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684 lines
22 KiB
C
684 lines
22 KiB
C
/**
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* \file macros.h
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* A collection of useful macros.
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*/
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/*
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* Mesa 3-D graphics library
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* Version: 6.5.2
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef MACROS_H
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#define MACROS_H
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#include "imports.h"
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/**
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* \name Integer / float conversion for colors, normals, etc.
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*/
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/*@{*/
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/** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */
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extern GLfloat _mesa_ubyte_to_float_color_tab[256];
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#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] */
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#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] */
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#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] */
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#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 )
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/** Convert GLbyte to GLfloat while preserving zero */
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#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 */
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#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 */
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#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] */
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#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] */
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#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] */
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#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] */
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#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 )
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/** Convert GLshort to GLfloat while preserving zero */
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#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 */
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#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 */
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#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] */
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#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] */
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#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] */
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#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] */
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/* causes overflow:
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#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 )
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*/
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/* a close approximation: */
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#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] */
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#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 */
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#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 */
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#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)))
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#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7)))
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#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8))
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#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23)))
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#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24))
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#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255)))
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#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b))
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#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767))))
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#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15)))
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#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16)))
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#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \
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us = ( (GLushort) IROUND( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
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#define CLAMPED_FLOAT_TO_USHORT(us, f) \
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us = ( (GLushort) IROUND( (f) * 65535.0F) )
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#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \
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s = ( (GLshort) IROUND( CLAMP((f), -1.0F, 1.0F) * 32767.0F) )
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/***
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*** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255]
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*** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255]
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***/
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#if defined(USE_IEEE) && !defined(DEBUG)
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#define IEEE_0996 0x3f7f0000 /* 0.996 or so */
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/* This function/macro is sensitive to precision. Test very carefully
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* if you change it!
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*/
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#define UNCLAMPED_FLOAT_TO_UBYTE(UB, F) \
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do { \
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fi_type __tmp; \
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__tmp.f = (F); \
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if (__tmp.i < 0) \
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UB = (GLubyte) 0; \
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else if (__tmp.i >= IEEE_0996) \
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UB = (GLubyte) 255; \
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else { \
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__tmp.f = __tmp.f * (255.0f/256.0f) + 32768.0f; \
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UB = (GLubyte) __tmp.i; \
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} \
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} while (0)
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#define CLAMPED_FLOAT_TO_UBYTE(UB, F) \
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do { \
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fi_type __tmp; \
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__tmp.f = (F) * (255.0f/256.0f) + 32768.0f; \
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UB = (GLubyte) __tmp.i; \
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} while (0)
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#else
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#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \
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ub = ((GLubyte) IROUND(CLAMP((f), 0.0F, 1.0F) * 255.0F))
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#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \
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ub = ((GLubyte) IROUND((f) * 255.0F))
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#endif
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/*@}*/
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/** Stepping a GLfloat pointer by a byte stride */
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#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i))
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/** Stepping a GLuint pointer by a byte stride */
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#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i))
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/** Stepping a GLubyte[4] pointer by a byte stride */
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#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i))
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/** Stepping a GLfloat[4] pointer by a byte stride */
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#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i))
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/** Stepping a \p t pointer by a byte stride */
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#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i))
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/**********************************************************************/
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/** \name 4-element vector operations */
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/*@{*/
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/** Zero */
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#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0
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/** Test for equality */
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#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \
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(a)[1] == (b)[1] && \
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(a)[2] == (b)[2] && \
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(a)[3] == (b)[3])
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/** Test for equality (unsigned bytes) */
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#if defined(__i386__)
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#define TEST_EQ_4UBV(DST, SRC) *((GLuint*)(DST)) == *((GLuint*)(SRC))
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#else
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#define TEST_EQ_4UBV(DST, SRC) TEST_EQ_4V(DST, SRC)
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#endif
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/** Copy a 4-element vector */
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#define COPY_4V( DST, SRC ) \
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do { \
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(DST)[0] = (SRC)[0]; \
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(DST)[1] = (SRC)[1]; \
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(DST)[2] = (SRC)[2]; \
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(DST)[3] = (SRC)[3]; \
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} while (0)
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/** Copy a 4-element vector with cast */
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#define COPY_4V_CAST( DST, SRC, CAST ) \
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do { \
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(DST)[0] = (CAST)(SRC)[0]; \
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(DST)[1] = (CAST)(SRC)[1]; \
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(DST)[2] = (CAST)(SRC)[2]; \
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(DST)[3] = (CAST)(SRC)[3]; \
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} while (0)
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/** Copy a 4-element unsigned byte vector */
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#if defined(__i386__)
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#define COPY_4UBV(DST, SRC) \
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do { \
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*((GLuint*)(DST)) = *((GLuint*)(SRC)); \
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} while (0)
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#else
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/* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */
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#define COPY_4UBV(DST, SRC) \
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do { \
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(DST)[0] = (SRC)[0]; \
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(DST)[1] = (SRC)[1]; \
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(DST)[2] = (SRC)[2]; \
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(DST)[3] = (SRC)[3]; \
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} while (0)
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#endif
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/**
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* Copy a 4-element float vector
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* memcpy seems to be most efficient
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*/
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#define COPY_4FV( DST, SRC ) \
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do { \
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memcpy(DST, SRC, sizeof(GLfloat) * 4); \
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} while (0)
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/** Copy \p SZ elements into a 4-element vector */
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#define COPY_SZ_4V(DST, SZ, SRC) \
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do { \
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switch (SZ) { \
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case 4: (DST)[3] = (SRC)[3]; \
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case 3: (DST)[2] = (SRC)[2]; \
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case 2: (DST)[1] = (SRC)[1]; \
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case 1: (DST)[0] = (SRC)[0]; \
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} \
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} while(0)
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/** Copy \p SZ elements into a homegeneous (4-element) vector, giving
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* default values to the remaining */
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#define COPY_CLEAN_4V(DST, SZ, SRC) \
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do { \
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ASSIGN_4V( DST, 0, 0, 0, 1 ); \
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COPY_SZ_4V( DST, SZ, SRC ); \
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} while (0)
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/** Subtraction */
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#define SUB_4V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
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(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
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(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
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(DST)[3] = (SRCA)[3] - (SRCB)[3]; \
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} while (0)
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/** Addition */
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#define ADD_4V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
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(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
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(DST)[2] = (SRCA)[2] + (SRCB)[2]; \
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(DST)[3] = (SRCA)[3] + (SRCB)[3]; \
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} while (0)
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/** Element-wise multiplication */
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#define SCALE_4V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
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(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
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(DST)[2] = (SRCA)[2] * (SRCB)[2]; \
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(DST)[3] = (SRCA)[3] * (SRCB)[3]; \
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} while (0)
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/** In-place addition */
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#define ACC_4V( DST, SRC ) \
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do { \
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(DST)[0] += (SRC)[0]; \
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(DST)[1] += (SRC)[1]; \
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(DST)[2] += (SRC)[2]; \
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(DST)[3] += (SRC)[3]; \
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} while (0)
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/** Element-wise multiplication and addition */
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#define ACC_SCALE_4V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
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(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
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(DST)[2] += (SRCA)[2] * (SRCB)[2]; \
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(DST)[3] += (SRCA)[3] * (SRCB)[3]; \
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} while (0)
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/** In-place scalar multiplication and addition */
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#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \
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do { \
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(DST)[0] += S * (SRCB)[0]; \
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(DST)[1] += S * (SRCB)[1]; \
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(DST)[2] += S * (SRCB)[2]; \
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(DST)[3] += S * (SRCB)[3]; \
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} while (0)
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/** Scalar multiplication */
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#define SCALE_SCALAR_4V( DST, S, SRCB ) \
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do { \
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(DST)[0] = S * (SRCB)[0]; \
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(DST)[1] = S * (SRCB)[1]; \
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(DST)[2] = S * (SRCB)[2]; \
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(DST)[3] = S * (SRCB)[3]; \
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} while (0)
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/** In-place scalar multiplication */
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#define SELF_SCALE_SCALAR_4V( DST, S ) \
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do { \
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(DST)[0] *= S; \
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(DST)[1] *= S; \
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(DST)[2] *= S; \
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(DST)[3] *= S; \
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} while (0)
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/** Assignment */
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#define ASSIGN_4V( V, V0, V1, V2, V3 ) \
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do { \
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V[0] = V0; \
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V[1] = V1; \
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V[2] = V2; \
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V[3] = V3; \
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} while(0)
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/*@}*/
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/**********************************************************************/
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/** \name 3-element vector operations*/
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/*@{*/
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/** Zero */
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#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0
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/** Test for equality */
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#define TEST_EQ_3V(a,b) \
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((a)[0] == (b)[0] && \
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(a)[1] == (b)[1] && \
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(a)[2] == (b)[2])
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/** Copy a 3-element vector */
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#define COPY_3V( DST, SRC ) \
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do { \
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(DST)[0] = (SRC)[0]; \
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(DST)[1] = (SRC)[1]; \
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(DST)[2] = (SRC)[2]; \
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} while (0)
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/** Copy a 3-element vector with cast */
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#define COPY_3V_CAST( DST, SRC, CAST ) \
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do { \
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(DST)[0] = (CAST)(SRC)[0]; \
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(DST)[1] = (CAST)(SRC)[1]; \
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(DST)[2] = (CAST)(SRC)[2]; \
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} while (0)
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/** Copy a 3-element float vector */
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#define COPY_3FV( DST, SRC ) \
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do { \
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const GLfloat *_tmp = (SRC); \
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(DST)[0] = _tmp[0]; \
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(DST)[1] = _tmp[1]; \
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(DST)[2] = _tmp[2]; \
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} while (0)
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/** Subtraction */
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#define SUB_3V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
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(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
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(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
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} while (0)
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/** Addition */
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#define ADD_3V( DST, SRCA, SRCB ) \
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do { \
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(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
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(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
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(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)
|
|
|
|
/*@}*/
|
|
|
|
|
|
/** \name Linear interpolation macros */
|
|
/*@{*/
|
|
|
|
/**
|
|
* Linear interpolation
|
|
*
|
|
* \note \p OUT argument is evaluated twice!
|
|
* \note Be wary of using *coord++ as an argument to any of these macros!
|
|
*/
|
|
#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT)))
|
|
|
|
#define INTERP_F( t, dstf, outf, inf ) \
|
|
dstf = LINTERP( t, outf, inf )
|
|
|
|
#define INTERP_4F( t, dst, out, in ) \
|
|
do { \
|
|
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] ); \
|
|
} while (0)
|
|
|
|
#define INTERP_3F( t, dst, out, in ) \
|
|
do { \
|
|
dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \
|
|
dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \
|
|
dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \
|
|
} while (0)
|
|
|
|
/*@}*/
|
|
|
|
|
|
|
|
/** 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))
|
|
|
|
/** Dot product of two 2-element vectors */
|
|
#define DOT2( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] )
|
|
|
|
/** Dot product of two 3-element vectors */
|
|
#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] )
|
|
|
|
/** Dot product of two 4-element vectors */
|
|
#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \
|
|
(a)[2]*(b)[2] + (a)[3]*(b)[3] )
|
|
|
|
|
|
/** Cross product of two 3-element vectors */
|
|
#define CROSS3(n, u, v) \
|
|
do { \
|
|
(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]; \
|
|
} while (0)
|
|
|
|
|
|
/* Normalize a 3-element vector to unit length. */
|
|
#define NORMALIZE_3FV( V ) \
|
|
do { \
|
|
GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \
|
|
if (len) { \
|
|
len = INV_SQRTF(len); \
|
|
(V)[0] = (GLfloat) ((V)[0] * len); \
|
|
(V)[1] = (GLfloat) ((V)[1] * len); \
|
|
(V)[2] = (GLfloat) ((V)[2] * len); \
|
|
} \
|
|
} while(0)
|
|
|
|
#define LEN_3FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]))
|
|
#define LEN_2FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]))
|
|
|
|
#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])
|
|
#define LEN_SQUARED_2FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1])
|
|
|
|
|
|
/** 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)
|
|
|
|
|
|
#endif
|