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📄 rargs.h

📁 seismic software,very useful
💻 H
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#define CALLARGS \	/* unpack structure attributes into argument list */\	(DataBuffer(data),render->image,render->shadow,render->zbuffer,\	render->cmap,render->tmap,render->wide,render->hite,v0,h0,\	(int)(render->fence_transp*DataValueSize(data)*.01),\	MapSize(hmap),MapVec(hmap),MapInterp(hmap),AxisStride(MapAxis(hmap)),\	MapSize(vmap),MapVec(vmap),MapInterp(vmap),AxisStride(MapAxis(vmap)),\	MapSize(zmap),MapFrame(zmap),AxisStride(MapAxis(zmap)),\	AxisDir(MapAxis(zmap)),MapInverse(zmap,MapFrame(zmap)),\	MapFrame(map4),AxisStride(MapAxis(map4)),\	MapFrame(map5),AxisStride(MapAxis(map5)),\	attr->skew)#define FCALLARGS \	/* unpack structure attributes into argument list */\	(data->buffer,render->image,render->shadow,render->zbuffer,\	render->cmap,render->tmap,&render->wide,&render->hite,&v0,&h0,&transp,\	&hmap->size,hmap->map,hmap->interp,&hmap->axis->stride,\	&vmap->size,vmap->map,vmap->interp,&vmap->axis->stride,\	&zmap->size,&zmap->frame,&zmap->axis->stride,\	&zmap->axis->dir,&zmap->inv[zmap->frame],\	&map4->frame,&map4->axis->stride,&map5->frame,&map5->axis->stride,\	&attr->skew)#define ARGS \	/* unpacked argument list */\	(data,image,shadow,zbuffer,map,tmap,wide,hite,v0,h0,fence_transp,\	hsize,hmap,hinterp,hstride,vsize,vmap,vinterp,vstride,\	zsize,zframe,zstride,zdir,zinv,frame4,stride4,frame5,stride5,\	skew)\	/* argument types */\	Buffer		data;	/* data cube buffer */\	Buffer		image;	/* render image buffer */\	Shadow		shadow;	/* render index shadow */\	Zbuffer		zbuffer;	/* render zbuffer */\	unsigned char	map[];	/* render opaque map */\	unsigned char	tmap[];	/* render transparency map */\	int		wide;	/* render buffer widths */\	int		hite;	/* render buffer heights */\	int		v0;	/* draw verticla origin */\	int		h0;	/* draw horizontal origin */\	int		fence_transp;	/* render transparency threshhold */\	int		hsize;	/* horizontal axis map size */\	Vec		hmap;	/* horizontal axis data2image map */\	Vec		hinterp;	/* horizontal axis interpolation map */\	int		hstride;	/* horizontal axis increment */\	int		vsize;	/* vertical axis map length */\	Vec		vmap;	/* vertical axis data2image map */\	Vec		vinterp;	/* vertical axis interpolation map */\	int		vstride;	/* vertical axis increment */\	int		zsize;	/* depth axis map length */\	int		zframe;	/* depth axis frame */\	int		zstride;	/* depth axis increment */\	int		zdir;	/* depth axis direction */\	int		zinv;	/* inverse mapping of depth frame */\	int		frame4;	/* frame of 4D axis */\	int		stride4;	/* stride of 4D axis */\	int		frame5;	/* frame of 5D axis */\	int		stride5;	/* stride of 5D axis */\	int		skew;	/* draw skew */#define hdata22 hdata#define HARGS ARGS {\	Buffer		vdata;	/* vertical data marker */\	register Buffer hdata;	/* horizontal data pointer */\	Buffer		vimage;	/* vertical image pointer */\	register Buffer himage;	/* horizontal image pointer */\	register Buffer eimage;	/* end iamge pointer */\	int		vindex;	/* vertical data offset index */\	register int	hindex;	/* horizontal data offset index */\	Shadow		vshadow;	/* vertical shadow pointer */\	register Shadow	hshadow;	/* horizontal shadow pointer */\	register Shadow	eshadow;	/* end shadow pointer */\	Zbuffer		vzbuffer;	/* vertical zbuffer pointer */\	register Zbuffer hzbuffer;	/* horizontal zbuffer pointer */\	register Vec	hmap0;	/* horizontal map pointer */\	register Vec	emap;	/* end map pointer */\	register Buffer	cmap;	/* render opaque map */\	int		iv;	/* vertical counter */\	register int	z;	/* depth */\	register Vec	hinterp0;	/* vertical interpolation pointer */\	register Buffer	hdata11, hdata12, hdata21;\	register int	hinterp1, hinterp2, vinterp1, vinterp2;\	\	vdata = data + zframe * zstride + frame4 * stride4 + frame5 * stride5;\	vimage = image + wide * v0 + h0 + vsize * skew;\	vshadow = shadow + wide * v0 + h0 + vsize * skew;\	eshadow = shadow + wide * hite;\	vzbuffer = zbuffer + wide * v0 + h0 + vsize * skew;\	vindex = zframe * zstride + frame4 * stride4 + frame5 * stride5;\	eimage = image + wide * hite;\	emap = hmap + hsize;\	cmap = map;#define	vdata22	vdata#define VARGS ARGS { \	register Buffer	vdata;	/* vertical data marker */\	Buffer	 	hdata;	/* horizontal data pointer */\	register Buffer	vimage;	/* vertical image pointer */\	Buffer		 himage;	/* horizontal image pointer */\	register Buffer eimage;	/* end iamge pointer */\	register int	vindex;	/* vertical data offset index */\	int		hindex;	/* horizontal data offset index */\	register Shadow	vshadow;	/* vertical shadow pointer */\	Shadow		hshadow;	/* horizontal shadow pointer */\	register Shadow	eshadow;	/* end shadow pointer */\	register Zbuffer vzbuffer;	/* vertical zbuffer pointer */\	Zbuffer		hzbuffer;	/* horizontal zbuffer pointer */\	register Vec	vmap0;	/* horizontal map pointer */\	register Vec	emap;	/* end map pointer */\	register Buffer	cmap;	/* render opaque map */\	int		ih;	/* vertical counter */\	register int	z;	/* depth */\	register Vec	vinterp0;	/* horizontal interpolation pointer */\	register int	vstep;	/* vertical data increment */\	register Buffer	vdata11, vdata12, vdata21;\	register int	hinterp1, hinterp2, vinterp1, vinterp2;\	\	hdata = data + zframe * zstride + frame4 * stride4 + frame5 * stride5;\	himage = image + wide * v0 + h0;\	hshadow = shadow + wide * v0 + h0;\	eshadow = shadow + wide * hite;\	hzbuffer = zbuffer + wide * v0 + h0;\	hindex = zframe * zstride + frame4 * stride4 + frame5 * stride5;\	eimage = image + wide * hite;\	emap = vmap + vsize;\	vstep = wide;\	cmap = map;

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