[doc] Hooks up cogl-matrix reference documentation
Adds a few more gtk-doc notes to cogl-matrix.h, and adds a new section to cogl-sections.txt
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@ -1,8 +1,42 @@
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#ifndef __COGL_MATRIX_H
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#define __COGL_MATRIX_H
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/* Note: This is ordered according to how OpenGL expects to get 4x4 matrices */
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typedef struct {
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#include <glib.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-matrix
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* @short_description: Fuctions for initializing and manipulating 4x4
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* matrices.
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*
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* Matrices are used in Cogl to describe affine model-view transforms and
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* texture transforms, and projective transforms. This exposes a utility API
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* that can be used for direct manipulation of these matrices.
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*/
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/**
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* CoglMatrix:
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*
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* A CoglMatrix holds a 4x4 transform matrix. This is a single precision,
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* column-major matrix which means it is compatible with what OpenGL expects.
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*
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* A CoglMatix can represent transforms such as, rotations, scaling,
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* translation, sheering, and linear projections. You can combine these
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* transforms by multiplying multiple matrices in the order you want them
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* applied.
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*
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* The transformation of a vertex (x, y, z, w) by a CoglMatrix is given by:
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* <programlisting>
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* x_new = xx * x + xy * y + xz * z + xw * w
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* y_new = yx * x + yy * y + yz * z + yw * w
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* z_new = zx * x + zy * y + zz * z + zw * w
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* w_new = wx * x + wy * y + wz * z + ww * w
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* </programlisting>
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* Where w is normally 1
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*/
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typedef struct _CoglMatrix {
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/* column 0 */
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float xx;
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float yx;
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@ -27,6 +61,8 @@ typedef struct {
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float zw;
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float ww;
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/*< private >*/
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/* Note: we may want to extend this later with private flags
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* and a cache of the inverse transform matrix. */
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} CoglMatrix;
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@ -35,7 +71,13 @@ typedef struct {
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* cogl_matrix_init_identity:
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* @matrix: A 4x4 transformation matrix
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*
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* Resets matrix to the identity matrix
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* Resets matrix to the identity matrix:
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* <programlisting>
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* .xx=1; .xy=0; .xz=0; .xw=0;
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* .yx=0; .yy=1; .yz=0; .yw=0;
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* .zx=0; .zy=0; .zz=1; .zw=0;
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* .wx=0; .wy=0; .wz=0; .ww=1;
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* </programlisting>
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*/
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void cogl_matrix_init_identity (CoglMatrix *matrix);
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@ -46,7 +88,7 @@ void cogl_matrix_init_identity (CoglMatrix *matrix);
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* @b: A 4x4 transformation matrix
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*
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* This function multiples the two supplied matricies together and stores
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* the result in 'result'
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* the result in #result
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*/
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void cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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@ -61,7 +103,7 @@ void cogl_matrix_multiply (CoglMatrix *result,
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* @z: Z component of your rotation vector
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*
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* This function multiples your matrix with a rotation matrix that applies
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* a rotation of angle degrees around the specified 3D vector.
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* a rotation of #angle degrees around the specified 3D vector.
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*/
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void cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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@ -98,5 +140,7 @@ void cogl_matrix_scale (CoglMatrix *matrix,
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float sy,
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float sz);
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G_END_DECLS
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#endif /* __COGL_MATRIX_H */
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@ -55,6 +55,7 @@
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<xi:include href="xml/cogl.xml"/>
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<xi:include href="xml/cogl-primitives.xml"/>
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<xi:include href="xml/cogl-util.xml"/>
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<xi:include href="xml/cogl-matrix.xml"/>
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<xi:include href="xml/cogl-texture.xml"/>
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<xi:include href="xml/cogl-shaders.xml"/>
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<xi:include href="xml/cogl-offscreen.xml"/>
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@ -293,3 +293,14 @@ cogl_mesh_draw_range_elements
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cogl_mesh_submit
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</SECTION>
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<SECTION>
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<FILE>cogl-matrix</FILE>
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<TITLE>Matrices</TITLE>
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CoglMatrix
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cogl_matrix_init_identity
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cogl_matrix_multiply
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cogl_matrix_rotate
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cogl_matrix_translate
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cogl_matrix_scale
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</SECTION>
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