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📄 rargs.h

📁 seismic software,very useful
💻 H
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#ifndef RARGS_H#define RARGS_H#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;#endif

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