mutter/cogl/cogl-vector.c
Robert Bragg b72f255c0a Start to reduce dependence on glib
Since we've had several developers from admirable projects say they
would like to use Cogl but would really prefer not to pull in
gobject,gmodule and glib as extra dependencies we are investigating if
we can get to the point where glib is only an optional dependency.
Actually we feel like we only make minimal use of glib anyway, so it may
well be quite straightforward to achieve this.

This adds a --disable-glib configure option that can be used to disable
features that depend on glib.

Actually --disable-glib doesn't strictly disable glib at this point
because it's more helpful if cogl continues to build as we make
incremental progress towards this.

The first use of glib that this patch tackles is the use of
g_return_val_if_fail and g_return_if_fail which have been replaced with
equivalent _COGL_RETURN_VAL_IF_FAIL and _COGL_RETURN_IF_FAIL macros.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:03:02 +00:00

286 lines
6.2 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* 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 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#include <cogl.h>
#include <cogl-util.h>
#include <cogl-vector.h>
#include <glib.h>
#include <math.h>
#include <string.h>
void
cogl_vector3_init (CoglVector3 *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
}
void
cogl_vector3_init_zero (CoglVector3 *vector)
{
memset (vector, 0, sizeof (CoglVector3));
}
gboolean
cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
{
CoglVector3 *vector0 = (CoglVector3 *)v1;
CoglVector3 *vector1 = (CoglVector3 *)v2;
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
/* There's no point picking an arbitrary epsilon that's appropriate
* for comparing the components so we just use == that will at least
* consider -0 and 0 to be equal. */
return
vector0->x == vector1->x &&
vector0->y == vector1->y &&
vector0->z == vector1->z;
}
gboolean
cogl_vector3_equal_with_epsilon (const CoglVector3 *vector0,
const CoglVector3 *vector1,
float epsilon)
{
_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
if (fabsf (vector0->x - vector1->x) < epsilon &&
fabsf (vector0->y - vector1->y) < epsilon &&
fabsf (vector0->z - vector1->z) < epsilon)
return TRUE;
else
return FALSE;
}
CoglVector3 *
cogl_vector3_copy (const CoglVector3 *vector)
{
if (vector)
return g_slice_dup (CoglVector3, vector);
return NULL;
}
void
cogl_vector3_free (CoglVector3 *vector)
{
g_slice_free (CoglVector3, vector);
}
void
cogl_vector3_invert (CoglVector3 *vector)
{
vector->x = -vector->x;
vector->y = -vector->y;
vector->z = -vector->z;
}
void
cogl_vector3_add (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
result->x = a->x + b->x;
result->y = a->y + b->y;
result->z = a->z + b->z;
}
void
cogl_vector3_subtract (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
result->x = a->x - b->x;
result->y = a->y - b->y;
result->z = a->z - b->z;
}
void
cogl_vector3_multiply_scalar (CoglVector3 *vector,
float scalar)
{
vector->x *= scalar;
vector->y *= scalar;
vector->z *= scalar;
}
void
cogl_vector3_divide_scalar (CoglVector3 *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
vector->x *= one_over_scalar;
vector->y *= one_over_scalar;
vector->z *= one_over_scalar;
}
void
cogl_vector3_normalize (CoglVector3 *vector)
{
float mag_squared =
vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z;
if (mag_squared > 0.0f)
{
float one_over_mag = 1.0f / sqrtf (mag_squared);
vector->x *= one_over_mag;
vector->y *= one_over_mag;
vector->z *= one_over_mag;
}
}
float
cogl_vector3_magnitude (const CoglVector3 *vector)
{
return sqrtf (vector->x * vector->x +
vector->y * vector->y +
vector->z * vector->z);
}
void
cogl_vector3_cross_product (CoglVector3 *result,
const CoglVector3 *a,
const CoglVector3 *b)
{
CoglVector3 tmp;
tmp.x = a->y * b->z - a->z * b->y;
tmp.y = a->z * b->x - a->x * b->z;
tmp.z = a->x * b->y - a->y * b->x;
*result = tmp;
}
float
cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *b)
{
return a->x * b->x + a->y * b->y + a->z * b->z;
}
float
cogl_vector3_distance (const CoglVector3 *a, const CoglVector3 *b)
{
float dx = b->x - a->x;
float dy = b->y - a->y;
float dz = b->z - a->z;
return sqrtf (dx * dx + dy * dy + dz * dz);
}
#if 0
void
cogl_vector4_init (CoglVector4 *vector, float x, float y, float z)
{
vector->x = x;
vector->y = y;
vector->z = z;
vector->w = w;
}
void
cogl_vector4_init_zero (CoglVector4 *vector)
{
memset (vector, 0, sizeof (CoglVector4));
}
void
cogl_vector4_init_from_vector4 (CoglVector4 *vector, CoglVector4 *src)
{
*vector4 = *src;
}
gboolean
cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
{
_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
}
CoglVector4 *
cogl_vector4_copy (CoglVector4 *vector)
{
if (vector)
return g_slice_dup (CoglVector4, vector);
return NULL;
}
void
cogl_vector4_free (CoglVector4 *vector)
{
g_slice_free (CoglVector4, vector);
}
void
cogl_vector4_invert (CoglVector4 *vector)
{
vector.x = -vector.x;
vector.y = -vector.y;
vector.z = -vector.z;
vector.w = -vector.w;
}
void
cogl_vector4_add (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
{
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
result.w = a.w + b.w;
}
void
cogl_vector4_subtract (CoglVector4 *result,
CoglVector4 *a,
CoglVector4 *b)
{
result.x = a.x - b.x;
result.y = a.y - b.y;
result.z = a.z - b.z;
result.w = a.w - b.w;
}
void
cogl_vector4_divide (CoglVector4 *vector,
float scalar)
{
float one_over_scalar = 1.0f / scalar;
result.x *= one_over_scalar;
result.y *= one_over_scalar;
result.z *= one_over_scalar;
result.w *= one_over_scalar;
}
#endif