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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
84 lines
2 KiB
C
84 lines
2 KiB
C
/* $Id: mmath.h,v 1.5 1997/12/18 02:54:26 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: mmath.h,v $
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* Revision 1.5 1997/12/18 02:54:26 brianp
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* added Josh Vanderhoof's float->int x86 asm code
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*
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* Revision 1.4 1997/10/15 00:36:17 brianp
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* renamed the FAST/REGULAR_MATH macros
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*
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* Revision 1.3 1997/09/29 22:23:54 brianp
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* added FAST/REGULAR_MATH macros
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*
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* Revision 1.2 1997/05/03 00:54:31 brianp
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* fixed a comment
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*
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* Revision 1.1 1997/05/01 01:42:38 brianp
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* Initial revision
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*
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*/
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/*
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* Faster arithmetic functions. If the FAST_MATH preprocessor symbol is
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* defined on the command line (-DFAST_MATH) then we'll use some (hopefully)
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* faster functions for sqrt(), etc.
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*/
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#ifndef MMATH_H
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#define MMATH_H
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#include <math.h>
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#define FloatToInt(F) lrintf((F))
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extern float gl_sqrt(float x);
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#ifdef FAST_MATH
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# define GL_SQRT(X) gl_sqrt(X)
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#else
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# define GL_SQRT(X) sqrt(X)
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#endif
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/* Normalize a 3-element vector to unit length */
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#define NORMALIZE_3FV( V ) \
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{ \
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GLfloat len; \
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len = GL_SQRT(V[0]*V[0]+V[1]*V[1]+V[2]*V[2]); \
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if (len>0.0001F) { \
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len = 1.0F / len; \
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V[0] *= len; \
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V[1] *= len; \
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V[2] *= len; \
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} \
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}
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extern void gl_init_math(void);
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#endif
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