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+/*-----------------------------------------------------------------
+LOG
+ GEM - Graphics Environment for Multimedia
+
+ GemFuncUtil.h
+ - contains functions for graphics
+ - part of GEM
+
+ Copyright (c) 1997-2000 Mark Danks. mark@danks.org
+ Copyright (c) Günther Geiger. geiger@epy.co.at
+ Copyright (c) 2001-2011 IOhannes m zmölnig. forum::für::umläute. IEM. zmoelnig@iem.at
+ For information on usage and redistribution, and for a DISCLAIMER OF ALL
+ WARRANTIES, see the file, "GEM.LICENSE.TERMS" in this distribution.
+
+-----------------------------------------------------------------*/
+
+#ifndef _INCLUDE__GEM_UTILS_FUNCTIONS_H_
+#define _INCLUDE__GEM_UTILS_FUNCTIONS_H_
+
+#ifdef __APPLE__
+#include <Carbon/Carbon.h>
+#endif
+
+#include "Gem/ExportDef.h"
+
+/* this should be included for ALL platforms:
+ * should we define __MMX__ for windows in there ?
+ */
+#include "Utils/SIMD.h"
+#include "Utils/GemMath.h"
+
+// for rand()
+#include <stdlib.h>
+
+///////////////////////////////////////////////////////////////////////////////
+// powerOfTwo
+// get the next higher 2^n-number (if value is'nt 2^n by itself)
+///////////////////////////////////////////////////////////////////////////////
+inline int powerOfTwo(int value)
+{
+/*
+ int x = 1;
+ // while(x <= value) x <<= 1;
+ while(x < value) x <<= 1;
+ return(x);
+*/
+// optimization from "Hacker's Delight"
+// - above loop executes in 4n+3 instructions, where n is the power of 2 of returned int
+// - below code is branch-free and only 12 instructions!
+ value = value - 1;
+ value = value | (value >> 1);
+ value = value | (value >> 2);
+ value = value | (value >> 4);
+ value = value | (value >> 8);
+ value = value | (value >> 16);
+ return (value + 1);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// min/max functions
+//
+///////////////////////////////////////////////////////////////////////////////
+#ifndef MIN
+inline int MIN(int x, int y) { return (x<y)?x:y; }
+inline float MIN(float x, float y) { return (x<y)?x:y; }
+#endif
+#ifndef MAX
+inline int MAX(int x, int y) { return (x>y)?x:y; }
+inline float MAX(float x, float y) { return (x>y)?x:y; }
+#endif
+
+inline unsigned char TRI_MAX(unsigned char v1, unsigned char v2, unsigned char v3){
+ if (v1 > v2 && v1 > v3) return(v1);
+ if (v2 > v3) return(v2);
+ return(v3);
+}
+inline unsigned char TRI_MIN(unsigned char v1, unsigned char v2, unsigned char v3){
+ if (v1 < v2 && v1 < v3) return(v1);
+ if (v2 < v3) return(v2);
+ return(v3);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Clamp functions
+//
+///////////////////////////////////////////////////////////////////////////////
+//////////
+// Clamp a value high
+inline unsigned char CLAMP_HIGH(int x)
+ { return((unsigned char )((x > 255) ? 255 : x)); }
+
+//////////
+// Clamp a value low
+inline unsigned char CLAMP_LOW(int x)
+ { return((unsigned char )((x < 0) ? 0 : x)); }
+
+//////////
+// Clamp an int to the range of an unsigned char
+inline unsigned char CLAMP(int x)
+ { return((unsigned char)((x > 255) ? 255 : ( (x < 0) ? 0 : x))); }
+
+//////////
+// Clamp a float to the range of an unsigned char
+inline unsigned char CLAMP(float x)
+ { return((unsigned char)((x > 255.f) ? 255.f : ( (x < 0.f) ? 0.f : x))); }
+
+//////////
+// Clamp a float to 0. <= x <= 1.0
+inline float FLOAT_CLAMP(float x)
+ { return((x > 1.f) ? 1.f : ( (x < 0.f) ? 0.f : x)); }
+
+/////////
+// Clamp the Y channel of YUV (16%235)
+inline unsigned char CLAMP_Y(int x)
+ { return((unsigned char)((x > 235) ? 235 : ( (x < 16) ? 16 : x))); }
+
+///////////////////////////////////////////////////////////////////////////////
+// Multiply and interpolation
+//
+///////////////////////////////////////////////////////////////////////////////
+//////////
+// Exactly multiply two unsigned chars
+// This avoids a float value (important on Intel...)
+// From Alvy Ray Smith paper
+inline unsigned char INT_MULT(unsigned int a, unsigned int b)
+ { int t = (unsigned int)a * (unsigned int)b + 0x80;
+ return((unsigned char)(((t >> 8) + t) >> 8)); }
+
+//////////
+// Exactly LERPs two values
+// This avoids a float value (important on Intel...)
+// From Alvy Ray Smith paper
+inline unsigned char INT_LERP(unsigned int p, unsigned int q, unsigned int a)
+ { return((unsigned char)(p + INT_MULT(a, q - p))); }
+
+//////////
+// Floating point LERP
+inline float FLOAT_LERP(float p, float q, float a)
+ { return( a * (q - p) + p); }
+
+
+///////////////////////////////////////////////////////////////////////////////
+// Step function
+//
+///////////////////////////////////////////////////////////////////////////////
+inline int stepFunc(float x, float a)
+ { return(x >= a); }
+inline int stepFunc(int x, int a)
+ { return(x >= a); }
+inline int stepFunc(unsigned char x, unsigned char a)
+ { return(x >= a); }
+
+///////////////////////////////////////////////////////////////////////////////
+// Pulse function
+//
+///////////////////////////////////////////////////////////////////////////////
+inline int pulseFunc(float x, float a, float b)
+ { return(stepFunc(a, x) - stepFunc(b, x)); }
+inline int pulseFunc(int x, int a, int b)
+ { return(stepFunc(a, x) - stepFunc(b, x)); }
+inline int pulseFunc(unsigned char x, unsigned char a, unsigned char b)
+ { return(stepFunc(a, x) - stepFunc(b, x)); }
+
+
+///////////////////////////////////////////////////////////////////////////////
+// Clamp function
+//
+///////////////////////////////////////////////////////////////////////////////
+inline float clampFunc(float x, float a, float b)
+ { return(x < a ? a : (x > b ? b : x)); }
+inline int clampFunc(int x, int a, int b)
+ { return(x < a ? a : (x > b ? b : x)); }
+inline unsigned char clampFunc(unsigned char x, unsigned char a, unsigned char b)
+ { return(x < a ? a : (x > b ? b : x)); }
+inline void* clampFunc(void* x, void* a, void* b)
+ { return(x < a ? a : (x > b ? b : x)); }
+/*
+ inline int GateInt(int nValue,int nMin,int nMax)
+ inline float GateFlt(float nValue,float nMin,float nMax)
+ inline void* GatePtr(void* pValue,void* pMin,void* pMax)
+*/
+
+
+///////////////////////////////////////////////////////////////////////////////
+// absolute integer
+//
+///////////////////////////////////////////////////////////////////////////////
+inline int AbsInt(int inValue) { return (inValue>0)?inValue:-inValue; }
+static inline int GetSign(int inValue) { return (inValue<0)?-1:1; }
+
+///////////////////////////////////////////////////////////////////////////////
+// wrapping functions for integers
+//
+///////////////////////////////////////////////////////////////////////////////
+
+inline int GetTiled(int inValue,const int nMax) {
+ int nOutValue=(inValue%nMax);
+ if (nOutValue<0)nOutValue=((nMax-1)+nOutValue);
+ return nOutValue;
+}
+
+inline int GetMirrored(int inValue,const int nMax) {
+ const int nTwoMax=(nMax*2);
+ int nOutValue=GetTiled(inValue,nTwoMax);
+ if (nOutValue>=nMax)nOutValue=((nTwoMax-1)-nOutValue);
+ return nOutValue;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+// 2D-algebra
+//
+///////////////////////////////////////////////////////////////////////////////
+static inline void Get2dTangent(float inX,float inY,float* poutX,float* poutY) {
+ *poutX=inY;
+ *poutY=-inX;
+}
+///////////////////////////////////////////////////////////////////////////////
+// 2D-dot product
+///////////////////////////////////////////////////////////////////////////////
+static inline float Dot2d(float Ax,float Ay,float Bx,float By) {
+ return ((Ax*Bx)+(Ay*By));
+}
+///////////////////////////////////////////////////////////////////////////////
+// 2D-vector normalization
+///////////////////////////////////////////////////////////////////////////////
+static inline void Normalise2d(float* pX,float* pY) {
+ const float MagSqr=Dot2d(*pX,*pY,*pX,*pY);
+ float Magnitude=(float)sqrt(MagSqr);
+ if (Magnitude<=0.0f) {
+ Magnitude=0.001f;
+ }
+ const float RecipMag=1.0f/Magnitude;
+
+ *pX*=RecipMag;
+ *pY*=RecipMag;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// higher algebra
+//
+///////////////////////////////////////////////////////////////////////////////
+inline float GetRandomFloat(void) {
+ return rand()/static_cast<float>(RAND_MAX);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+// Smooth step function (3x^2 - 2x^3)
+//
+///////////////////////////////////////////////////////////////////////////////
+GEM_EXTERN extern float smoothStep(float x, float a, float b);
+GEM_EXTERN extern int smoothStep(int x, int a, int b);
+GEM_EXTERN extern unsigned char smoothStep(unsigned char x, unsigned char a, unsigned char b);
+
+///////////////////////////////////////////////////////////////////////////////
+// Bias function
+//
+// Remap unit interval (curve)
+// If a == 0.5, then is linear mapping.
+///////////////////////////////////////////////////////////////////////////////
+GEM_EXTERN extern float biasFunc(float x, float a);
+
+///////////////////////////////////////////////////////////////////////////////
+// Gain function
+//
+// Remap unit interval (S-curve)
+// Will always return 0.5 when x is 0.5
+// If a == 0.5, then is linear mapping.
+///////////////////////////////////////////////////////////////////////////////
+GEM_EXTERN extern float gainFunc(float x, float a);
+
+///////////////////////////////////////////////////////////////////////////////
+// Linear function
+//
+// val should be 0 <= val <= 1.
+// ret should point at a float of enough dimensions to hold the returned value
+// For instance, numDimen == 2, should have a ret[2]
+// numDimen is the number of dimensions to compute
+// npnts is the number of points per dimension.
+//
+///////////////////////////////////////////////////////////////////////////////
+GEM_EXTERN extern void linearFunc(float val, float *ret, int numDimen, int npnts, float *pnts);
+
+///////////////////////////////////////////////////////////////////////////////
+// Spline function
+//
+// val should be 0 <= val <= 1.
+// ret should point at a float of enough dimensions to hold the returned value
+// For instance, numDimen == 2, should have a ret[2]
+// numDimen is the number of dimensions to compute
+// nknots is the number of knots per dimension.
+// There must be at least four knots!
+//
+// Thanks to
+// _Texturing and Modeling: A Procedural Approach_
+// David S. Ebert, Ed.
+///////////////////////////////////////////////////////////////////////////////
+GEM_EXTERN extern void splineFunc(float val, float *ret, int numDimen, int nknots, float *knot);
+
+
+///////////////////////////////////////////////////////////////////////////////
+// Pixel access functions
+//
+///////////////////////////////////////////////////////////////////////////////
+//
+// Accelerated Pixel Manipulations
+// This is sort on a vector operation on 8 chars at the same time .... could be
+// implemented in MMX
+// Alpha channel is not added !! (would be nr 3 and 7)
+
+#define ADD8_NOALPHA(a,b) \
+ ((unsigned char*)(a))[0] = CLAMP_HIGH((int)((unsigned char*)(a))[0] + ((unsigned char*)(b))[0]);\
+ ((unsigned char*)(a))[1] = CLAMP_HIGH((int)((unsigned char*)(a))[1] + ((unsigned char*)(b))[1]);\
+ ((unsigned char*)(a))[2] = CLAMP_HIGH((int)((unsigned char*)(a))[2] + ((unsigned char*)(b))[2]);\
+ ((unsigned char*)(a))[4] = CLAMP_HIGH((int)((unsigned char*)(a))[4] + ((unsigned char*)(b))[4]);\
+ ((unsigned char*)(a))[5] = CLAMP_HIGH((int)((unsigned char*)(a))[5] + ((unsigned char*)(b))[5]);\
+ ((unsigned char*)(a))[6] = CLAMP_HIGH((int)((unsigned char*)(a))[6] + ((unsigned char*)(b))[6]);\
+
+#define SUB8_NOALPHA(a,b) \
+ ((unsigned char*)(a))[0] = CLAMP_LOW((int)((unsigned char*)(a))[0] - ((unsigned char*)(b))[0]);\
+ ((unsigned char*)(a))[1] = CLAMP_LOW((int)((unsigned char*)(a))[1] - ((unsigned char*)(b))[1]);\
+ ((unsigned char*)(a))[2] = CLAMP_LOW((int)((unsigned char*)(a))[2] - ((unsigned char*)(b))[2]);\
+ ((unsigned char*)(a))[4] = CLAMP_LOW((int)((unsigned char*)(a))[4] - ((unsigned char*)(b))[4]);\
+ ((unsigned char*)(a))[5] = CLAMP_LOW((int)((unsigned char*)(a))[5] - ((unsigned char*)(b))[5]);\
+ ((unsigned char*)(a))[6] = CLAMP_LOW((int)((unsigned char*)(a))[6] - ((unsigned char*)(b))[6]);\
+
+#define ADD8(a,b) \
+ ((unsigned char*)(a))[0] = CLAMP_HIGH((int)((unsigned char*)(a))[0] + ((unsigned char*)(b))[0]);\
+ ((unsigned char*)(a))[1] = CLAMP_HIGH((int)((unsigned char*)(a))[1] + ((unsigned char*)(b))[1]);\
+ ((unsigned char*)(a))[2] = CLAMP_HIGH((int)((unsigned char*)(a))[2] + ((unsigned char*)(b))[2]);\
+ ((unsigned char*)(a))[3] = CLAMP_HIGH((int)((unsigned char*)(a))[3] + ((unsigned char*)(b))[3]);\
+ ((unsigned char*)(a))[4] = CLAMP_HIGH((int)((unsigned char*)(a))[4] + ((unsigned char*)(b))[4]);\
+ ((unsigned char*)(a))[5] = CLAMP_HIGH((int)((unsigned char*)(a))[5] + ((unsigned char*)(b))[5]);\
+ ((unsigned char*)(a))[6] = CLAMP_HIGH((int)((unsigned char*)(a))[6] + ((unsigned char*)(b))[6]);\
+ ((unsigned char*)(a))[7] = CLAMP_HIGH((int)((unsigned char*)(a))[7] + ((unsigned char*)(b))[7]);\
+
+#define SUB8(a,b) \
+ ((unsigned char*)(a))[0] = CLAMP_LOW((int)((unsigned char*)(a))[0] - ((unsigned char*)(b))[0]);\
+ ((unsigned char*)(a))[1] = CLAMP_LOW((int)((unsigned char*)(a))[1] - ((unsigned char*)(b))[1]);\
+ ((unsigned char*)(a))[2] = CLAMP_LOW((int)((unsigned char*)(a))[2] - ((unsigned char*)(b))[2]);\
+ ((unsigned char*)(a))[3] = CLAMP_LOW((int)((unsigned char*)(a))[3] - ((unsigned char*)(b))[3]);\
+ ((unsigned char*)(a))[4] = CLAMP_LOW((int)((unsigned char*)(a))[4] - ((unsigned char*)(b))[4]);\
+ ((unsigned char*)(a))[5] = CLAMP_LOW((int)((unsigned char*)(a))[5] - ((unsigned char*)(b))[5]);\
+ ((unsigned char*)(a))[6] = CLAMP_LOW((int)((unsigned char*)(a))[6] - ((unsigned char*)(b))[6]);\
+ ((unsigned char*)(a))[7] = CLAMP_LOW((int)((unsigned char*)(a))[7] - ((unsigned char*)(b))[7]);\
+
+
+
+#ifdef __APPLE__
+//Ian Ollman's function to determine the cache prefetch for altivec vec_dst()
+inline UInt32 GetPrefetchConstant( int blockSizeInVectors, int blockCount, int blockStride )
+{
+ return ((blockSizeInVectors << 24) & 0x1F000000) | ((blockCount << 16) & 0x00FF0000) | (blockStride & 0xFFFF);
+}
+#endif
+
+
+#endif // for header file
+