macros.h revision d203dbc73d3b036937e0404b580fb04d23e10652
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 in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */ 58#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F)) 59 60/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */ 61#define FLOAT_TO_BYTE_TEX(X) ( (GLint) (127.0F * (X)) ) 62 63 64/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */ 65#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) 66 67/** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */ 68#define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F)) 69 70 71/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */ 72#define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)) 73 74/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */ 75#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) 76 77 78/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */ 79#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F)) 80 81/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */ 82#define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) ) 83 84 85/** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */ 86#define UINT_TO_FLOAT(U) ((GLfloat) (U) * (1.0F / 4294967295.0)) 87 88/** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */ 89#define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) 90 91 92/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */ 93#define INT_TO_FLOAT(I) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0)) 94 95/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */ 96/* causes overflow: 97#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 ) 98*/ 99/* a close approximation: */ 100#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) 101 102/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */ 103#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) ) 104 105 106/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */ 107#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0)) 108 109/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */ 110#define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) ) 111 112 113#define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b))) 114#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7))) 115#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8)) 116#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23))) 117#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24)) 118 119 120#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255))) 121#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b)) 122#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767)))) 123#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15))) 124#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16))) 125#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \ 126 us = ( (GLushort) IROUND( CLAMP((f), 0.0F, 1.0F) * 65535.0F) ) 127#define CLAMPED_FLOAT_TO_USHORT(us, f) \ 128 us = ( (GLushort) IROUND( (f) * 65535.0F) ) 129 130/*@}*/ 131 132 133/** Stepping a GLfloat pointer by a byte stride */ 134#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i)) 135/** Stepping a GLuint pointer by a byte stride */ 136#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i)) 137/** Stepping a GLubyte[4] pointer by a byte stride */ 138#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i)) 139/** Stepping a GLfloat[4] pointer by a byte stride */ 140#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i)) 141/** Stepping a GLchan[4] pointer by a byte stride */ 142#define STRIDE_4CHAN(p, i) (p = (GLchan (*)[4])((GLubyte *)p + i)) 143/** Stepping a GLchan pointer by a byte stride */ 144#define STRIDE_CHAN(p, i) (p = (GLchan *)((GLubyte *)p + i)) 145/** Stepping a \p t pointer by a byte stride */ 146#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i)) 147 148 149/**********************************************************************/ 150/** \name 4-element vector operations */ 151/*@{*/ 152 153/** Zero */ 154#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 155 156/** Test for equality */ 157#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \ 158 (a)[1] == (b)[1] && \ 159 (a)[2] == (b)[2] && \ 160 (a)[3] == (b)[3]) 161 162/** Test for equality (unsigned bytes) */ 163#if defined(__i386__) 164#define TEST_EQ_4UBV(DST, SRC) *((GLuint*)(DST)) == *((GLuint*)(SRC)) 165#else 166#define TEST_EQ_4UBV(DST, SRC) TEST_EQ_4V(DST, SRC) 167#endif 168 169/** Copy a 4-element vector */ 170#define COPY_4V( DST, SRC ) \ 171do { \ 172 (DST)[0] = (SRC)[0]; \ 173 (DST)[1] = (SRC)[1]; \ 174 (DST)[2] = (SRC)[2]; \ 175 (DST)[3] = (SRC)[3]; \ 176} while (0) 177 178/** Copy a 4-element vector with cast */ 179#define COPY_4V_CAST( DST, SRC, CAST ) \ 180do { \ 181 (DST)[0] = (CAST)(SRC)[0]; \ 182 (DST)[1] = (CAST)(SRC)[1]; \ 183 (DST)[2] = (CAST)(SRC)[2]; \ 184 (DST)[3] = (CAST)(SRC)[3]; \ 185} while (0) 186 187/** Copy a 4-element unsigned byte vector */ 188#if defined(__i386__) 189#define COPY_4UBV(DST, SRC) \ 190do { \ 191 *((GLuint*)(DST)) = *((GLuint*)(SRC)); \ 192} while (0) 193#else 194/* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */ 195#define COPY_4UBV(DST, SRC) \ 196do { \ 197 (DST)[0] = (SRC)[0]; \ 198 (DST)[1] = (SRC)[1]; \ 199 (DST)[2] = (SRC)[2]; \ 200 (DST)[3] = (SRC)[3]; \ 201} while (0) 202#endif 203 204/** 205 * Copy a 4-element float vector 206 * memcpy seems to be most efficient 207 */ 208#define COPY_4FV( DST, SRC ) \ 209do { \ 210 _mesa_memcpy(DST, SRC, sizeof(GLfloat) * 4); \ 211} while (0) 212 213/** Copy \p SZ elements into a 4-element vector */ 214#define COPY_SZ_4V(DST, SZ, SRC) \ 215do { \ 216 switch (SZ) { \ 217 case 4: (DST)[3] = (SRC)[3]; \ 218 case 3: (DST)[2] = (SRC)[2]; \ 219 case 2: (DST)[1] = (SRC)[1]; \ 220 case 1: (DST)[0] = (SRC)[0]; \ 221 } \ 222} while(0) 223 224/** Copy \p SZ elements into a homegeneous (4-element) vector, giving 225 * default values to the remaining */ 226#define COPY_CLEAN_4V(DST, SZ, SRC) \ 227do { \ 228 ASSIGN_4V( DST, 0, 0, 0, 1 ); \ 229 COPY_SZ_4V( DST, SZ, SRC ); \ 230} while (0) 231 232/** Subtraction */ 233#define SUB_4V( DST, SRCA, SRCB ) \ 234do { \ 235 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 236 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 237 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 238 (DST)[3] = (SRCA)[3] - (SRCB)[3]; \ 239} while (0) 240 241/** Addition */ 242#define ADD_4V( DST, SRCA, SRCB ) \ 243do { \ 244 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 245 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 246 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 247 (DST)[3] = (SRCA)[3] + (SRCB)[3]; \ 248} while (0) 249 250/** Element-wise multiplication */ 251#define SCALE_4V( DST, SRCA, SRCB ) \ 252do { \ 253 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 254 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 255 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 256 (DST)[3] = (SRCA)[3] * (SRCB)[3]; \ 257} while (0) 258 259/** In-place addition */ 260#define ACC_4V( DST, SRC ) \ 261do { \ 262 (DST)[0] += (SRC)[0]; \ 263 (DST)[1] += (SRC)[1]; \ 264 (DST)[2] += (SRC)[2]; \ 265 (DST)[3] += (SRC)[3]; \ 266} while (0) 267 268/** Element-wise multiplication and addition */ 269#define ACC_SCALE_4V( DST, SRCA, SRCB ) \ 270do { \ 271 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 272 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 273 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 274 (DST)[3] += (SRCA)[3] * (SRCB)[3]; \ 275} while (0) 276 277/** In-place scalar multiplication and addition */ 278#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \ 279do { \ 280 (DST)[0] += S * (SRCB)[0]; \ 281 (DST)[1] += S * (SRCB)[1]; \ 282 (DST)[2] += S * (SRCB)[2]; \ 283 (DST)[3] += S * (SRCB)[3]; \ 284} while (0) 285 286/** Scalar multiplication */ 287#define SCALE_SCALAR_4V( DST, S, SRCB ) \ 288do { \ 289 (DST)[0] = S * (SRCB)[0]; \ 290 (DST)[1] = S * (SRCB)[1]; \ 291 (DST)[2] = S * (SRCB)[2]; \ 292 (DST)[3] = S * (SRCB)[3]; \ 293} while (0) 294 295/** In-place scalar multiplication */ 296#define SELF_SCALE_SCALAR_4V( DST, S ) \ 297do { \ 298 (DST)[0] *= S; \ 299 (DST)[1] *= S; \ 300 (DST)[2] *= S; \ 301 (DST)[3] *= S; \ 302} while (0) 303 304/** Assignment */ 305#define ASSIGN_4V( V, V0, V1, V2, V3 ) \ 306do { \ 307 V[0] = V0; \ 308 V[1] = V1; \ 309 V[2] = V2; \ 310 V[3] = V3; \ 311} while(0) 312 313/*@}*/ 314 315 316/**********************************************************************/ 317/** \name 3-element vector operations*/ 318/*@{*/ 319 320/** Zero */ 321#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0 322 323/** Test for equality */ 324#define TEST_EQ_3V(a,b) \ 325 ((a)[0] == (b)[0] && \ 326 (a)[1] == (b)[1] && \ 327 (a)[2] == (b)[2]) 328 329/** Copy a 3-element vector */ 330#define COPY_3V( DST, SRC ) \ 331do { \ 332 (DST)[0] = (SRC)[0]; \ 333 (DST)[1] = (SRC)[1]; \ 334 (DST)[2] = (SRC)[2]; \ 335} while (0) 336 337/** Copy a 3-element vector with cast */ 338#define COPY_3V_CAST( DST, SRC, CAST ) \ 339do { \ 340 (DST)[0] = (CAST)(SRC)[0]; \ 341 (DST)[1] = (CAST)(SRC)[1]; \ 342 (DST)[2] = (CAST)(SRC)[2]; \ 343} while (0) 344 345/** Copy a 3-element float vector */ 346#define COPY_3FV( DST, SRC ) \ 347do { \ 348 const GLfloat *_tmp = (SRC); \ 349 (DST)[0] = _tmp[0]; \ 350 (DST)[1] = _tmp[1]; \ 351 (DST)[2] = _tmp[2]; \ 352} while (0) 353 354/** Subtraction */ 355#define SUB_3V( DST, SRCA, SRCB ) \ 356do { \ 357 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 358 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 359 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 360} while (0) 361 362/** Addition */ 363#define ADD_3V( DST, SRCA, SRCB ) \ 364do { \ 365 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 366 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 367 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 368} while (0) 369 370/** In-place scalar multiplication */ 371#define SCALE_3V( DST, SRCA, SRCB ) \ 372do { \ 373 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 374 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 375 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 376} while (0) 377 378/** In-place element-wise multiplication */ 379#define SELF_SCALE_3V( DST, SRC ) \ 380do { \ 381 (DST)[0] *= (SRC)[0]; \ 382 (DST)[1] *= (SRC)[1]; \ 383 (DST)[2] *= (SRC)[2]; \ 384} while (0) 385 386/** In-place addition */ 387#define ACC_3V( DST, SRC ) \ 388do { \ 389 (DST)[0] += (SRC)[0]; \ 390 (DST)[1] += (SRC)[1]; \ 391 (DST)[2] += (SRC)[2]; \ 392} while (0) 393 394/** Element-wise multiplication and addition */ 395#define ACC_SCALE_3V( DST, SRCA, SRCB ) \ 396do { \ 397 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 398 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 399 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 400} while (0) 401 402/** Scalar multiplication */ 403#define SCALE_SCALAR_3V( DST, S, SRCB ) \ 404do { \ 405 (DST)[0] = S * (SRCB)[0]; \ 406 (DST)[1] = S * (SRCB)[1]; \ 407 (DST)[2] = S * (SRCB)[2]; \ 408} while (0) 409 410/** In-place scalar multiplication and addition */ 411#define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \ 412do { \ 413 (DST)[0] += S * (SRCB)[0]; \ 414 (DST)[1] += S * (SRCB)[1]; \ 415 (DST)[2] += S * (SRCB)[2]; \ 416} while (0) 417 418/** In-place scalar multiplication */ 419#define SELF_SCALE_SCALAR_3V( DST, S ) \ 420do { \ 421 (DST)[0] *= S; \ 422 (DST)[1] *= S; \ 423 (DST)[2] *= S; \ 424} while (0) 425 426/** In-place scalar addition */ 427#define ACC_SCALAR_3V( DST, S ) \ 428do { \ 429 (DST)[0] += S; \ 430 (DST)[1] += S; \ 431 (DST)[2] += S; \ 432} while (0) 433 434/** Assignment */ 435#define ASSIGN_3V( V, V0, V1, V2 ) \ 436do { \ 437 V[0] = V0; \ 438 V[1] = V1; \ 439 V[2] = V2; \ 440} while(0) 441 442/*@}*/ 443 444 445/**********************************************************************/ 446/** \name 2-element vector operations*/ 447/*@{*/ 448 449/** Zero */ 450#define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0 451 452/** Copy a 2-element vector */ 453#define COPY_2V( DST, SRC ) \ 454do { \ 455 (DST)[0] = (SRC)[0]; \ 456 (DST)[1] = (SRC)[1]; \ 457} while (0) 458 459/** Copy a 2-element vector with cast */ 460#define COPY_2V_CAST( DST, SRC, CAST ) \ 461do { \ 462 (DST)[0] = (CAST)(SRC)[0]; \ 463 (DST)[1] = (CAST)(SRC)[1]; \ 464} while (0) 465 466/** Copy a 2-element float vector */ 467#define COPY_2FV( DST, SRC ) \ 468do { \ 469 const GLfloat *_tmp = (SRC); \ 470 (DST)[0] = _tmp[0]; \ 471 (DST)[1] = _tmp[1]; \ 472} while (0) 473 474/** Subtraction */ 475#define SUB_2V( DST, SRCA, SRCB ) \ 476do { \ 477 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 478 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 479} while (0) 480 481/** Addition */ 482#define ADD_2V( DST, SRCA, SRCB ) \ 483do { \ 484 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 485 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 486} while (0) 487 488/** In-place scalar multiplication */ 489#define SCALE_2V( DST, SRCA, SRCB ) \ 490do { \ 491 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 492 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 493} while (0) 494 495/** In-place addition */ 496#define ACC_2V( DST, SRC ) \ 497do { \ 498 (DST)[0] += (SRC)[0]; \ 499 (DST)[1] += (SRC)[1]; \ 500} while (0) 501 502/** Element-wise multiplication and addition */ 503#define ACC_SCALE_2V( DST, SRCA, SRCB ) \ 504do { \ 505 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 506 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 507} while (0) 508 509/** Scalar multiplication */ 510#define SCALE_SCALAR_2V( DST, S, SRCB ) \ 511do { \ 512 (DST)[0] = S * (SRCB)[0]; \ 513 (DST)[1] = S * (SRCB)[1]; \ 514} while (0) 515 516/** In-place scalar multiplication and addition */ 517#define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \ 518do { \ 519 (DST)[0] += S * (SRCB)[0]; \ 520 (DST)[1] += S * (SRCB)[1]; \ 521} while (0) 522 523/** In-place scalar multiplication */ 524#define SELF_SCALE_SCALAR_2V( DST, S ) \ 525do { \ 526 (DST)[0] *= S; \ 527 (DST)[1] *= S; \ 528} while (0) 529 530/** In-place scalar addition */ 531#define ACC_SCALAR_2V( DST, S ) \ 532do { \ 533 (DST)[0] += S; \ 534 (DST)[1] += S; \ 535} while (0) 536 537/** Assign scalers to short vectors */ 538#define ASSIGN_2V( V, V0, V1 ) \ 539do { \ 540 V[0] = V0; \ 541 V[1] = V1; \ 542} while(0) 543 544/*@}*/ 545 546 547/** \name Linear interpolation macros */ 548/*@{*/ 549 550/** 551 * Linear interpolation 552 * 553 * \note \p OUT argument is evaluated twice! 554 * \note Be wary of using *coord++ as an argument to any of these macros! 555 */ 556#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT))) 557 558/* Can do better with integer math 559 */ 560#define INTERP_UB( t, dstub, outub, inub ) \ 561do { \ 562 GLfloat inf = UBYTE_TO_FLOAT( inub ); \ 563 GLfloat outf = UBYTE_TO_FLOAT( outub ); \ 564 GLfloat dstf = LINTERP( t, outf, inf ); \ 565 UNCLAMPED_FLOAT_TO_UBYTE( dstub, dstf ); \ 566} while (0) 567 568#define INTERP_CHAN( t, dstc, outc, inc ) \ 569do { \ 570 GLfloat inf = CHAN_TO_FLOAT( inc ); \ 571 GLfloat outf = CHAN_TO_FLOAT( outc ); \ 572 GLfloat dstf = LINTERP( t, outf, inf ); \ 573 UNCLAMPED_FLOAT_TO_CHAN( dstc, dstf ); \ 574} while (0) 575 576#define INTERP_UI( t, dstui, outui, inui ) \ 577 dstui = (GLuint) (GLint) LINTERP( (t), (GLfloat) (outui), (GLfloat) (inui) ) 578 579#define INTERP_F( t, dstf, outf, inf ) \ 580 dstf = LINTERP( t, outf, inf ) 581 582#define INTERP_4F( t, dst, out, in ) \ 583do { \ 584 dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \ 585 dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \ 586 dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \ 587 dst[3] = LINTERP( (t), (out)[3], (in)[3] ); \ 588} while (0) 589 590#define INTERP_3F( t, dst, out, in ) \ 591do { \ 592 dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \ 593 dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \ 594 dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \ 595} while (0) 596 597#define INTERP_4CHAN( t, dst, out, in ) \ 598do { \ 599 INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \ 600 INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \ 601 INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \ 602 INTERP_CHAN( (t), (dst)[3], (out)[3], (in)[3] ); \ 603} while (0) 604 605#define INTERP_3CHAN( t, dst, out, in ) \ 606do { \ 607 INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \ 608 INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \ 609 INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \ 610} while (0) 611 612#define INTERP_SZ( t, vec, to, out, in, sz ) \ 613do { \ 614 switch (sz) { \ 615 case 4: vec[to][3] = LINTERP( (t), (vec)[out][3], (vec)[in][3] ); \ 616 case 3: vec[to][2] = LINTERP( (t), (vec)[out][2], (vec)[in][2] ); \ 617 case 2: vec[to][1] = LINTERP( (t), (vec)[out][1], (vec)[in][1] ); \ 618 case 1: vec[to][0] = LINTERP( (t), (vec)[out][0], (vec)[in][0] ); \ 619 } \ 620} while(0) 621 622/*@}*/ 623 624 625 626/** Clamp X to [MIN,MAX] */ 627#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) 628 629/** Minimum of two values: */ 630#define MIN2( A, B ) ( (A)<(B) ? (A) : (B) ) 631 632/** Maximum of two values: */ 633#define MAX2( A, B ) ( (A)>(B) ? (A) : (B) ) 634 635/** Dot product of two 2-element vectors */ 636#define DOT2( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] ) 637 638/** Dot product of two 3-element vectors */ 639#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] ) 640 641/** Dot product of two 4-element vectors */ 642#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \ 643 (a)[2]*(b)[2] + (a)[3]*(b)[3] ) 644 645/** Dot product of two 4-element vectors */ 646#define DOT4V(v,a,b,c,d) (v[0]*(a) + v[1]*(b) + v[2]*(c) + v[3]*(d)) 647 648 649/** Cross product of two 3-element vectors */ 650#define CROSS3(n, u, v) \ 651do { \ 652 (n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \ 653 (n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \ 654 (n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]; \ 655} while (0) 656 657 658/* Normalize a 3-element vector to unit length. */ 659#define NORMALIZE_3FV( V ) \ 660do { \ 661 GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \ 662 if (len) { \ 663 len = INV_SQRTF(len); \ 664 (V)[0] = (GLfloat) ((V)[0] * len); \ 665 (V)[1] = (GLfloat) ((V)[1] * len); \ 666 (V)[2] = (GLfloat) ((V)[2] * len); \ 667 } \ 668} while(0) 669 670#define LEN_3FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])) 671#define LEN_2FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1])) 672 673#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]) 674#define LEN_SQUARED_2FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]) 675 676 677/** casts to silence warnings with some compilers */ 678#define ENUM_TO_INT(E) ((GLint)(E)) 679#define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E)) 680#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E)) 681#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE) 682 683 684#endif 685