macros.h revision ec6478fd322646ae4f6ae20eed8d9c14ea503dfc
1/** 2 * \file macros.h 3 * A collection of useful macros. 4 */ 5 6/* 7 * Mesa 3-D graphics library 8 * Version: 6.5.2 9 * 10 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 11 * 12 * Permission is hereby granted, free of charge, to any person obtaining a 13 * copy of this software and associated documentation files (the "Software"), 14 * to deal in the Software without restriction, including without limitation 15 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 16 * and/or sell copies of the Software, and to permit persons to whom the 17 * Software is furnished to do so, subject to the following conditions: 18 * 19 * The above copyright notice and this permission notice shall be included 20 * in all copies or substantial portions of the Software. 21 * 22 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 23 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 24 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 25 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 26 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 27 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 28 */ 29 30 31#ifndef MACROS_H 32#define MACROS_H 33 34#include "imports.h" 35 36 37/** 38 * \name Integer / float conversion for colors, normals, etc. 39 */ 40/*@{*/ 41 42/** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */ 43extern GLfloat _mesa_ubyte_to_float_color_tab[256]; 44#define UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)] 45 46/** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */ 47#define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F)) 48 49 50/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0] */ 51#define BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F)) 52 53/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */ 54#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 ) 55 56 57/** Convert GLbyte to GLfloat while preserving zero */ 58#define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B)) 59 60 61/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */ 62#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F)) 63 64/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */ 65#define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 ) 66 67/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */ 68#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) 69 70/** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */ 71#define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F)) 72 73 74/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */ 75#define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)) 76 77/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */ 78#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) 79 80/** Convert GLshort to GLfloat while preserving zero */ 81#define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S)) 82 83 84/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */ 85#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F)) 86 87/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */ 88#define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) ) 89 90 91/** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */ 92#define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0))) 93 94/** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */ 95#define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) 96 97 98/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */ 99#define INT_TO_FLOAT(I) ((GLfloat) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0))) 100 101/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */ 102/* causes overflow: 103#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 ) 104*/ 105/* a close approximation: */ 106#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) 107 108/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */ 109#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) ) 110 111 112/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */ 113#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0)) 114 115/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */ 116#define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) ) 117 118 119#define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b))) 120#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7))) 121#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8)) 122#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23))) 123#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24)) 124 125 126#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255))) 127#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b)) 128#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767)))) 129#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15))) 130#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16))) 131#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \ 132 us = ( (GLushort) F_TO_I( CLAMP((f), 0.0F, 1.0F) * 65535.0F) ) 133#define CLAMPED_FLOAT_TO_USHORT(us, f) \ 134 us = ( (GLushort) F_TO_I( (f) * 65535.0F) ) 135 136#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \ 137 s = ( (GLshort) F_TO_I( CLAMP((f), -1.0F, 1.0F) * 32767.0F) ) 138 139/*** 140 *** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255] 141 *** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255] 142 ***/ 143#if defined(USE_IEEE) && !defined(DEBUG) 144#define IEEE_0996 0x3f7f0000 /* 0.996 or so */ 145/* This function/macro is sensitive to precision. Test very carefully 146 * if you change it! 147 */ 148#define UNCLAMPED_FLOAT_TO_UBYTE(UB, F) \ 149 do { \ 150 fi_type __tmp; \ 151 __tmp.f = (F); \ 152 if (__tmp.i < 0) \ 153 UB = (GLubyte) 0; \ 154 else if (__tmp.i >= IEEE_0996) \ 155 UB = (GLubyte) 255; \ 156 else { \ 157 __tmp.f = __tmp.f * (255.0F/256.0F) + 32768.0F; \ 158 UB = (GLubyte) __tmp.i; \ 159 } \ 160 } while (0) 161#define CLAMPED_FLOAT_TO_UBYTE(UB, F) \ 162 do { \ 163 fi_type __tmp; \ 164 __tmp.f = (F) * (255.0F/256.0F) + 32768.0F; \ 165 UB = (GLubyte) __tmp.i; \ 166 } while (0) 167#else 168#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \ 169 ub = ((GLubyte) F_TO_I(CLAMP((f), 0.0F, 1.0F) * 255.0F)) 170#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \ 171 ub = ((GLubyte) F_TO_I((f) * 255.0F)) 172#endif 173 174/*@}*/ 175 176 177/** Stepping a GLfloat pointer by a byte stride */ 178#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i)) 179/** Stepping a GLuint pointer by a byte stride */ 180#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i)) 181/** Stepping a GLubyte[4] pointer by a byte stride */ 182#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i)) 183/** Stepping a GLfloat[4] pointer by a byte stride */ 184#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i)) 185/** Stepping a \p t pointer by a byte stride */ 186#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i)) 187 188 189/**********************************************************************/ 190/** \name 4-element vector operations */ 191/*@{*/ 192 193/** Zero */ 194#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 195 196/** Test for equality */ 197#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \ 198 (a)[1] == (b)[1] && \ 199 (a)[2] == (b)[2] && \ 200 (a)[3] == (b)[3]) 201 202/** Test for equality (unsigned bytes) */ 203static inline GLboolean 204TEST_EQ_4UBV(const GLubyte a[4], const GLubyte b[4]) 205{ 206#if defined(__i386__) 207 return *((const GLuint *) a) == *((const GLuint *) b); 208#else 209 return TEST_EQ_4V(a, b); 210#endif 211} 212 213 214/** Copy a 4-element vector */ 215#define COPY_4V( DST, SRC ) \ 216do { \ 217 (DST)[0] = (SRC)[0]; \ 218 (DST)[1] = (SRC)[1]; \ 219 (DST)[2] = (SRC)[2]; \ 220 (DST)[3] = (SRC)[3]; \ 221} while (0) 222 223/** Copy a 4-element unsigned byte vector */ 224static inline void 225COPY_4UBV(GLubyte dst[4], const GLubyte src[4]) 226{ 227#if defined(__i386__) 228 *((GLuint *) dst) = *((GLuint *) src); 229#else 230 /* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */ 231 COPY_4V(dst, src); 232#endif 233} 234 235/** Copy a 4-element float vector */ 236static inline void 237COPY_4FV(GLfloat dst[4], const GLfloat src[4]) 238{ 239 /* memcpy seems to be most efficient */ 240 memcpy(dst, src, sizeof(GLfloat) * 4); 241} 242 243/** Copy \p SZ elements into a 4-element vector */ 244#define COPY_SZ_4V(DST, SZ, SRC) \ 245do { \ 246 switch (SZ) { \ 247 case 4: (DST)[3] = (SRC)[3]; \ 248 case 3: (DST)[2] = (SRC)[2]; \ 249 case 2: (DST)[1] = (SRC)[1]; \ 250 case 1: (DST)[0] = (SRC)[0]; \ 251 } \ 252} while(0) 253 254/** Copy \p SZ elements into a homegeneous (4-element) vector, giving 255 * default values to the remaining */ 256#define COPY_CLEAN_4V(DST, SZ, SRC) \ 257do { \ 258 ASSIGN_4V( DST, 0, 0, 0, 1 ); \ 259 COPY_SZ_4V( DST, SZ, SRC ); \ 260} while (0) 261 262/** Subtraction */ 263#define SUB_4V( DST, SRCA, SRCB ) \ 264do { \ 265 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 266 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 267 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 268 (DST)[3] = (SRCA)[3] - (SRCB)[3]; \ 269} while (0) 270 271/** Addition */ 272#define ADD_4V( DST, SRCA, SRCB ) \ 273do { \ 274 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 275 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 276 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 277 (DST)[3] = (SRCA)[3] + (SRCB)[3]; \ 278} while (0) 279 280/** Element-wise multiplication */ 281#define SCALE_4V( DST, SRCA, SRCB ) \ 282do { \ 283 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 284 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 285 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 286 (DST)[3] = (SRCA)[3] * (SRCB)[3]; \ 287} while (0) 288 289/** In-place addition */ 290#define ACC_4V( DST, SRC ) \ 291do { \ 292 (DST)[0] += (SRC)[0]; \ 293 (DST)[1] += (SRC)[1]; \ 294 (DST)[2] += (SRC)[2]; \ 295 (DST)[3] += (SRC)[3]; \ 296} while (0) 297 298/** Element-wise multiplication and addition */ 299#define ACC_SCALE_4V( DST, SRCA, SRCB ) \ 300do { \ 301 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 302 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 303 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 304 (DST)[3] += (SRCA)[3] * (SRCB)[3]; \ 305} while (0) 306 307/** In-place scalar multiplication and addition */ 308#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \ 309do { \ 310 (DST)[0] += S * (SRCB)[0]; \ 311 (DST)[1] += S * (SRCB)[1]; \ 312 (DST)[2] += S * (SRCB)[2]; \ 313 (DST)[3] += S * (SRCB)[3]; \ 314} while (0) 315 316/** Scalar multiplication */ 317#define SCALE_SCALAR_4V( DST, S, SRCB ) \ 318do { \ 319 (DST)[0] = S * (SRCB)[0]; \ 320 (DST)[1] = S * (SRCB)[1]; \ 321 (DST)[2] = S * (SRCB)[2]; \ 322 (DST)[3] = S * (SRCB)[3]; \ 323} while (0) 324 325/** In-place scalar multiplication */ 326#define SELF_SCALE_SCALAR_4V( DST, S ) \ 327do { \ 328 (DST)[0] *= S; \ 329 (DST)[1] *= S; \ 330 (DST)[2] *= S; \ 331 (DST)[3] *= S; \ 332} while (0) 333 334/** Assignment */ 335#define ASSIGN_4V( V, V0, V1, V2, V3 ) \ 336do { \ 337 V[0] = V0; \ 338 V[1] = V1; \ 339 V[2] = V2; \ 340 V[3] = V3; \ 341} while(0) 342 343/*@}*/ 344 345 346/**********************************************************************/ 347/** \name 3-element vector operations*/ 348/*@{*/ 349 350/** Zero */ 351#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0 352 353/** Test for equality */ 354#define TEST_EQ_3V(a,b) \ 355 ((a)[0] == (b)[0] && \ 356 (a)[1] == (b)[1] && \ 357 (a)[2] == (b)[2]) 358 359/** Copy a 3-element vector */ 360#define COPY_3V( DST, SRC ) \ 361do { \ 362 (DST)[0] = (SRC)[0]; \ 363 (DST)[1] = (SRC)[1]; \ 364 (DST)[2] = (SRC)[2]; \ 365} while (0) 366 367/** Copy a 3-element vector with cast */ 368#define COPY_3V_CAST( DST, SRC, CAST ) \ 369do { \ 370 (DST)[0] = (CAST)(SRC)[0]; \ 371 (DST)[1] = (CAST)(SRC)[1]; \ 372 (DST)[2] = (CAST)(SRC)[2]; \ 373} while (0) 374 375/** Copy a 3-element float vector */ 376#define COPY_3FV( DST, SRC ) \ 377do { \ 378 const GLfloat *_tmp = (SRC); \ 379 (DST)[0] = _tmp[0]; \ 380 (DST)[1] = _tmp[1]; \ 381 (DST)[2] = _tmp[2]; \ 382} while (0) 383 384/** Subtraction */ 385#define SUB_3V( DST, SRCA, SRCB ) \ 386do { \ 387 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 388 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 389 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 390} while (0) 391 392/** Addition */ 393#define ADD_3V( DST, SRCA, SRCB ) \ 394do { \ 395 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 396 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 397 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 398} while (0) 399 400/** In-place scalar multiplication */ 401#define SCALE_3V( DST, SRCA, SRCB ) \ 402do { \ 403 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 404 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 405 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 406} while (0) 407 408/** In-place element-wise multiplication */ 409#define SELF_SCALE_3V( DST, SRC ) \ 410do { \ 411 (DST)[0] *= (SRC)[0]; \ 412 (DST)[1] *= (SRC)[1]; \ 413 (DST)[2] *= (SRC)[2]; \ 414} while (0) 415 416/** In-place addition */ 417#define ACC_3V( DST, SRC ) \ 418do { \ 419 (DST)[0] += (SRC)[0]; \ 420 (DST)[1] += (SRC)[1]; \ 421 (DST)[2] += (SRC)[2]; \ 422} while (0) 423 424/** Element-wise multiplication and addition */ 425#define ACC_SCALE_3V( DST, SRCA, SRCB ) \ 426do { \ 427 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 428 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 429 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 430} while (0) 431 432/** Scalar multiplication */ 433#define SCALE_SCALAR_3V( DST, S, SRCB ) \ 434do { \ 435 (DST)[0] = S * (SRCB)[0]; \ 436 (DST)[1] = S * (SRCB)[1]; \ 437 (DST)[2] = S * (SRCB)[2]; \ 438} while (0) 439 440/** In-place scalar multiplication and addition */ 441#define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \ 442do { \ 443 (DST)[0] += S * (SRCB)[0]; \ 444 (DST)[1] += S * (SRCB)[1]; \ 445 (DST)[2] += S * (SRCB)[2]; \ 446} while (0) 447 448/** In-place scalar multiplication */ 449#define SELF_SCALE_SCALAR_3V( DST, S ) \ 450do { \ 451 (DST)[0] *= S; \ 452 (DST)[1] *= S; \ 453 (DST)[2] *= S; \ 454} while (0) 455 456/** In-place scalar addition */ 457#define ACC_SCALAR_3V( DST, S ) \ 458do { \ 459 (DST)[0] += S; \ 460 (DST)[1] += S; \ 461 (DST)[2] += S; \ 462} while (0) 463 464/** Assignment */ 465#define ASSIGN_3V( V, V0, V1, V2 ) \ 466do { \ 467 V[0] = V0; \ 468 V[1] = V1; \ 469 V[2] = V2; \ 470} while(0) 471 472/*@}*/ 473 474 475/**********************************************************************/ 476/** \name 2-element vector operations*/ 477/*@{*/ 478 479/** Zero */ 480#define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0 481 482/** Copy a 2-element vector */ 483#define COPY_2V( DST, SRC ) \ 484do { \ 485 (DST)[0] = (SRC)[0]; \ 486 (DST)[1] = (SRC)[1]; \ 487} while (0) 488 489/** Copy a 2-element vector with cast */ 490#define COPY_2V_CAST( DST, SRC, CAST ) \ 491do { \ 492 (DST)[0] = (CAST)(SRC)[0]; \ 493 (DST)[1] = (CAST)(SRC)[1]; \ 494} while (0) 495 496/** Copy a 2-element float vector */ 497#define COPY_2FV( DST, SRC ) \ 498do { \ 499 const GLfloat *_tmp = (SRC); \ 500 (DST)[0] = _tmp[0]; \ 501 (DST)[1] = _tmp[1]; \ 502} while (0) 503 504/** Subtraction */ 505#define SUB_2V( DST, SRCA, SRCB ) \ 506do { \ 507 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 508 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 509} while (0) 510 511/** Addition */ 512#define ADD_2V( DST, SRCA, SRCB ) \ 513do { \ 514 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 515 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 516} while (0) 517 518/** In-place scalar multiplication */ 519#define SCALE_2V( DST, SRCA, SRCB ) \ 520do { \ 521 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 522 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 523} while (0) 524 525/** In-place addition */ 526#define ACC_2V( DST, SRC ) \ 527do { \ 528 (DST)[0] += (SRC)[0]; \ 529 (DST)[1] += (SRC)[1]; \ 530} while (0) 531 532/** Element-wise multiplication and addition */ 533#define ACC_SCALE_2V( DST, SRCA, SRCB ) \ 534do { \ 535 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 536 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 537} while (0) 538 539/** Scalar multiplication */ 540#define SCALE_SCALAR_2V( DST, S, SRCB ) \ 541do { \ 542 (DST)[0] = S * (SRCB)[0]; \ 543 (DST)[1] = S * (SRCB)[1]; \ 544} while (0) 545 546/** In-place scalar multiplication and addition */ 547#define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \ 548do { \ 549 (DST)[0] += S * (SRCB)[0]; \ 550 (DST)[1] += S * (SRCB)[1]; \ 551} while (0) 552 553/** In-place scalar multiplication */ 554#define SELF_SCALE_SCALAR_2V( DST, S ) \ 555do { \ 556 (DST)[0] *= S; \ 557 (DST)[1] *= S; \ 558} while (0) 559 560/** In-place scalar addition */ 561#define ACC_SCALAR_2V( DST, S ) \ 562do { \ 563 (DST)[0] += S; \ 564 (DST)[1] += S; \ 565} while (0) 566 567/** Assign scalers to short vectors */ 568#define ASSIGN_2V( V, V0, V1 ) \ 569do { \ 570 V[0] = V0; \ 571 V[1] = V1; \ 572} while(0) 573 574/*@}*/ 575 576 577/** \name Linear interpolation functions */ 578/*@{*/ 579 580static inline GLfloat 581LINTERP(GLfloat t, GLfloat out, GLfloat in) 582{ 583 return out + t * (in - out); 584} 585 586static inline void 587INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3]) 588{ 589 dst[0] = LINTERP( t, out[0], in[0] ); 590 dst[1] = LINTERP( t, out[1], in[1] ); 591 dst[2] = LINTERP( t, out[2], in[2] ); 592} 593 594static inline void 595INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4]) 596{ 597 dst[0] = LINTERP( t, out[0], in[0] ); 598 dst[1] = LINTERP( t, out[1], in[1] ); 599 dst[2] = LINTERP( t, out[2], in[2] ); 600 dst[3] = LINTERP( t, out[3], in[3] ); 601} 602 603/*@}*/ 604 605 606 607/** Clamp X to [MIN,MAX] */ 608#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) 609 610/** Minimum of two values: */ 611#define MIN2( A, B ) ( (A)<(B) ? (A) : (B) ) 612 613/** Maximum of two values: */ 614#define MAX2( A, B ) ( (A)>(B) ? (A) : (B) ) 615 616/** Minimum and maximum of three values: */ 617#define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C)) 618#define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C)) 619 620 621 622/** Cross product of two 3-element vectors */ 623static inline void 624CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3]) 625{ 626 n[0] = u[1] * v[2] - u[2] * v[1]; 627 n[1] = u[2] * v[0] - u[0] * v[2]; 628 n[2] = u[0] * v[1] - u[1] * v[0]; 629} 630 631 632/** Dot product of two 2-element vectors */ 633static inline GLfloat 634DOT2(const GLfloat a[2], const GLfloat b[2]) 635{ 636 return a[0] * b[0] + a[1] * b[1]; 637} 638 639static inline GLfloat 640DOT3(const GLfloat a[3], const GLfloat b[3]) 641{ 642 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; 643} 644 645static inline GLfloat 646DOT4(const GLfloat a[4], const GLfloat b[4]) 647{ 648 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; 649} 650 651 652static inline GLfloat 653LEN_SQUARED_3FV(const GLfloat v[3]) 654{ 655 return DOT3(v, v); 656} 657 658static inline GLfloat 659LEN_SQUARED_2FV(const GLfloat v[2]) 660{ 661 return DOT2(v, v); 662} 663 664 665static inline GLfloat 666LEN_3FV(const GLfloat v[3]) 667{ 668 return SQRTF(LEN_SQUARED_3FV(v)); 669} 670 671static inline GLfloat 672LEN_2FV(const GLfloat v[2]) 673{ 674 return SQRTF(LEN_SQUARED_2FV(v)); 675} 676 677 678/* Normalize a 3-element vector to unit length. */ 679static inline void 680NORMALIZE_3FV(GLfloat v[3]) 681{ 682 GLfloat len = (GLfloat) LEN_SQUARED_3FV(v); 683 if (len) { 684 len = INV_SQRTF(len); 685 v[0] *= len; 686 v[1] *= len; 687 v[2] *= len; 688 } 689} 690 691 692/** Compute ceiling of integer quotient of A divided by B. */ 693#define CEILING( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 ) 694 695 696/** casts to silence warnings with some compilers */ 697#define ENUM_TO_INT(E) ((GLint)(E)) 698#define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E)) 699#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E)) 700#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE) 701 702 703#endif 704