#include "imports.h"
Integer / float conversion for colors, normals, etc. | |
| #define | UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)] |
| #define | FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F)) |
| Convert GLfloat in [0.0,1.0] to GLubyte in [0,255]. More... | |
| #define | BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F)) |
| Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0]. More... | |
| #define | FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 ) |
| Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127]. More... | |
| #define | USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) |
| Convert GLushort in [0,65536] to GLfloat in [0.0,1.0]. More... | |
| #define | FLOAT_TO_USHORT(X) ((GLushort) (GLint) ((X) * 65535.0F)) |
| Convert GLfloat in [0.0,1.0] to GLushort in [0,65536]. More... | |
| #define | SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)) |
| Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0]. More... | |
| #define | FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) |
| Convert GLfloat in [0.0,1.0] to GLshort in [-32768,32767]. More... | |
| #define | UINT_TO_FLOAT(U) ((GLfloat) (U) * (1.0F / 4294967295.0F)) |
| Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0]. More... | |
| #define | FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) |
| Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295]. More... | |
| #define | INT_TO_FLOAT(I) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0F)) |
| Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0]. More... | |
| #define | FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) |
| Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647]. More... | |
| #define | BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b))) |
| #define | SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7))) |
| #define | USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8)) |
| #define | INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23))) |
| #define | UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24)) |
| #define | BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255))) |
| #define | UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b)) |
| #define | SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767)))) |
| #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), 0.0, 1.0) * 65535.0F) ) |
| #define | CLAMPED_FLOAT_TO_USHORT(us, f) us = ( (GLushort) IROUND( (f) * 65535.0F) ) |
| GLfloat | _mesa_ubyte_to_float_color_tab [256] |
| Convert GLubyte in [0,255] to GLfloat in [0.0,1.0]. More... | |
4-element vector operations | |
| #define | ZERO_4V(DST) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 |
| Zero. More... | |
| #define | TEST_EQ_4V(a, b) |
| Test for equality. More... | |
| #define | TEST_EQ_4UBV(DST, SRC) TEST_EQ_4V(DST, SRC) |
| Test for equality (unsigned bytes). More... | |
| #define | COPY_4V(DST, SRC) |
| Copy a 4-element vector. More... | |
| #define | COPY_4V_CAST(DST, SRC, CAST) |
| Copy a 4-element vector with cast. More... | |
| #define | COPY_4UBV(DST, SRC) |
| Copy a 4-element unsigned byte vector. More... | |
| #define | COPY_4FV(DST, SRC) |
| Copy a 4-element float vector (Use COPY_FLOAT to avoid loading FPU). More... | |
| #define | COPY_SZ_4V(DST, SZ, SRC) |
Copy SZ elements into a 4-element vector. More... | |
| #define | COPY_CLEAN_4V(DST, SZ, SRC) |
Copy SZ elements into a homegeneous (4-element) vector, giving default values to the remaining. More... | |
| #define | SUB_4V(DST, SRCA, SRCB) |
| Subtraction. More... | |
| #define | ADD_4V(DST, SRCA, SRCB) |
| Addition. More... | |
| #define | SCALE_4V(DST, SRCA, SRCB) |
| Element-wise multiplication. More... | |
| #define | ACC_4V(DST, SRC) |
| In-place addition. More... | |
| #define | ACC_SCALE_4V(DST, SRCA, SRCB) |
| Element-wise multiplication and addition. More... | |
| #define | ACC_SCALE_SCALAR_4V(DST, S, SRCB) |
| In-place scalar multiplication and addition. More... | |
| #define | SCALE_SCALAR_4V(DST, S, SRCB) |
| Scalar multiplication. More... | |
| #define | SELF_SCALE_SCALAR_4V(DST, S) |
| In-place scalar multiplication. More... | |
| #define | ASSIGN_4V(V, V0, V1, V2, V3) |
| Assignment. More... | |
3-element vector operations | |
| #define | ZERO_3V(DST) (DST)[0] = (DST)[1] = (DST)[2] = 0 |
| Zero. More... | |
| #define | TEST_EQ_3V(a, b) |
| Test for equality. More... | |
| #define | COPY_3V(DST, SRC) |
| Copy a 3-element vector. More... | |
| #define | COPY_3V_CAST(DST, SRC, CAST) |
| Copy a 3-element vector with cast. More... | |
| #define | COPY_3FV(DST, SRC) |
| Copy a 3-element float vector. More... | |
| #define | SUB_3V(DST, SRCA, SRCB) |
| Subtraction. More... | |
| #define | ADD_3V(DST, SRCA, SRCB) |
| Addition. More... | |
| #define | SCALE_3V(DST, SRCA, SRCB) |
| In-place scalar multiplication. More... | |
| #define | SELF_SCALE_3V(DST, SRC) |
| In-place element-wise multiplication. More... | |
| #define | ACC_3V(DST, SRC) |
| In-place addition. More... | |
| #define | ACC_SCALE_3V(DST, SRCA, SRCB) |
| Element-wise multiplication and addition. More... | |
| #define | SCALE_SCALAR_3V(DST, S, SRCB) |
| Scalar multiplication. More... | |
| #define | ACC_SCALE_SCALAR_3V(DST, S, SRCB) |
| In-place scalar multiplication and addition. More... | |
| #define | SELF_SCALE_SCALAR_3V(DST, S) |
| In-place scalar multiplication. More... | |
| #define | ACC_SCALAR_3V(DST, S) |
| In-place scalar addition. More... | |
| #define | ASSIGN_3V(V, V0, V1, V2) |
| Assignment. More... | |
2-element vector operations | |
| #define | ZERO_2V(DST) (DST)[0] = (DST)[1] = 0 |
| Zero. More... | |
| #define | COPY_2V(DST, SRC) |
| Copy a 2-element vector. More... | |
| #define | COPY_2V_CAST(DST, SRC, CAST) |
| Copy a 2-element vector with cast. More... | |
| #define | COPY_2FV(DST, SRC) |
| Copy a 2-element float vector. More... | |
| #define | SUB_2V(DST, SRCA, SRCB) |
| Subtraction. More... | |
| #define | ADD_2V(DST, SRCA, SRCB) |
| Addition. More... | |
| #define | SCALE_2V(DST, SRCA, SRCB) |
| In-place scalar multiplication. More... | |
| #define | ACC_2V(DST, SRC) |
| In-place addition. More... | |
| #define | ACC_SCALE_2V(DST, SRCA, SRCB) |
| Element-wise multiplication and addition. More... | |
| #define | SCALE_SCALAR_2V(DST, S, SRCB) |
| Scalar multiplication. More... | |
| #define | ACC_SCALE_SCALAR_2V(DST, S, SRCB) |
| In-place scalar multiplication and addition. More... | |
| #define | SELF_SCALE_SCALAR_2V(DST, S) |
| In-place scalar multiplication. More... | |
| #define | ACC_SCALAR_2V(DST, S) |
| In-place scalar addition. More... | |
| #define | LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT))) |
| Linear interpolation. More... | |
| #define | INTERP_UB(t, dstub, outub, inub) |
| #define | INTERP_CHAN(t, dstc, outc, inc) |
| #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 ) |
| #define | INTERP_4F(t, dst, out, in) |
| #define | INTERP_3F(t, dst, out, in) |
| #define | INTERP_4CHAN(t, dst, out, in) |
| #define | INTERP_3CHAN(t, dst, out, in) |
| #define | INTERP_SZ(t, vec, to, out, in, sz) |
| #define | ASSIGN_2V(V, V0, V1) |
| Assign scalers to short vectors. More... | |
Defines | |
| #define | STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i)) |
| Stepping a GLfloat pointer by a byte stride. More... | |
| #define | STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i)) |
| Stepping a GLuint pointer by a byte stride. More... | |
| #define | STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i)) |
| Stepping a GLubyte[4] pointer by a byte stride. More... | |
| #define | STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i)) |
| Stepping a GLfloat[4] pointer by a byte stride. More... | |
| #define | STRIDE_4CHAN(p, i) (p = (GLchan (*)[4])((GLubyte *)p + i)) |
| Stepping a GLchan[4] pointer by a byte stride. More... | |
| #define | STRIDE_CHAN(p, i) (p = (GLchan *)((GLubyte *)p + i)) |
| Stepping a GLchan pointer by a byte stride. More... | |
| #define | STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i)) |
Stepping a t pointer by a byte stride. More... | |
| #define | CLAMP(X, MIN, MAX) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) |
| Clamp X to [MIN,MAX]. More... | |
| #define | CLAMP_SELF(x, mn, mx) ( (x)<(mn) ? ((x) = (mn)) : ((x)>(mx) ? ((x)=(mx)) : (x)) ) |
| Assign X to CLAMP(X, MIN, MAX). More... | |
| #define | MIN2(A, B) ( (A)<(B) ? (A) : (B) ) |
| Minimum of two values:. More... | |
| #define | MAX2(A, B) ( (A)>(B) ? (A) : (B) ) |
| Maximum of two values:. More... | |
| #define | DOT2(a, b) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] ) |
| Dot product of two 2-element vectors. More... | |
| #define | DOT3(a, b) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] ) |
| Dot product of two 3-element vectors. More... | |
| #define | DOT4(a, b) |
| Dot product of two 4-element vectors. More... | |
| #define | DOT4V(v, a, b, c, d) (v[0]*(a) + v[1]*(b) + v[2]*(c) + v[3]*(d)) |
| Dot product of two 4-element vectors. More... | |
| #define | CROSS3(n, u, v) |
| Cross product of two 3-element vectors. More... | |
| #define | NORMALIZE_3FV(V) |
| #define | LEN_3FV(V) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])) |
| #define | LEN_2FV(V) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1])) |
| #define | LEN_SQUARED_3FV(V) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]) |
| #define | LEN_SQUARED_2FV(V) ((V)[0]*(V)[0]+(V)[1]*(V)[1]) |
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Value: do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
} while (0)
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Value: do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
(DST)[2] += (SRC)[2]; \
} while (0)
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Value: do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
(DST)[2] += (SRC)[2]; \
(DST)[3] += (SRC)[3]; \
} while (0)
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Value: do { \
(DST)[0] += S; \
(DST)[1] += S; \
} while (0)
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Value: do { \
(DST)[0] += S; \
(DST)[1] += S; \
(DST)[2] += S; \
} while (0)
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Value: do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \
(DST)[3] += (SRCA)[3] * (SRCB)[3]; \
} while (0)
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Value: do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
(DST)[2] += S * (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
(DST)[2] += S * (SRCB)[2]; \
(DST)[3] += S * (SRCB)[3]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \
(DST)[3] = (SRCA)[3] + (SRCB)[3]; \
} while (0)
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Value: do { \
V[0] = V0; \
V[1] = V1; \
} while(0)
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Value: do { \
V[0] = V0; \
V[1] = V1; \
V[2] = V2; \
} while(0)
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Value: do { \
V[0] = V0; \
V[1] = V1; \
V[2] = V2; \
V[3] = V3; \
} while(0)
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Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0].
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Clamp X to [MIN,MAX].
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Assign X to CLAMP(X, MIN, MAX).
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Value: do { \
const GLfloat *_tmp = (SRC); \
(DST)[0] = _tmp[0]; \
(DST)[1] = _tmp[1]; \
} while (0)
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Value: do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
} while (0)
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Value: do { \
(DST)[0] = (CAST)(SRC)[0]; \
(DST)[1] = (CAST)(SRC)[1]; \
} while (0)
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Value: do { \
const GLfloat *_tmp = (SRC); \
(DST)[0] = _tmp[0]; \
(DST)[1] = _tmp[1]; \
(DST)[2] = _tmp[2]; \
} while (0)
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Value: do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
(DST)[2] = (SRC)[2]; \
} while (0)
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Value: do { \
(DST)[0] = (CAST)(SRC)[0]; \
(DST)[1] = (CAST)(SRC)[1]; \
(DST)[2] = (CAST)(SRC)[2]; \
} while (0)
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Value: do { \
COPY_FLOAT((DST)[0], (SRC)[0]); \
COPY_FLOAT((DST)[1], (SRC)[1]); \
COPY_FLOAT((DST)[2], (SRC)[2]); \
COPY_FLOAT((DST)[3], (SRC)[3]); \
} while (0)
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Value: do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
(DST)[2] = (SRC)[2]; \
(DST)[3] = (SRC)[3]; \
} while (0)
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Value: do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
(DST)[2] = (SRC)[2]; \
(DST)[3] = (SRC)[3]; \
} while (0)
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Value: do { \
(DST)[0] = (CAST)(SRC)[0]; \
(DST)[1] = (CAST)(SRC)[1]; \
(DST)[2] = (CAST)(SRC)[2]; \
(DST)[3] = (CAST)(SRC)[3]; \
} while (0)
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Value: do { \
ASSIGN_4V( DST, 0, 0, 0, 1 ); \
COPY_SZ_4V( DST, SZ, SRC ); \
} while (0)SZ elements into a homegeneous (4-element) vector, giving default values to the remaining.
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Value: do { \
switch (SZ) { \
case 4: (DST)[3] = (SRC)[3]; \
case 3: (DST)[2] = (SRC)[2]; \
case 2: (DST)[1] = (SRC)[1]; \
case 1: (DST)[0] = (SRC)[0]; \
} \
} while(0)SZ elements into a 4-element vector.
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Value: do { \
(n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \
(n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \
(n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]; \
} while (0)
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Dot product of two 2-element vectors.
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Dot product of two 3-element vectors.
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Value: ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \
(a)[2]*(b)[2] + (a)[3]*(b)[3] )
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Dot product of two 4-element vectors.
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Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127].
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Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647].
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Convert GLfloat in [0.0,1.0] to GLshort in [-32768,32767].
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Convert GLfloat in [0.0,1.0] to GLubyte in [0,255].
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Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295].
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Convert GLfloat in [0.0,1.0] to GLushort in [0,65536].
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Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0].
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Value: 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) |
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Value: |
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Value: 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) |
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Value: |
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Value: 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) |
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Value: 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) |
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Value: 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) |
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Linear interpolation.
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Maximum of two values:.
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Minimum of two values:.
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Value: do { \
GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \
if (len) { \
len = INV_SQRTF(len); \
(V)[0] = (GLfloat) ((V)[0] * len); \
(V)[1] = (GLfloat) ((V)[1] * len); \
(V)[2] = (GLfloat) ((V)[2] * len); \
} \
} while(0) |
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Value: do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \
(DST)[3] = (SRCA)[3] * (SRCB)[3]; \
} while (0)
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Value: do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
(DST)[2] = S * (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
(DST)[2] = S * (SRCB)[2]; \
(DST)[3] = S * (SRCB)[3]; \
} while (0)
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Value: do { \
(DST)[0] *= (SRC)[0]; \
(DST)[1] *= (SRC)[1]; \
(DST)[2] *= (SRC)[2]; \
} while (0)
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Value: do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
} while (0)
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Value: do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
(DST)[2] *= S; \
} while (0)
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Value: do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
(DST)[2] *= S; \
(DST)[3] *= S; \
} while (0)
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Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0].
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Stepping a GLchan[4] pointer by a byte stride.
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Stepping a GLfloat[4] pointer by a byte stride.
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Stepping a GLubyte[4] pointer by a byte stride.
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Stepping a GLchan pointer by a byte stride.
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Stepping a GLfloat pointer by a byte stride.
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Stepping a
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Stepping a GLuint pointer by a byte stride.
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Value: do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
} while (0)
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Value: do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
(DST)[3] = (SRCA)[3] - (SRCB)[3]; \
} while (0)
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Value: ((a)[0] == (b)[0] && \
(a)[1] == (b)[1] && \
(a)[2] == (b)[2])
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Test for equality (unsigned bytes).
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Value: ((a)[0] == (b)[0] && \
(a)[1] == (b)[1] && \
(a)[2] == (b)[2] && \
(a)[3] == (b)[3])
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Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0].
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Convert GLushort in [0,65536] to GLfloat in [0.0,1.0].
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Zero.
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Zero.
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Zero.
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Convert GLubyte in [0,255] to GLfloat in [0.0,1.0].
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1.2.13.1 written by Dimitri van Heesch,
© 1997-2001