| /** |
| * \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 |
| |
| #include "imports.h" |
| |
| |
| /** |
| * \name Integer / float conversion for colors, normals, etc. |
| */ |
| /*@{*/ |
| |
| /** 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)] |
| |
| /** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */ |
| #define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F)) |
| |
| |
| /** 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)) |
| |
| /** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */ |
| #define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 ) |
| |
| |
| /** Convert GLbyte to GLfloat while preserving zero */ |
| #define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B)) |
| |
| |
| /** 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)) |
| |
| /** 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 ) |
| |
| /** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */ |
| #define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) |
| |
| /** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */ |
| #define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F)) |
| |
| |
| /** 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)) |
| |
| /** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */ |
| #define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) |
| |
| /** Convert GLshort to GLfloat while preserving zero */ |
| #define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S)) |
| |
| |
| /** 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)) |
| |
| /** 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)) ) |
| |
| |
| /** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */ |
| #define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0))) |
| |
| /** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */ |
| #define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) |
| |
| |
| /** 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))) |
| |
| /** 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)) ) |
| |
| /** 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)) ) |
| |
| |
| /** 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)) |
| |
| /** 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)) ) |
| |
| |
| #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)) |
| |
| |
| #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) ) |
| |
| #define UNCLAMPED_FLOAT_TO_SHORT(s, f) \ |
| s = ( (GLshort) F_TO_I( CLAMP((f), -1.0F, 1.0F) * 32767.0F) ) |
| |
| /*** |
| *** 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 |
| |
| static inline GLfloat INT_AS_FLT(GLint i) |
| { |
| fi_type tmp; |
| tmp.i = i; |
| return tmp.f; |
| } |
| |
| static inline GLfloat UINT_AS_FLT(GLuint u) |
| { |
| fi_type tmp; |
| tmp.u = u; |
| return tmp.f; |
| } |
| |
| /** |
| * Convert a floating point value to an unsigned fixed point value. |
| * |
| * \param frac_bits The number of bits used to store the fractional part. |
| */ |
| static INLINE uint32_t |
| U_FIXED(float value, uint32_t frac_bits) |
| { |
| value *= (1 << frac_bits); |
| return value < 0.0f ? 0 : (uint32_t) value; |
| } |
| |
| /** |
| * Convert a floating point value to an signed fixed point value. |
| * |
| * \param frac_bits The number of bits used to store the fractional part. |
| */ |
| static INLINE int32_t |
| S_FIXED(float value, uint32_t frac_bits) |
| { |
| return (int32_t) (value * (1 << frac_bits)); |
| } |
| /*@}*/ |
| |
| |
| /** 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)) |
| |
| |
| /**********************************************************************/ |
| /** \name 4-element vector operations */ |
| /*@{*/ |
| |
| /** Zero */ |
| #define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 |
| |
| /** 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]) |
| |
| /** 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 |
| } |
| |
| |
| /** 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) |
| |
| /** 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 |
| } |
| |
| /** 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); |
| } |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** Assignment */ |
| #define ASSIGN_4V( V, V0, V1, V2, V3 ) \ |
| do { \ |
| V[0] = V0; \ |
| V[1] = V1; \ |
| V[2] = V2; \ |
| V[3] = V3; \ |
| } while(0) |
| |
| /*@}*/ |
| |
| |
| /**********************************************************************/ |
| /** \name 3-element vector operations*/ |
| /*@{*/ |
| |
| /** Zero */ |
| #define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0 |
| |
| /** Test for equality */ |
| #define TEST_EQ_3V(a,b) \ |
| ((a)[0] == (b)[0] && \ |
| (a)[1] == (b)[1] && \ |
| (a)[2] == (b)[2]) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** In-place addition */ |
| #define ACC_3V( DST, SRC ) \ |
| do { \ |
| (DST)[0] += (SRC)[0]; \ |
| (DST)[1] += (SRC)[1]; \ |
| (DST)[2] += (SRC)[2]; \ |
| } while (0) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** 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) |
| |
| /** In-place scalar multiplication */ |
| #define SELF_SCALE_SCALAR_3V( DST, S ) \ |
| do { \ |
| (DST)[0] *= S; \ |
| (DST)[1] *= S; \ |
| (DST)[2] *= S; \ |
| } while (0) |
| |
| /** In-place scalar addition */ |
| #define ACC_SCALAR_3V( DST, S ) \ |
| do { \ |
| (DST)[0] += S; \ |
| (DST)[1] += S; \ |
| (DST)[2] += S; \ |
| } while (0) |
| |
| /** Assignment */ |
| #define ASSIGN_3V( V, V0, V1, V2 ) \ |
| do { \ |
| V[0] = V0; \ |
| V[1] = V1; \ |
| V[2] = V2; \ |
| } while(0) |
| |
| /*@}*/ |
| |
| |
| /**********************************************************************/ |
| /** \name 2-element vector operations*/ |
| /*@{*/ |
| |
| /** Zero */ |
| #define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0 |
| |
| /** Copy a 2-element vector */ |
| #define COPY_2V( DST, SRC ) \ |
| do { \ |
| (DST)[0] = (SRC)[0]; \ |
| (DST)[1] = (SRC)[1]; \ |
| } while (0) |
| |
| /** 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) |
| |
| /** 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: |
| ASSIGN_4V(dst, 0.0f, 0.0f, 0.0f, 1.0f); /* silence warnings */ |
| ASSERT(!"Unexpected type in COPY_CLEAN_4V_TYPE_AS_FLOAT macro"); |
| } |
| 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); |
| } |
| |
| /** |
| * Return true if the given value is a power of two. |
| * |
| * Note that this considers 0 a power of two. |
| */ |
| static inline bool |
| is_power_of_two(unsigned value) |
| { |
| return (value & (value - 1)) == 0; |
| } |
| |
| /** |
| * 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)) |
| |
| /** |
| * Align a value down to an alignment value |
| * |
| * If \c value is not already aligned to the requested alignment value, it |
| * will be rounded down. |
| * |
| * \param value Value to be rounded |
| * \param alignment Alignment value to be used. This must be a power of two. |
| * |
| * \sa ALIGN() |
| */ |
| #define ROUND_DOWN_TO(value, alignment) ((value) & ~(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])) |
| |
| /* Stringify */ |
| #define STRINGIFY(x) #x |
| |
| #endif |