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clutter/util: Replace ClutterVertex4 with graphene_vec4_t in public API
Soon, ClutterVertex4 will be internal to clutter-util.c, and only for the _clutter_util_fully_transform_vertices() function, so remove it from all public API. https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1439
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@ -41,17 +41,17 @@ cogl_matrix_progress (const GValue *a,
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float shear1[3] = { 0.f, 0.f, 0.f };
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graphene_point3d_t rotate1 = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate1 = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective1 = { 0.f, 0.f, 0.f, 0.f };
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graphene_vec4_t perspective1;
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graphene_point3d_t scale2 = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
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float shear2[3] = { 0.f, 0.f, 0.f };
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graphene_point3d_t rotate2 = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate2 = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective2 = { 0.f, 0.f, 0.f, 0.f };
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graphene_vec4_t perspective2;
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graphene_point3d_t scale_res = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
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float shear_res = 0.f;
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graphene_point3d_t rotate_res = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate_res = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective_res = { 0.f, 0.f, 0.f, 0.f };
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graphene_vec4_t perspective_res;
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CoglMatrix res;
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cogl_matrix_init_identity (&res);
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@ -64,11 +64,11 @@ cogl_matrix_progress (const GValue *a,
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&perspective2);
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/* perspective */
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_clutter_util_vertex4_interpolate (&perspective1, &perspective2, progress, &perspective_res);
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res.wx = perspective_res.x;
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res.wy = perspective_res.y;
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res.wz = perspective_res.z;
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res.ww = perspective_res.w;
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graphene_vec4_interpolate (&perspective1, &perspective2, progress, &perspective_res);
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res.wx = graphene_vec4_get_x (&perspective_res);
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res.wy = graphene_vec4_get_y (&perspective_res);
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res.wz = graphene_vec4_get_z (&perspective_res);
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res.ww = graphene_vec4_get_w (&perspective_res);
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/* translation */
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graphene_point3d_interpolate (&translate1, &translate2, progress, &translate_res);
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@ -262,7 +262,7 @@ gboolean _clutter_util_matrix_decompose (const CoglMatrix *src,
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float shear_p[3],
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graphene_point3d_t *rotate_p,
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graphene_point3d_t *translate_p,
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ClutterVertex4 *perspective_p);
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graphene_vec4_t *perspective_p);
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CLUTTER_EXPORT
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PangoDirection _clutter_pango_unichar_direction (gunichar ch);
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@ -260,29 +260,39 @@ _clutter_util_matrix_determinant (const CoglMatrix *matrix)
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}
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static void
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_clutter_util_matrix_transpose_vector4_transform (const CoglMatrix *matrix,
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const ClutterVertex4 *point,
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ClutterVertex4 *res)
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_clutter_util_matrix_transpose_vector4_transform (const CoglMatrix *matrix,
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const graphene_vec4_t *point,
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graphene_vec4_t *res)
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{
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res->x = matrix->xx * point->x
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+ matrix->xy * point->y
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+ matrix->xz * point->z
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+ matrix->xw * point->w;
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float point_x, point_y, point_z, point_w;
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float x, y, z, w;
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res->y = matrix->yx * point->x
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+ matrix->yy * point->y
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+ matrix->yz * point->z
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+ matrix->yw * point->w;
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point_x = graphene_vec4_get_x (point);
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point_y = graphene_vec4_get_y (point);
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point_z = graphene_vec4_get_z (point);
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point_w = graphene_vec4_get_w (point);
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res->z = matrix->zx * point->x
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+ matrix->zy * point->y
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+ matrix->zz * point->z
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+ matrix->zw * point->w;
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x = matrix->xx * point_x
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+ matrix->xy * point_y
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+ matrix->xz * point_z
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+ matrix->xw * point_w;
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res->w = matrix->wz * point->x
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+ matrix->wy * point->w
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+ matrix->wz * point->z
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+ matrix->ww * point->w;
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y = matrix->yx * point_x
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+ matrix->yy * point_y
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+ matrix->yz * point_z
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+ matrix->yw * point_w;
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z = matrix->zx * point_x
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+ matrix->zy * point_y
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+ matrix->zz * point_z
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+ matrix->zw * point_w;
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w = matrix->wz * point_x
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+ matrix->wy * point_w
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+ matrix->wz * point_z
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+ matrix->ww * point_w;
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graphene_vec4_init (res, x, y, z, w);
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}
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static void
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@ -342,11 +352,11 @@ _clutter_util_matrix_decompose (const CoglMatrix *src,
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float shear_p[3],
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graphene_point3d_t *rotate_p,
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graphene_point3d_t *translate_p,
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ClutterVertex4 *perspective_p)
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graphene_vec4_t *perspective_p)
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{
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CoglMatrix matrix = *src;
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CoglMatrix perspective;
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ClutterVertex4 vertex_tmp;
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graphene_vec4_t vertex_tmp;
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graphene_point3d_t row[3], pdum;
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int i, j;
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@ -386,12 +396,13 @@ _clutter_util_matrix_decompose (const CoglMatrix *src,
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MAT (&matrix, 3, 2) != 0.f)
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{
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CoglMatrix perspective_inv;
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ClutterVertex4 p;
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graphene_vec4_t p;
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vertex_tmp.x = MAT (&matrix, 3, 0);
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vertex_tmp.y = MAT (&matrix, 3, 1);
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vertex_tmp.z = MAT (&matrix, 3, 2);
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vertex_tmp.w = MAT (&matrix, 3, 3);
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graphene_vec4_init (&vertex_tmp,
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MAT (&matrix, 3, 0),
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MAT (&matrix, 3, 1),
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MAT (&matrix, 3, 2),
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MAT (&matrix, 3, 3));
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/* solve the equation by inverting perspective... */
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cogl_matrix_get_inverse (&perspective, &perspective_inv);
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@ -412,10 +423,7 @@ _clutter_util_matrix_decompose (const CoglMatrix *src,
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else
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{
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/* no perspective */
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perspective_p->x = 0.0f;
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perspective_p->y = 0.0f;
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perspective_p->z = 0.0f;
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perspective_p->w = 1.0f;
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graphene_vec4_init_from_vec4 (perspective_p, graphene_vec4_zero ());
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}
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/* translation */
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