1 /**
2 * \file macros.h
3 * A collection of useful macros.
4 */
5
6 /*
7 * Mesa 3-D graphics library
8 *
9 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
10 *
11 * Permission is hereby granted, free of charge, to any person obtaining a
12 * copy of this software and associated documentation files (the "Software"),
13 * to deal in the Software without restriction, including without limitation
14 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
15 * and/or sell copies of the Software, and to permit persons to whom the
16 * Software is furnished to do so, subject to the following conditions:
17 *
18 * The above copyright notice and this permission notice shall be included
19 * in all copies or substantial portions of the Software.
20 *
21 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
22 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
23 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
24 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
25 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
26 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
27 * OTHER DEALINGS IN THE SOFTWARE.
28 */
29
30
31 #ifndef MACROS_H
32 #define MACROS_H
33
34 #include "util/macros.h"
35 #include "util/u_math.h"
36 #include "util/rounding.h"
37 #include "util/compiler.h"
38 #include "main/glheader.h"
39 #include "mesa_private.h"
40
41
42 /**
43 * \name Integer / float conversion for colors, normals, etc.
44 */
45 /*@{*/
46
47 /** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */
48 extern GLfloat _mesa_ubyte_to_float_color_tab[256];
49 #define UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)]
50
51 /** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */
52 #define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F))
53
54
55 /** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0] */
56 #define BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F))
57
58 /** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */
59 #define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 )
60
61
62 /** Convert GLbyte to GLfloat while preserving zero */
63 #define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B))
64
65
66 /** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */
67 #define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F))
68
69 /** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */
70 #define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 )
71
72 /** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */
73 #define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F))
74
75 /** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */
76 #define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F))
77
78
79 /** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */
80 #define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F))
81
82 /** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */
83 #define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 )
84
85 /** Convert GLshort to GLfloat while preserving zero */
86 #define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S))
87
88
89 /** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */
90 #define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F))
91
92 /** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */
93 #define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) )
94
95
96 /** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */
97 #define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0)))
98
99 /** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */
100 #define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0))
101
102
103 /** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */
104 #define INT_TO_FLOAT(I) ((GLfloat) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0)))
105
106 /** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */
107 /* causes overflow:
108 #define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 )
109 */
110 /* a close approximation: */
111 #define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) )
112
113 /** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */
114 #define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) )
115
116
117 /** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */
118 #define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0))
119
120 /** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */
121 #define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) )
122
123
124 #define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b)))
125 #define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7)))
126 #define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8))
127 #define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23)))
128 #define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24))
129
130
131 #define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255)))
132 #define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b))
133 #define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767))))
134 #define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15)))
135 #define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16)))
136 #define UNCLAMPED_FLOAT_TO_USHORT(us, f) \
137 us = ( (GLushort) _mesa_lroundevenf( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
138 #define CLAMPED_FLOAT_TO_USHORT(us, f) \
139 us = ( (GLushort) _mesa_lroundevenf( (f) * 65535.0F) )
140
141 #define UNCLAMPED_FLOAT_TO_SHORT(s, f) \
142 s = ( (GLshort) _mesa_lroundevenf( CLAMP((f), -1.0F, 1.0F) * 32767.0F) )
143
144 /***
145 *** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255]
146 *** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255]
147 ***/
148 #ifndef DEBUG
149 /* This function/macro is sensitive to precision. Test very carefully
150 * if you change it!
151 */
152 #define UNCLAMPED_FLOAT_TO_UBYTE(UB, FLT) \
153 do { \
154 fi_type __tmp; \
155 __tmp.f = (FLT); \
156 if (__tmp.i < 0) \
157 UB = (GLubyte) 0; \
158 else if (__tmp.i >= IEEE_ONE) \
159 UB = (GLubyte) 255; \
160 else { \
161 __tmp.f = __tmp.f * (255.0F/256.0F) + 32768.0F; \
162 UB = (GLubyte) __tmp.i; \
163 } \
164 } while (0)
165 #define CLAMPED_FLOAT_TO_UBYTE(UB, FLT) \
166 do { \
167 fi_type __tmp; \
168 __tmp.f = (FLT) * (255.0F/256.0F) + 32768.0F; \
169 UB = (GLubyte) __tmp.i; \
170 } while (0)
171 #else
172 #define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \
173 ub = ((GLubyte) _mesa_lroundevenf(CLAMP((f), 0.0F, 1.0F) * 255.0F))
174 #define CLAMPED_FLOAT_TO_UBYTE(ub, f) \
175 ub = ((GLubyte) _mesa_lroundevenf((f) * 255.0F))
176 #endif
177
UINT_AS_UNION(GLuint u)178 static fi_type UINT_AS_UNION(GLuint u)
179 {
180 fi_type tmp;
181 tmp.u = u;
182 return tmp;
183 }
184
INT_AS_UNION(GLint i)185 static inline fi_type INT_AS_UNION(GLint i)
186 {
187 fi_type tmp;
188 tmp.i = i;
189 return tmp;
190 }
191
FLOAT_AS_UNION(GLfloat f)192 static inline fi_type FLOAT_AS_UNION(GLfloat f)
193 {
194 fi_type tmp;
195 tmp.f = f;
196 return tmp;
197 }
198
DOUBLE_AS_UINT64(double d)199 static inline uint64_t DOUBLE_AS_UINT64(double d)
200 {
201 union {
202 double d;
203 uint64_t u64;
204 } tmp;
205 tmp.d = d;
206 return tmp.u64;
207 }
208
UINT64_AS_DOUBLE(uint64_t u)209 static inline double UINT64_AS_DOUBLE(uint64_t u)
210 {
211 union {
212 double d;
213 uint64_t u64;
214 } tmp;
215 tmp.u64 = u;
216 return tmp.d;
217 }
218
219 /* First sign-extend x, then return uint32_t. */
220 #define INT_AS_UINT(x) ((uint32_t)((int32_t)(x)))
221 #define FLOAT_AS_UINT(x) (FLOAT_AS_UNION(x).u)
222
223 /**
224 * Convert a floating point value to an unsigned fixed point value.
225 *
226 * \param frac_bits The number of bits used to store the fractional part.
227 */
228 static inline uint32_t
U_FIXED(float value,uint32_t frac_bits)229 U_FIXED(float value, uint32_t frac_bits)
230 {
231 value *= (1 << frac_bits);
232 return value < 0.0f ? 0 : (uint32_t) value;
233 }
234
235 /**
236 * Convert a floating point value to an signed fixed point value.
237 *
238 * \param frac_bits The number of bits used to store the fractional part.
239 */
240 static inline int32_t
S_FIXED(float value,uint32_t frac_bits)241 S_FIXED(float value, uint32_t frac_bits)
242 {
243 return (int32_t) (value * (1 << frac_bits));
244 }
245 /*@}*/
246
247
248 /** Stepping a GLfloat pointer by a byte stride */
249 #define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i))
250 /** Stepping a GLuint pointer by a byte stride */
251 #define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i))
252 /** Stepping a GLubyte[4] pointer by a byte stride */
253 #define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i))
254 /** Stepping a GLfloat[4] pointer by a byte stride */
255 #define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i))
256 /** Stepping a \p t pointer by a byte stride */
257 #define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i))
258
259
260 /**********************************************************************/
261 /** \name 4-element vector operations */
262 /*@{*/
263
264 /** Zero */
265 #define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0
266
267 /** Test for equality */
268 #define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \
269 (a)[1] == (b)[1] && \
270 (a)[2] == (b)[2] && \
271 (a)[3] == (b)[3])
272
273 /** Test for equality (unsigned bytes) */
274 static inline GLboolean
TEST_EQ_4UBV(const GLubyte a[4],const GLubyte b[4])275 TEST_EQ_4UBV(const GLubyte a[4], const GLubyte b[4])
276 {
277 #if defined(__i386__)
278 return *((const GLuint *) a) == *((const GLuint *) b);
279 #else
280 return TEST_EQ_4V(a, b);
281 #endif
282 }
283
284
285 /** Copy a 4-element vector */
286 #define COPY_4V( DST, SRC ) \
287 do { \
288 (DST)[0] = (SRC)[0]; \
289 (DST)[1] = (SRC)[1]; \
290 (DST)[2] = (SRC)[2]; \
291 (DST)[3] = (SRC)[3]; \
292 } while (0)
293
294 /** Copy a 4-element unsigned byte vector */
295 static inline void
COPY_4UBV(GLubyte dst[4],const GLubyte src[4])296 COPY_4UBV(GLubyte dst[4], const GLubyte src[4])
297 {
298 #if defined(__i386__)
299 *((GLuint *) dst) = *((GLuint *) src);
300 #else
301 /* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */
302 COPY_4V(dst, src);
303 #endif
304 }
305
306 /** Copy \p SZ elements into a 4-element vector */
307 #define COPY_SZ_4V(DST, SZ, SRC) \
308 do { \
309 switch (SZ) { \
310 case 4: (DST)[3] = (SRC)[3]; \
311 FALLTHROUGH; \
312 case 3: (DST)[2] = (SRC)[2]; \
313 FALLTHROUGH; \
314 case 2: (DST)[1] = (SRC)[1]; \
315 FALLTHROUGH; \
316 case 1: (DST)[0] = (SRC)[0]; \
317 } \
318 } while(0)
319
320 /** Copy \p SZ elements into a homegeneous (4-element) vector, giving
321 * default values to the remaining */
322 #define COPY_CLEAN_4V(DST, SZ, SRC) \
323 do { \
324 ASSIGN_4V( DST, 0, 0, 0, 1 ); \
325 COPY_SZ_4V( DST, SZ, SRC ); \
326 } while (0)
327
328 /** Subtraction */
329 #define SUB_4V( DST, SRCA, SRCB ) \
330 do { \
331 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \
332 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \
333 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \
334 (DST)[3] = (SRCA)[3] - (SRCB)[3]; \
335 } while (0)
336
337 /** Addition */
338 #define ADD_4V( DST, SRCA, SRCB ) \
339 do { \
340 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \
341 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \
342 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \
343 (DST)[3] = (SRCA)[3] + (SRCB)[3]; \
344 } while (0)
345
346 /** Element-wise multiplication */
347 #define SCALE_4V( DST, SRCA, SRCB ) \
348 do { \
349 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \
350 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \
351 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \
352 (DST)[3] = (SRCA)[3] * (SRCB)[3]; \
353 } while (0)
354
355 /** In-place addition */
356 #define ACC_4V( DST, SRC ) \
357 do { \
358 (DST)[0] += (SRC)[0]; \
359 (DST)[1] += (SRC)[1]; \
360 (DST)[2] += (SRC)[2]; \
361 (DST)[3] += (SRC)[3]; \
362 } while (0)
363
364 /** Element-wise multiplication and addition */
365 #define ACC_SCALE_4V( DST, SRCA, SRCB ) \
366 do { \
367 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \
368 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \
369 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \
370 (DST)[3] += (SRCA)[3] * (SRCB)[3]; \
371 } while (0)
372
373 /** In-place scalar multiplication and addition */
374 #define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \
375 do { \
376 (DST)[0] += S * (SRCB)[0]; \
377 (DST)[1] += S * (SRCB)[1]; \
378 (DST)[2] += S * (SRCB)[2]; \
379 (DST)[3] += S * (SRCB)[3]; \
380 } while (0)
381
382 /** Scalar multiplication */
383 #define SCALE_SCALAR_4V( DST, S, SRCB ) \
384 do { \
385 (DST)[0] = S * (SRCB)[0]; \
386 (DST)[1] = S * (SRCB)[1]; \
387 (DST)[2] = S * (SRCB)[2]; \
388 (DST)[3] = S * (SRCB)[3]; \
389 } while (0)
390
391 /** In-place scalar multiplication */
392 #define SELF_SCALE_SCALAR_4V( DST, S ) \
393 do { \
394 (DST)[0] *= S; \
395 (DST)[1] *= S; \
396 (DST)[2] *= S; \
397 (DST)[3] *= S; \
398 } while (0)
399
400 /*@}*/
401
402
403 /**********************************************************************/
404 /** \name 3-element vector operations*/
405 /*@{*/
406
407 /** Zero */
408 #define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0
409
410 /** Test for equality */
411 #define TEST_EQ_3V(a,b) \
412 ((a)[0] == (b)[0] && \
413 (a)[1] == (b)[1] && \
414 (a)[2] == (b)[2])
415
416 /** Copy a 3-element vector */
417 #define COPY_3V( DST, SRC ) \
418 do { \
419 (DST)[0] = (SRC)[0]; \
420 (DST)[1] = (SRC)[1]; \
421 (DST)[2] = (SRC)[2]; \
422 } while (0)
423
424 /** Copy a 3-element vector with cast */
425 #define COPY_3V_CAST( DST, SRC, CAST ) \
426 do { \
427 (DST)[0] = (CAST)(SRC)[0]; \
428 (DST)[1] = (CAST)(SRC)[1]; \
429 (DST)[2] = (CAST)(SRC)[2]; \
430 } while (0)
431
432 /** Copy a 3-element float vector */
433 #define COPY_3FV( DST, SRC ) \
434 do { \
435 const GLfloat *_tmp = (SRC); \
436 (DST)[0] = _tmp[0]; \
437 (DST)[1] = _tmp[1]; \
438 (DST)[2] = _tmp[2]; \
439 } while (0)
440
441 /** Subtraction */
442 #define SUB_3V( DST, SRCA, SRCB ) \
443 do { \
444 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \
445 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \
446 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \
447 } while (0)
448
449 /** Addition */
450 #define ADD_3V( DST, SRCA, SRCB ) \
451 do { \
452 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \
453 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \
454 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \
455 } while (0)
456
457 /** In-place scalar multiplication */
458 #define SCALE_3V( DST, SRCA, SRCB ) \
459 do { \
460 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \
461 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \
462 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \
463 } while (0)
464
465 /** In-place element-wise multiplication */
466 #define SELF_SCALE_3V( DST, SRC ) \
467 do { \
468 (DST)[0] *= (SRC)[0]; \
469 (DST)[1] *= (SRC)[1]; \
470 (DST)[2] *= (SRC)[2]; \
471 } while (0)
472
473 /** In-place addition */
474 #define ACC_3V( DST, SRC ) \
475 do { \
476 (DST)[0] += (SRC)[0]; \
477 (DST)[1] += (SRC)[1]; \
478 (DST)[2] += (SRC)[2]; \
479 } while (0)
480
481 /** Element-wise multiplication and addition */
482 #define ACC_SCALE_3V( DST, SRCA, SRCB ) \
483 do { \
484 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \
485 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \
486 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \
487 } while (0)
488
489 /** Scalar multiplication */
490 #define SCALE_SCALAR_3V( DST, S, SRCB ) \
491 do { \
492 (DST)[0] = S * (SRCB)[0]; \
493 (DST)[1] = S * (SRCB)[1]; \
494 (DST)[2] = S * (SRCB)[2]; \
495 } while (0)
496
497 /** In-place scalar multiplication and addition */
498 #define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \
499 do { \
500 (DST)[0] += S * (SRCB)[0]; \
501 (DST)[1] += S * (SRCB)[1]; \
502 (DST)[2] += S * (SRCB)[2]; \
503 } while (0)
504
505 /** In-place scalar multiplication */
506 #define SELF_SCALE_SCALAR_3V( DST, S ) \
507 do { \
508 (DST)[0] *= S; \
509 (DST)[1] *= S; \
510 (DST)[2] *= S; \
511 } while (0)
512
513 /** In-place scalar addition */
514 #define ACC_SCALAR_3V( DST, S ) \
515 do { \
516 (DST)[0] += S; \
517 (DST)[1] += S; \
518 (DST)[2] += S; \
519 } while (0)
520
521 /** Assignment */
522 #define ASSIGN_3V( V, V0, V1, V2 ) \
523 do { \
524 V[0] = V0; \
525 V[1] = V1; \
526 V[2] = V2; \
527 } while(0)
528
529 /*@}*/
530
531
532 /**********************************************************************/
533 /** \name 2-element vector operations*/
534 /*@{*/
535
536 /** Zero */
537 #define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0
538
539 /** Copy a 2-element vector */
540 #define COPY_2V( DST, SRC ) \
541 do { \
542 (DST)[0] = (SRC)[0]; \
543 (DST)[1] = (SRC)[1]; \
544 } while (0)
545
546 /** Copy a 2-element vector with cast */
547 #define COPY_2V_CAST( DST, SRC, CAST ) \
548 do { \
549 (DST)[0] = (CAST)(SRC)[0]; \
550 (DST)[1] = (CAST)(SRC)[1]; \
551 } while (0)
552
553 /** Copy a 2-element float vector */
554 #define COPY_2FV( DST, SRC ) \
555 do { \
556 const GLfloat *_tmp = (SRC); \
557 (DST)[0] = _tmp[0]; \
558 (DST)[1] = _tmp[1]; \
559 } while (0)
560
561 /** Subtraction */
562 #define SUB_2V( DST, SRCA, SRCB ) \
563 do { \
564 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \
565 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \
566 } while (0)
567
568 /** Addition */
569 #define ADD_2V( DST, SRCA, SRCB ) \
570 do { \
571 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \
572 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \
573 } while (0)
574
575 /** In-place scalar multiplication */
576 #define SCALE_2V( DST, SRCA, SRCB ) \
577 do { \
578 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \
579 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \
580 } while (0)
581
582 /** In-place addition */
583 #define ACC_2V( DST, SRC ) \
584 do { \
585 (DST)[0] += (SRC)[0]; \
586 (DST)[1] += (SRC)[1]; \
587 } while (0)
588
589 /** Element-wise multiplication and addition */
590 #define ACC_SCALE_2V( DST, SRCA, SRCB ) \
591 do { \
592 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \
593 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \
594 } while (0)
595
596 /** Scalar multiplication */
597 #define SCALE_SCALAR_2V( DST, S, SRCB ) \
598 do { \
599 (DST)[0] = S * (SRCB)[0]; \
600 (DST)[1] = S * (SRCB)[1]; \
601 } while (0)
602
603 /** In-place scalar multiplication and addition */
604 #define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \
605 do { \
606 (DST)[0] += S * (SRCB)[0]; \
607 (DST)[1] += S * (SRCB)[1]; \
608 } while (0)
609
610 /** In-place scalar multiplication */
611 #define SELF_SCALE_SCALAR_2V( DST, S ) \
612 do { \
613 (DST)[0] *= S; \
614 (DST)[1] *= S; \
615 } while (0)
616
617 /** In-place scalar addition */
618 #define ACC_SCALAR_2V( DST, S ) \
619 do { \
620 (DST)[0] += S; \
621 (DST)[1] += S; \
622 } while (0)
623
624 /** Assign scalers to short vectors */
625 #define ASSIGN_2V( V, V0, V1 ) \
626 do { \
627 V[0] = V0; \
628 V[1] = V1; \
629 } while(0)
630
631 /*@}*/
632
633 /** Copy \p sz elements into a homegeneous (4-element) vector, giving
634 * default values to the remaining components.
635 * The default values are chosen based on \p type.
636 */
637 static inline void
COPY_CLEAN_4V_TYPE_AS_UNION(fi_type dst[4],int sz,const fi_type src[4],GLenum type)638 COPY_CLEAN_4V_TYPE_AS_UNION(fi_type dst[4], int sz, const fi_type src[4],
639 GLenum type)
640 {
641 switch (type) {
642 case GL_FLOAT:
643 ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0),
644 FLOAT_AS_UNION(0), FLOAT_AS_UNION(1));
645 break;
646 case GL_INT:
647 ASSIGN_4V(dst, INT_AS_UNION(0), INT_AS_UNION(0),
648 INT_AS_UNION(0), INT_AS_UNION(1));
649 break;
650 case GL_UNSIGNED_INT:
651 ASSIGN_4V(dst, UINT_AS_UNION(0), UINT_AS_UNION(0),
652 UINT_AS_UNION(0), UINT_AS_UNION(1));
653 break;
654 default:
655 ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0),
656 FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); /* silence warnings */
657 assert(!"Unexpected type in COPY_CLEAN_4V_TYPE_AS_UNION macro");
658 }
659 COPY_SZ_4V(dst, sz, src);
660 }
661
662 /** \name Linear interpolation functions */
663 /*@{*/
664
665 static inline GLfloat
LINTERP(GLfloat t,GLfloat out,GLfloat in)666 LINTERP(GLfloat t, GLfloat out, GLfloat in)
667 {
668 return out + t * (in - out);
669 }
670
671 static inline void
INTERP_3F(GLfloat t,GLfloat dst[3],const GLfloat out[3],const GLfloat in[3])672 INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3])
673 {
674 dst[0] = LINTERP( t, out[0], in[0] );
675 dst[1] = LINTERP( t, out[1], in[1] );
676 dst[2] = LINTERP( t, out[2], in[2] );
677 }
678
679 static inline void
INTERP_4F(GLfloat t,GLfloat dst[4],const GLfloat out[4],const GLfloat in[4])680 INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4])
681 {
682 dst[0] = LINTERP( t, out[0], in[0] );
683 dst[1] = LINTERP( t, out[1], in[1] );
684 dst[2] = LINTERP( t, out[2], in[2] );
685 dst[3] = LINTERP( t, out[3], in[3] );
686 }
687
688 /*@}*/
689
690
691
692 /** Cross product of two 3-element vectors */
693 static inline void
CROSS3(GLfloat n[3],const GLfloat u[3],const GLfloat v[3])694 CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3])
695 {
696 n[0] = u[1] * v[2] - u[2] * v[1];
697 n[1] = u[2] * v[0] - u[0] * v[2];
698 n[2] = u[0] * v[1] - u[1] * v[0];
699 }
700
701
702 /** Dot product of two 2-element vectors */
703 static inline GLfloat
DOT2(const GLfloat a[2],const GLfloat b[2])704 DOT2(const GLfloat a[2], const GLfloat b[2])
705 {
706 return a[0] * b[0] + a[1] * b[1];
707 }
708
709 static inline GLfloat
DOT3(const GLfloat a[3],const GLfloat b[3])710 DOT3(const GLfloat a[3], const GLfloat b[3])
711 {
712 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
713 }
714
715 static inline GLfloat
DOT4(const GLfloat a[4],const GLfloat b[4])716 DOT4(const GLfloat a[4], const GLfloat b[4])
717 {
718 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
719 }
720
721
722 static inline GLfloat
LEN_SQUARED_3FV(const GLfloat v[3])723 LEN_SQUARED_3FV(const GLfloat v[3])
724 {
725 return DOT3(v, v);
726 }
727
728 static inline GLfloat
LEN_SQUARED_2FV(const GLfloat v[2])729 LEN_SQUARED_2FV(const GLfloat v[2])
730 {
731 return DOT2(v, v);
732 }
733
734
735 static inline GLfloat
LEN_3FV(const GLfloat v[3])736 LEN_3FV(const GLfloat v[3])
737 {
738 return sqrtf(LEN_SQUARED_3FV(v));
739 }
740
741 static inline GLfloat
LEN_2FV(const GLfloat v[2])742 LEN_2FV(const GLfloat v[2])
743 {
744 return sqrtf(LEN_SQUARED_2FV(v));
745 }
746
747
748 /* Normalize a 3-element vector to unit length. */
749 static inline void
NORMALIZE_3FV(GLfloat v[3])750 NORMALIZE_3FV(GLfloat v[3])
751 {
752 GLfloat len = (GLfloat) LEN_SQUARED_3FV(v);
753 if (len) {
754 len = 1.0f / sqrtf(len);
755 v[0] *= len;
756 v[1] *= len;
757 v[2] *= len;
758 }
759 }
760
761
762 /** Test two floats have opposite signs */
763 static inline GLboolean
DIFFERENT_SIGNS(GLfloat x,GLfloat y)764 DIFFERENT_SIGNS(GLfloat x, GLfloat y)
765 {
766 #ifdef _MSC_VER
767 #pragma warning( push )
768 #pragma warning( disable : 6334 ) /* sizeof operator applied to an expression with an operator may yield unexpected results */
769 #endif
770 return signbit(x) != signbit(y);
771 #ifdef _MSC_VER
772 #pragma warning( pop )
773 #endif
774 }
775
776
777 /** casts to silence warnings with some compilers */
778 #define ENUM_TO_INT(E) ((GLint)(E))
779 #define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E))
780 #define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E))
781 #define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE)
782
783
784 /* Stringify */
785 #define STRINGIFY(x) #x
786
787 /*
788 * For GL_ARB_vertex_buffer_object we need to treat vertex array pointers
789 * as offsets into buffer stores. Since the vertex array pointer and
790 * buffer store pointer are both pointers and we need to add them, we use
791 * this macro.
792 * Both pointers/offsets are expressed in bytes.
793 */
794 #define ADD_POINTERS(A, B) ( (GLubyte *) (A) + (uintptr_t) (B) )
795
796 #endif
797