#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 )
+/** Convert GLbyte to GLfloat while preserving zero */
+#define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B))
+
+
/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */
#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F))
/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */
-#define FLOAT_TO_BYTE_TEX(X) ( (GLint) (127.0F * (X)) )
-
+#define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 )
/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */
#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F))
/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */
#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 )
+/** Convert GLshort to GLfloat while preserving zero */
+#define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S))
+
/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */
#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F))
#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15)))
#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16)))
#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \
- us = ( (GLushort) IROUND( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
+ us = ( (GLushort) F_TO_I( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
#define CLAMPED_FLOAT_TO_USHORT(us, f) \
- us = ( (GLushort) IROUND( (f) * 65535.0F) )
+ us = ( (GLushort) F_TO_I( (f) * 65535.0F) )
#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \
- s = ( (GLshort) IROUND( CLAMP((f), -1.0F, 1.0F) * 32767.0F) )
+ s = ( (GLshort) F_TO_I( CLAMP((f), -1.0F, 1.0F) * 32767.0F) )
/***
*** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255]
} while (0)
#else
#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \
- ub = ((GLubyte) IROUND(CLAMP((f), 0.0F, 1.0F) * 255.0F))
+ ub = ((GLubyte) F_TO_I(CLAMP((f), 0.0F, 1.0F) * 255.0F))
#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \
- ub = ((GLubyte) IROUND((f) * 255.0F))
+ ub = ((GLubyte) F_TO_I((f) * 255.0F))
#endif
/*@}*/
#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i))
/** Stepping a GLfloat[4] pointer by a byte stride */
#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i))
-/** Stepping a GLchan[4] pointer by a byte stride */
-#define STRIDE_4CHAN(p, i) (p = (GLchan (*)[4])((GLubyte *)p + i))
-/** Stepping a GLchan pointer by a byte stride */
-#define STRIDE_CHAN(p, i) (p = (GLchan *)((GLubyte *)p + i))
/** Stepping a \p t pointer by a byte stride */
#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i))
*/
#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT)))
-/* Can do better with integer math
- */
-#define INTERP_UB( t, dstub, outub, inub ) \
-do { \
- GLfloat inf = UBYTE_TO_FLOAT( inub ); \
- GLfloat outf = UBYTE_TO_FLOAT( outub ); \
- GLfloat dstf = LINTERP( t, outf, inf ); \
- UNCLAMPED_FLOAT_TO_UBYTE( dstub, dstf ); \
-} while (0)
-
-#define INTERP_CHAN( t, dstc, outc, inc ) \
-do { \
- GLfloat inf = CHAN_TO_FLOAT( inc ); \
- GLfloat outf = CHAN_TO_FLOAT( outc ); \
- GLfloat dstf = LINTERP( t, outf, inf ); \
- UNCLAMPED_FLOAT_TO_CHAN( dstc, dstf ); \
-} while (0)
-
-#define INTERP_UI( t, dstui, outui, inui ) \
- dstui = (GLuint) (GLint) LINTERP( (t), (GLfloat) (outui), (GLfloat) (inui) )
-
#define INTERP_F( t, dstf, outf, inf ) \
dstf = LINTERP( t, outf, inf )
dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \
} while (0)
-#define INTERP_4CHAN( t, dst, out, in ) \
-do { \
- INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \
- INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \
- INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \
- INTERP_CHAN( (t), (dst)[3], (out)[3], (in)[3] ); \
-} while (0)
-
-#define INTERP_3CHAN( t, dst, out, in ) \
-do { \
- INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \
- INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \
- INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \
-} while (0)
-
-#define INTERP_SZ( t, vec, to, out, in, sz ) \
-do { \
- switch (sz) { \
- case 4: vec[to][3] = LINTERP( (t), (vec)[out][3], (vec)[in][3] ); \
- case 3: vec[to][2] = LINTERP( (t), (vec)[out][2], (vec)[in][2] ); \
- case 2: vec[to][1] = LINTERP( (t), (vec)[out][1], (vec)[in][1] ); \
- case 1: vec[to][0] = LINTERP( (t), (vec)[out][0], (vec)[in][0] ); \
- } \
-} while(0)
-
/*@}*/
/** 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] )
#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \
(a)[2]*(b)[2] + (a)[3]*(b)[3] )
-/** Dot product of two 4-element vectors */
-#define DOT4V(v,a,b,c,d) (v[0]*(a) + v[1]*(b) + v[2]*(c) + v[3]*(d))
-
/** Cross product of two 3-element vectors */
#define CROSS3(n, u, v) \
#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))