \ |
} while (0) |
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/** In-place element-wise multiplication */ |
#define SELF_SCALE_3V( DST, SRC ) \ |
do { \ |
(DST)[0] *= (SRC)[0]; \ |
(DST)[1] *= (SRC)[1]; \ |
(DST)[2] *= (SRC)[2]; \ |
} while (0) |
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/** In-place addition */ |
#define ACC_3V( DST, SRC ) \ |
do { \ |
(DST)[0] += (SRC)[0]; \ |
(DST)[1] += (SRC)[1]; \ |
(DST)[2] += (SRC)[2]; \ |
} while (0) |
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/** Element-wise multiplication and addition */ |
#define ACC_SCALE_3V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \ |
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \ |
} while (0) |
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/** Scalar multiplication */ |
#define SCALE_SCALAR_3V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] = S * (SRCB)[0]; \ |
(DST)[1] = S * (SRCB)[1]; \ |
(DST)[2] = S * (SRCB)[2]; \ |
} while (0) |
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/** In-place scalar multiplication and addition */ |
#define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] += S * (SRCB)[0]; \ |
(DST)[1] += S * (SRCB)[1]; \ |
(DST)[2] += S * (SRCB)[2]; \ |
} while (0) |
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/** In-place scalar multiplication */ |
#define SELF_SCALE_SCALAR_3V( DST, S ) \ |
do { \ |
(DST)[0] *= S; \ |
(DST)[1] *= S; \ |
(DST)[2] *= S; \ |
} while (0) |
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/** In-place scalar addition */ |
#define ACC_SCALAR_3V( DST, S ) \ |
do { \ |
(DST)[0] += S; \ |
(DST)[1] += S; \ |
(DST)[2] += S; \ |
} while (0) |
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/** Assignment */ |
#define ASSIGN_3V( V, V0, V1, V2 ) \ |
do { \ |
V[0] = V0; \ |
V[1] = V1; \ |
V[2] = V2; \ |
} while(0) |
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/*@}*/ |
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/**********************************************************************/ |
/** \name 2-element vector operations*/ |
/*@{*/ |
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/** Zero */ |
#define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0 |
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/** Copy a 2-element vector */ |
#define COPY_2V( DST, SRC ) \ |
do { \ |
(DST)[0] = (SRC)[0]; \ |
(DST)[1] = (SRC)[1]; \ |
} while (0) |
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/** Copy a 2-element vector with cast */ |
#define COPY_2V_CAST( DST, SRC, CAST ) \ |
do { \ |
(DST)[0] = (CAST)(SRC)[0]; \ |
(DST)[1] = (CAST)(SRC)[1]; \ |
} while (0) |
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/** Copy a 2-element float vector */ |
#define COPY_2FV( DST, SRC ) \ |
do { \ |
const GLfloat *_tmp = (SRC); \ |
(DST)[0] = _tmp[0]; \ |
(DST)[1] = _tmp[1]; \ |
} while (0) |
|
/** Subtraction */ |
#define SUB_2V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \ |
} while (0) |
|
/** Addition */ |
#define ADD_2V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \ |
} while (0) |
|
/** In-place scalar multiplication */ |
#define SCALE_2V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \ |
} while (0) |
|
/** In-place addition */ |
#define ACC_2V( DST, SRC ) \ |
do { \ |
(DST)[0] += (SRC)[0]; \ |
(DST)[1] += (SRC)[1]; \ |
} while (0) |
|
/** Element-wise multiplication and addition */ |
#define ACC_SCALE_2V( DST, SRCA, SRCB ) \ |
do { \ |
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \ |
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \ |
} while (0) |
|
/** Scalar multiplication */ |
#define SCALE_SCALAR_2V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] = S * (SRCB)[0]; \ |
(DST)[1] = S * (SRCB)[1]; \ |
} while (0) |
|
/** In-place scalar multiplication and addition */ |
#define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \ |
do { \ |
(DST)[0] += S * (SRCB)[0]; \ |
(DST)[1] += S * (SRCB)[1]; \ |
} while (0) |
|
/** In-place scalar multiplication */ |
#define SELF_SCALE_SCALAR_2V( DST, S ) \ |
do { \ |
(DST)[0] *= S; \ |
(DST)[1] *= S; \ |
} while (0) |
|
/** In-place scalar addition */ |
#define ACC_SCALAR_2V( DST, S ) \ |
do { \ |
(DST)[0] += S; \ |
(DST)[1] += S; \ |
} while (0) |
|
/** Assign scalers to short vectors */ |
#define ASSIGN_2V( V, V0, V1 ) \ |
do { \ |
V[0] = V0; \ |
V[1] = V1; \ |
} while(0) |
|
/*@}*/ |
|
/** Copy \p sz elements into a homegeneous (4-element) vector, giving |
* default values to the remaining components. |
* The default values are chosen based on \p type. |
*/ |
static inline void |
COPY_CLEAN_4V_TYPE_AS_FLOAT(GLfloat dst[4], int sz, const GLfloat src[4], |
GLenum type) |
{ |
switch (type) { |
case GL_FLOAT: |
ASSIGN_4V(dst, 0, 0, 0, 1); |
break; |
case GL_INT: |
ASSIGN_4V(dst, INT_AS_FLT(0), INT_AS_FLT(0), |
INT_AS_FLT(0), INT_AS_FLT(1)); |
break; |
case GL_UNSIGNED_INT: |
ASSIGN_4V(dst, UINT_AS_FLT(0), UINT_AS_FLT(0), |
UINT_AS_FLT(0), UINT_AS_FLT(1)); |
break; |
default: |
ASSERT(0); |
} |
COPY_SZ_4V(dst, sz, src); |
} |
|
/** \name Linear interpolation functions */ |
/*@{*/ |
|
static inline GLfloat |
LINTERP(GLfloat t, GLfloat out, GLfloat in) |
{ |
return out + t * (in - out); |
} |
|
static inline void |
INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3]) |
{ |
dst[0] = LINTERP( t, out[0], in[0] ); |
dst[1] = LINTERP( t, out[1], in[1] ); |
dst[2] = LINTERP( t, out[2], in[2] ); |
} |
|
static inline void |
INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4]) |
{ |
dst[0] = LINTERP( t, out[0], in[0] ); |
dst[1] = LINTERP( t, out[1], in[1] ); |
dst[2] = LINTERP( t, out[2], in[2] ); |
dst[3] = LINTERP( t, out[3], in[3] ); |
} |
|
/*@}*/ |
|
|
|
/** Clamp X to [MIN,MAX] */ |
#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) |
|
/** Minimum of two values: */ |
#define MIN2( A, B ) ( (A)<(B) ? (A) : (B) ) |
|
/** Maximum of two values: */ |
#define MAX2( A, B ) ( (A)>(B) ? (A) : (B) ) |
|
/** Minimum and maximum of three values: */ |
#define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C)) |
#define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C)) |
|
static inline unsigned |
minify(unsigned value, unsigned levels) |
{ |
return MAX2(1, value >> levels); |
} |
|
/** |
* Align a value up to an alignment value |
* |
* If \c value is not already aligned to the requested alignment value, it |
* will be rounded up. |
* |
* \param value Value to be rounded |
* \param alignment Alignment value to be used. This must be a power of two. |
* |
* \sa ROUND_DOWN_TO() |
*/ |
#define ALIGN(value, alignment) (((value) + (alignment) - 1) & ~((alignment) - 1)) |
|
|
|
/** Cross product of two 3-element vectors */ |
static inline void |
CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3]) |
{ |
n[0] = u[1] * v[2] - u[2] * v[1]; |
n[1] = u[2] * v[0] - u[0] * v[2]; |
n[2] = u[0] * v[1] - u[1] * v[0]; |
} |
|
|
/** Dot product of two 2-element vectors */ |
static inline GLfloat |
DOT2(const GLfloat a[2], const GLfloat b[2]) |
{ |
return a[0] * b[0] + a[1] * b[1]; |
} |
|
static inline GLfloat |
DOT3(const GLfloat a[3], const GLfloat b[3]) |
{ |
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; |
} |
|
static inline GLfloat |
DOT4(const GLfloat a[4], const GLfloat b[4]) |
{ |
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; |
} |
|
|
static inline GLfloat |
LEN_SQUARED_3FV(const GLfloat v[3]) |
{ |
return DOT3(v, v); |
} |
|
static inline GLfloat |
LEN_SQUARED_2FV(const GLfloat v[2]) |
{ |
return DOT2(v, v); |
} |
|
|
static inline GLfloat |
LEN_3FV(const GLfloat v[3]) |
{ |
return sqrtf(LEN_SQUARED_3FV(v)); |
} |
|
static inline GLfloat |
LEN_2FV(const GLfloat v[2]) |
{ |
return sqrtf(LEN_SQUARED_2FV(v)); |
} |
|
|
/* Normalize a 3-element vector to unit length. */ |
static inline void |
NORMALIZE_3FV(GLfloat v[3]) |
{ |
GLfloat len = (GLfloat) LEN_SQUARED_3FV(v); |
if (len) { |
len = INV_SQRTF(len); |
v[0] *= len; |
v[1] *= len; |
v[2] *= len; |
} |
} |
|
|
/** Is float value negative? */ |
static inline GLboolean |
IS_NEGATIVE(float x) |
{ |
return signbit(x) != 0; |
} |
|
/** Test two floats have opposite signs */ |
static inline GLboolean |
DIFFERENT_SIGNS(GLfloat x, GLfloat y) |
{ |
return signbit(x) != signbit(y); |
} |
|
|
/** Compute ceiling of integer quotient of A divided by B. */ |
#define CEILING( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 ) |
|
|
/** casts to silence warnings with some compilers */ |
#define ENUM_TO_INT(E) ((GLint)(E)) |
#define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E)) |
#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E)) |
#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE) |
|
/* Compute the size of an array */ |
#define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0])) |
|
|
#endif |