Mercurial > sdl-ios-xcode
view src/libm/math.h @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | 2a46b5912665 |
children | 99210400e8b9 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2006 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifdef HAVE_MATH_H #define _USE_MATH_DEFINES #include <math.h> #else /* Math routines from uClibc: http://www.uclibc.org */ #define M_PI 3.14159265358979323846264338327950288 /* pi */ extern double __ieee754_log(double x); extern double __ieee754_pow(double x, double y); extern double __ieee754_sqrt(double x); #define log(x) __ieee754_log(x) #define pow(x, y) __ieee754_pow(x, y) #define sqrt(x) __ieee754_sqrt(x) extern double copysign(double x, double y); extern double cos(double x); extern double fabs(double x); extern double floor(double x); extern double scalbn(double x, int n); extern double sin(double x); #define sinf(x) (float)sin((double)x) #define cosf(x) (float)cos((double)x) #endif /* HAVE_MATH_H */ /* vi: set ts=4 sw=4 expandtab: */