Mercurial > sdl-ios-xcode
view src/libm/k_sin.c @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | a98604b691c8 |
children | dc1eb82ffdaa |
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/* @(#)k_sin.c 5.1 93/09/24 */ /* * ==================================================== * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. * * Developed at SunPro, a Sun Microsystems, Inc. business. * Permission to use, copy, modify, and distribute this * software is freely granted, provided that this notice * is preserved. * ==================================================== */ #if defined(LIBM_SCCS) && !defined(lint) static char rcsid[] = "$NetBSD: k_sin.c,v 1.8 1995/05/10 20:46:31 jtc Exp $"; #endif /* __kernel_sin( x, y, iy) * kernel sin function on [-pi/4, pi/4], pi/4 ~ 0.7854 * Input x is assumed to be bounded by ~pi/4 in magnitude. * Input y is the tail of x. * Input iy indicates whether y is 0. (if iy=0, y assume to be 0). * * Algorithm * 1. Since sin(-x) = -sin(x), we need only to consider positive x. * 2. if x < 2^-27 (hx<0x3e400000 0), return x with inexact if x!=0. * 3. sin(x) is approximated by a polynomial of degree 13 on * [0,pi/4] * 3 13 * sin(x) ~ x + S1*x + ... + S6*x * where * * |sin(x) 2 4 6 8 10 12 | -58 * |----- - (1+S1*x +S2*x +S3*x +S4*x +S5*x +S6*x )| <= 2 * | x | * * 4. sin(x+y) = sin(x) + sin'(x')*y * ~ sin(x) + (1-x*x/2)*y * For better accuracy, let * 3 2 2 2 2 * r = x *(S2+x *(S3+x *(S4+x *(S5+x *S6)))) * then 3 2 * sin(x) = x + (S1*x + (x *(r-y/2)+y)) */ #include "math.h" #include "math_private.h" #ifdef __STDC__ static const double #else static double #endif half = 5.00000000000000000000e-01, /* 0x3FE00000, 0x00000000 */ S1 = -1.66666666666666324348e-01, /* 0xBFC55555, 0x55555549 */ S2 = 8.33333333332248946124e-03, /* 0x3F811111, 0x1110F8A6 */ S3 = -1.98412698298579493134e-04, /* 0xBF2A01A0, 0x19C161D5 */ S4 = 2.75573137070700676789e-06, /* 0x3EC71DE3, 0x57B1FE7D */ S5 = -2.50507602534068634195e-08, /* 0xBE5AE5E6, 0x8A2B9CEB */ S6 = 1.58969099521155010221e-10; /* 0x3DE5D93A, 0x5ACFD57C */ #ifdef __STDC__ double attribute_hidden __kernel_sin(double x, double y, int iy) #else double attribute_hidden __kernel_sin(x, y, iy) double x, y; int iy; /* iy=0 if y is zero */ #endif { double z, r, v; int32_t ix; GET_HIGH_WORD(ix, x); ix &= 0x7fffffff; /* high word of x */ if (ix < 0x3e400000) { /* |x| < 2**-27 */ if ((int) x == 0) return x; } /* generate inexact */ z = x * x; v = z * x; r = S2 + z * (S3 + z * (S4 + z * (S5 + z * S6))); if (iy == 0) return x + v * (S1 + z * r); else return x - ((z * (half * y - v * r) - y) - v * S1); }