/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef SE_INCL_FUNCTIONS_H #define SE_INCL_FUNCTIONS_H #ifdef PRAGMA_ONCE #pragma once #endif // asm shortcuts #define O offset #define Q qword ptr #define D dword ptr #define W word ptr #define B byte ptr /* * template implementations */ template inline Type Abs( const Type x) { return ( x>=Type(0) ? x : -x ); } template inline Type Max( const Type a, const Type b) { return ( a inline Type Min( const Type a, const Type b) { return ( a>b ? b : a ); } // linear interpolation template inline Type Lerp( const Type x0, const Type x1, const FLOAT fRatio) { if( fRatio==0) return x0; else if( fRatio==1) return x1; else return ((Type) (x0+(x1-x0)*fRatio)); } template inline Type Sgn( const Type x) { return (x)>Type(0) ? Type(1):( x<0 ? Type(-1):Type(0) ); } template inline Type SgnNZ( const Type x) { return (x)>=Type(0) ? Type(1):Type(-1); } template inline void Swap( Type &a, Type &b) { Type t=a; a=b; b=t; } template inline Type ClampUp( const Type x, const Type uplimit) { return ( x<=uplimit ? x : uplimit ); } template inline Type ClampDn( const Type x, const Type dnlimit) { return ( x>=dnlimit ? x : dnlimit ); } template inline Type Clamp( const Type x, const Type dnlimit, const Type uplimit) { return ( x>=dnlimit ? (x<=uplimit ? x : uplimit): dnlimit ); } /* * fast implementations */ inline DOUBLE Abs( const DOUBLE f) { return fabs(f); } inline FLOAT Abs( const FLOAT f) { return (FLOAT)fabs(f); } inline SLONG Abs( const SLONG sl) { return labs(sl); } /* inline FLOAT Min( const FLOAT fA, const FLOAT fB) { FLOAT fRet; __asm { fld D [fA] fld D [fB] fucomi st(0),st(1) fcmovnb st(0),st(1) ffree st(1) fstp D [fRet] } return fRet; } inline FLOAT Max( const FLOAT fA, const FLOAT fB) { FLOAT fRet; __asm { fld D [fA] fld D [fB] fucomi st(0),st(1) fcmovb st(0),st(1) ffree st(1) fstp D [fRet] } return fRet; } inline SLONG Min( const SLONG slA, const SLONG slB) { SLONG slRet; __asm { mov eax,D [slA] cmp eax,D [slB] cmovg eax,D [slB] mov D [slRet],eax } return slRet; } inline ULONG Min( const ULONG slA, const ULONG slB) { ULONG ulRet; __asm { mov eax,D [slA] cmp eax,D [slB] cmova eax,D [slB] mov D [ulRet],eax } return ulRet; } inline SLONG Max( const SLONG slA, const SLONG slB) { SLONG slRet; __asm { mov eax,D [slA] cmp eax,D [slB] cmovl eax,D [slB] mov D [slRet],eax } return slRet; } inline ULONG Max( const ULONG slA, const ULONG slB) { ULONG ulRet; __asm { mov eax,D [slA] cmp eax,D [slB] cmovb eax,D [slB] mov D [ulRet],eax } return ulRet; } inline FLOAT ClampUp( const FLOAT f, const FLOAT fuplimit) { FLOAT fRet; __asm { fld D [fuplimit] fld D [f] fucomi st(0),st(1) fcmovnb st(0),st(1) fstp D [fRet] fstp st(0) } return fRet; } inline FLOAT ClampDn( const FLOAT f, const FLOAT fdnlimit) { FLOAT fRet; __asm { fld D [fdnlimit] fld D [f] fucomi st(0),st(1) fcmovb st(0),st(1) fstp D [fRet] fstp st(0) } return fRet; } inline FLOAT Clamp( const FLOAT f, const FLOAT fdnlimit, const FLOAT fuplimit) { FLOAT fRet; __asm { fld D [fdnlimit] fld D [fuplimit] fld D [f] fucomi st(0),st(2) fcmovb st(0),st(2) fucomi st(0),st(1) fcmovnb st(0),st(1) fstp D [fRet] fcompp } return fRet; } inline SLONG ClampDn( const SLONG sl, const SLONG sldnlimit) { SLONG slRet; __asm { mov eax,D [sl] cmp eax,D [sldnlimit] cmovl eax,D [sldnlimit] mov D [slRet],eax } return slRet; } inline SLONG ClampUp( const SLONG sl, const SLONG sluplimit) { SLONG slRet; __asm { mov eax,D [sl] cmp eax,D [sluplimit] cmovg eax,D [sluplimit] mov D [slRet],eax } return slRet; } inline SLONG Clamp( const SLONG sl, const SLONG sldnlimit, const SLONG sluplimit) { SLONG slRet; __asm { mov eax,D [sl] cmp eax,D [sldnlimit] cmovl eax,D [sldnlimit] cmp eax,D [sluplimit] cmovg eax,D [sluplimit] mov D [slRet],eax } return slRet; } */ /* * fast functions */ #define FP_ONE_BITS 0x3F800000 // fast reciprocal value inline FLOAT FastRcp( const FLOAT f) { INDEX i = 2*FP_ONE_BITS - *(INDEX*)&(f); FLOAT r = *(FLOAT*)&i; return( r * (2.0f - f*r)); } // convert float from 0.0f to 1.0f -> ulong form 0 to 255 inline ULONG NormFloatToByte( const FLOAT f) { /* rcg10042001 !!! FIXME: Move this elsewhere. */ #ifdef __MSVC_INLINE__ const FLOAT f255 = 255.0f; ULONG ulRet; __asm { fld D [f] fmul D [f255] fistp D [ulRet] } return ulRet; #else ASSERT((f >= 0.0f) && (f <= 1.0f)); return( (ULONG) (f * 255.0f) ); #endif } // convert ulong from 0 to 255 -> float form 0.0f to 255.0f inline FLOAT NormByteToFloat( const ULONG ul) { return (FLOAT)ul * (1.0f/255.0f); } // fast float to int conversion inline SLONG FloatToInt( FLOAT f) { #if (defined __MSVC_INLINE__) SLONG slRet; __asm { fld D [f] fistp D [slRet] } return slRet; #elif (defined __GNU_INLINE_X86_32__) SLONG slRet; __asm__ __volatile__ ( "flds (%%eax) \n\t" "fistpl (%%esi) \n\t" : : "a" (&f), "S" (&slRet) : "memory" ); return(slRet); #else // round to nearest by adding/subtracting 0.5 (depending on f pos/neg) before converting to SLONG float addToRound = copysignf(0.5f, f); // copy f's signbit to 0.5 => if f<0 then addToRound = -0.5, else 0.5 return((SLONG) (f + addToRound)); #endif } // log base 2 of any float numero inline FLOAT Log2( FLOAT f) { #if (defined __MSVC_INLINE__) FLOAT fRet; _asm { fld1 fld D [f] fyl2x fstp D [fRet] } return fRet; #elif (defined __GNU_INLINE_X86_32__) FLOAT fRet; __asm__ __volatile__ ( "fld1 \n\t" "flds (%%eax) \n\t" "fyl2x \n\t" "fstps (%%esi) \n\t" : : "a" (&f), "S" (&fRet) : "memory" ); return(fRet); #else return log2f(f); #endif } // returns accurate values only for integers that are power of 2 inline SLONG FastLog2( SLONG x) { #if (defined __MSVC_INLINE__) SLONG slRet; __asm { bsr eax,D [x] mov D [slRet],eax } return slRet; #elif (defined __GNU_INLINE_X86_32__) SLONG slRet; __asm__ __volatile__ ( "bsrl %%ecx, %%eax \n\t" : "=a" (slRet) : "c" (x) : "memory" ); return(slRet); #elif (defined __GNUC__) if(x == 0) return 0; // __builtin_clz() is undefined for 0 int numLeadingZeros = __builtin_clz(x); return 31 - numLeadingZeros; #else register SLONG val = x; register SLONG retval = 31; while (retval > 0) { if (val & (1 << retval)) return retval; retval--; } return 0; #endif } /* DG: function is unused => doesn't matter that portable implementation is not optimal :) // returns log2 of first larger value that is a power of 2 inline SLONG FastMaxLog2( SLONG x) { #if (defined __MSVC_INLINE__) SLONG slRet; __asm { bsr eax,D [x] bsf edx,D [x] cmp edx,eax adc eax,0 mov D [slRet],eax } return slRet; #elif (defined __GNU_INLINE_X86_32__) SLONG slRet; __asm__ __volatile__ ( "bsrl %%ecx, %%eax \n\t" "bsfl %%ecx, %%edx \n\t" "cmpl %%eax, %%edx \n\t" "adcl $0, %%eax \n\t" : "=a" (slRet) : "c" (x) : "memory" ); return(slRet); #else printf("CHECK THIS: %s:%d\n", __FILE__, __LINE__); return((SLONG) log2((double) x)); #endif } */ // square root (works with negative numbers) #ifdef __arm__ inline FLOAT Sqrt( FLOAT x) { return sqrtf( ClampDn( x, 0.0f)); } #else inline FLOAT Sqrt( FLOAT x) { return (FLOAT)sqrt( ClampDn( x, 0.0f)); } #endif /* * Trigonometrical functions */ //#define ANGLE_MASK 0x3fff #define ANGLE_SNAP (0.25f) //0x0010 // Wrap angle to be between 0 and 360 degrees inline ANGLE WrapAngle(ANGLE a) { return (ANGLE) fmod( fmod(a,360.0) + 360.0, 360.0); // 0..360 } // Normalize angle to be between -180 and +180 degrees inline ANGLE NormalizeAngle(ANGLE a) { return WrapAngle(a+ANGLE_180)-ANGLE_180; } // math constants static const FLOAT PI = FLOAT(3.14159265359); // convert degrees into angle inline ANGLE AngleDeg(FLOAT fDegrees) { //return ANGLE (fDegrees*ANGLE_180/FLOAT(180.0)); return fDegrees; } // convert radians into angle inline ANGLE AngleRad(FLOAT fRadians) { return ANGLE (fRadians*ANGLE_180/PI); } // convert radians into angle inline ANGLE AngleRad(DOUBLE dRadians) { return ANGLE (dRadians*ANGLE_180/PI); } // convert angle into degrees inline FLOAT DegAngle(ANGLE aAngle) { //return FLOAT (WrapAngle(aAngle)*FLOAT(180.0)/ANGLE_180); return WrapAngle(aAngle); } // convert angle into radians inline FLOAT RadAngle(ANGLE aAngle) { return FLOAT (WrapAngle(aAngle)*PI/ANGLE_180); } ENGINE_API FLOAT Sin(ANGLE a); ENGINE_API FLOAT Cos(ANGLE a); ENGINE_API FLOAT Tan(ANGLE a); #ifdef __arm__ inline ENGINE_API FLOAT SinFast(ANGLE a) { return sinf(a*(PI/ANGLE_180)); }; inline ENGINE_API FLOAT CosFast(ANGLE a) { return cosf(a*(PI/ANGLE_180)); }; inline ENGINE_API FLOAT TanFast(ANGLE a) { return tanf(a*(PI/ANGLE_180)); }; inline ANGLE ASin(FLOAT y) { return AngleRad (asinf(Clamp(y, -1.0f, 1.0f))); } inline ANGLE ACos(FLOAT x) { return AngleRad (acosf(Clamp(x, -1.0f, 1.0f))); } inline ANGLE ATan(FLOAT z) { return AngleRad (atanf(z)); } inline ANGLE ATan2(FLOAT y, FLOAT x) { return AngleRad (atan2f(y, x)); } #else inline ENGINE_API FLOAT SinFast(ANGLE a) { return (FLOAT)sin(a*(PI/ANGLE_180)); }; inline ENGINE_API FLOAT CosFast(ANGLE a) { return (FLOAT)cos(a*(PI/ANGLE_180)); }; inline ENGINE_API FLOAT TanFast(ANGLE a) { return (FLOAT)tan(a*(PI/ANGLE_180)); }; inline ANGLE ASin(FLOAT y) { return AngleRad (asin(Clamp(y, -1.0f, 1.0f))); } inline ANGLE ACos(FLOAT x) { return AngleRad (acos(Clamp(x, -1.0f, 1.0f))); } inline ANGLE ATan(FLOAT z) { return AngleRad (atan(z)); } inline ANGLE ATan2(FLOAT y, FLOAT x) { return AngleRad (atan2(y, x)); } #endif inline ANGLE ASin(DOUBLE y) { return AngleRad (asin(Clamp(y, -1.0, 1.0))); } inline ANGLE ACos(DOUBLE x) { return AngleRad (acos(Clamp(x, -1.0, 1.0))); } inline ANGLE ATan(DOUBLE z) { return AngleRad (atan(z)); } inline ANGLE ATan2(DOUBLE y, DOUBLE x) { return AngleRad (atan2(y, x)); } // does "snap to grid" for given coordinate ENGINE_API void Snap( FLOAT &fDest, FLOAT fStep); ENGINE_API void Snap( DOUBLE &fDest, DOUBLE fStep); // does "snap to grid" for given angle //ENGINE_API void Snap( ANGLE &angDest, ANGLE angStep); /* * linear interpolation, special functions for floats and angles */ inline FLOAT LerpFLOAT(FLOAT f0, FLOAT f1, FLOAT fFactor) { return f0+(f1-f0)*fFactor; } inline ANGLE LerpANGLE(ANGLE a0, ANGLE a1, FLOAT fFactor) { // calculate delta ANGLE aDelta = WrapAngle(a1)-WrapAngle(a0); // adjust delta not to wrap around 360 if (aDelta>ANGLE_180) { aDelta-=ANGLE(ANGLE_360); } else if (aDelta<-ANGLE_180) { aDelta+=ANGLE(ANGLE_360); } // interpolate the delta return a0+ANGLE(fFactor*aDelta); } // Calculates ratio function /~~\ where 0=fMax) { return 0.0f; } FLOAT fDelta = fMax-fMin; FLOAT fRatio=(fCurr-fMin)/fDelta; if(fRatio(1-fFadeOutRatio)) { fRatio = Clamp( (1.0f-fRatio)/fFadeOutRatio, 0.0f, 1.0f); } else { fRatio = 1.0f; } return fRatio; } #undef O #undef Q #undef D #undef W #undef B #endif /* include-once check. */