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4f6fe6f0e2
This fixes some problems which were stopping --disable-glib from working properly: • A lot of the public headers were including glib.h. This shouldn't be necessary because the API doesn't expose any glib types. Otherwise any apps would require glib in order to get the header. • The public headers were using G_BEGIN_DECLS. There is now a replacement macro called COGL_BEGIN_DECLS which is defined in cogl-types.h. • A similar fix has been done for G_GNUC_NULL_TERMINATED and G_GNUC_DEPRECATED. • The CFLAGS were not including $(builddir)/deps/glib which was preventing it finding the generated glibconfig.h when building out of tree. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 4138b3141c2f39cddaea3d72bfc04342ed5092d0)
799 lines
25 KiB
C
799 lines
25 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2008,2009 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_MATRIX_H
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#define __COGL_MATRIX_H
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#ifdef COGL_HAS_GTYPE_SUPPORT
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#include <glib-object.h>
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#endif /* COGL_HAS_GTYPE_SUPPORT */
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#include "cogl-types.h"
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#include "cogl-quaternion.h"
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#endif
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COGL_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 matrices
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*
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* Matrices are used in Cogl to describe affine model-view transforms, texture
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* transforms, and projective transforms. This exposes a utility API that can
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* 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 CoglMatrix 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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*
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* |[
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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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* ]|
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*
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* Where w is normally 1
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*
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* <note>You must consider the members of the CoglMatrix structure read only,
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* and all matrix modifications must be done via the cogl_matrix API. This
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* allows Cogl to annotate the matrices internally. Violation of this will give
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* undefined results. If you need to initialize a matrix with a constant other
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* than the identity matrix you can use cogl_matrix_init_from_array().</note>
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*/
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struct _CoglMatrix
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{
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/* column 0 */
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float xx;
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float yx;
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float zx;
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float wx;
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/* column 1 */
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float xy;
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float yy;
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float zy;
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float wy;
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/* column 2 */
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float xz;
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float yz;
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float zz;
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float wz;
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/* column 3 */
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float xw;
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float yw;
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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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float COGL_PRIVATE (inv)[16];
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unsigned long COGL_PRIVATE (type);
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unsigned long COGL_PRIVATE (flags);
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unsigned long COGL_PRIVATE (_padding3);
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};
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COGL_STRUCT_SIZE_ASSERT (CoglMatrix, 128 + sizeof (unsigned long) * 3);
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/**
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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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*
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* |[
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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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* ]|
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*/
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void
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cogl_matrix_init_identity (CoglMatrix *matrix);
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/**
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* cogl_matrix_init_translation:
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* @matrix: A 4x4 transformation matrix
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* @tx x coordinate of the translation vector
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* @ty y coordinate of the translation vector
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* @tz z coordinate of the translation vector
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*
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* Resets matrix to the (tx, ty, tz) translation matrix:
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*
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* |[
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* .xx=1; .xy=0; .xz=0; .xw=tx;
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* .yx=0; .yy=1; .yz=0; .yw=ty;
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* .zx=0; .zy=0; .zz=1; .zw=tz;
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* .wx=0; .wy=0; .wz=0; .ww=1;
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* ]|
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*
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* Since: 2.0
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*/
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void
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cogl_matrix_init_translation (CoglMatrix *matrix,
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float tx,
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float ty,
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float tz);
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/**
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* cogl_matrix_multiply:
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* @result: The address of a 4x4 matrix to store the result in
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* @a: A 4x4 transformation matrix
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* @b: A 4x4 transformation matrix
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*
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* Multiplies the two supplied matrices together and stores
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* the resulting matrix inside @result.
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*
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* <note>It is possible to multiply the @a matrix in-place, so
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* @result can be equal to @a but can't be equal to @b.</note>
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*/
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void
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cogl_matrix_multiply (CoglMatrix *result,
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const CoglMatrix *a,
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const CoglMatrix *b);
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/**
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* cogl_matrix_rotate:
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* @matrix: A 4x4 transformation matrix
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* @angle: The angle you want to rotate in degrees
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* @x: X component of your rotation vector
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* @y: Y component of your rotation vector
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* @z: Z component of your rotation vector
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*
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* Multiplies @matrix with a rotation matrix that applies a rotation
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* of @angle degrees around the specified 3D vector.
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*/
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void
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cogl_matrix_rotate (CoglMatrix *matrix,
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float angle,
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float x,
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float y,
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float z);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_matrix_rotate_quaternion:
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* @matrix: A 4x4 transformation matrix
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* @quaternion: A quaternion describing a rotation
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*
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* Multiplies @matrix with a rotation transformation described by the
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* given #CoglQuaternion.
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*
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* Since: 2.0
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*/
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void
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cogl_matrix_rotate_quaternion (CoglMatrix *matrix,
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const CoglQuaternion *quaternion);
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/**
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* cogl_matrix_rotate_euler:
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* @matrix: A 4x4 transformation matrix
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* @euler: A euler describing a rotation
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*
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* Multiplies @matrix with a rotation transformation described by the
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* given #CoglEuler.
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*
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* Since: 2.0
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*/
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void
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cogl_matrix_rotate_euler (CoglMatrix *matrix,
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const CoglEuler *euler);
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#endif
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/**
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* cogl_matrix_translate:
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* @matrix: A 4x4 transformation matrix
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* @x: The X translation you want to apply
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* @y: The Y translation you want to apply
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* @z: The Z translation you want to apply
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*
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* Multiplies @matrix with a transform matrix that translates along
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* the X, Y and Z axis.
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*/
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void
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cogl_matrix_translate (CoglMatrix *matrix,
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float x,
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float y,
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float z);
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/**
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* cogl_matrix_scale:
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* @matrix: A 4x4 transformation matrix
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* @sx: The X scale factor
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* @sy: The Y scale factor
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* @sz: The Z scale factor
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*
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* Multiplies @matrix with a transform matrix that scales along the X,
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* Y and Z axis.
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*/
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void
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cogl_matrix_scale (CoglMatrix *matrix,
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float sx,
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float sy,
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float sz);
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/**
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* cogl_matrix_look_at:
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* @matrix: A 4x4 transformation matrix
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* @eye_position_x: The X coordinate to look from
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* @eye_position_y: The Y coordinate to look from
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* @eye_position_z: The Z coordinate to look from
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* @object_x: The X coordinate of the object to look at
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* @object_y: The Y coordinate of the object to look at
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* @object_z: The Z coordinate of the object to look at
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* @world_up_x: The X component of the world's up direction vector
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* @world_up_y: The Y component of the world's up direction vector
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* @world_up_z: The Z component of the world's up direction vector
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*
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* Applies a view transform @matrix that positions the camera at
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* the coordinate (@eye_position_x, @eye_position_y, @eye_position_z)
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* looking towards an object at the coordinate (@object_x, @object_y,
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* @object_z). The top of the camera is aligned to the given world up
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* vector, which is normally simply (0, 1, 0) to map up to the
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* positive direction of the y axis.
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*
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* Because there is a lot of missleading documentation online for
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* gluLookAt regarding the up vector we want to try and be a bit
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* clearer here.
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*
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* The up vector should simply be relative to your world coordinates
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* and does not need to change as you move the eye and object
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* positions. Many online sources may claim that the up vector needs
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* to be perpendicular to the vector between the eye and object
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* position (partly because the man page is somewhat missleading) but
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* that is not necessary for this function.
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*
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* <note>You should never look directly along the world-up
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* vector.</note>
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*
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* <note>It is assumed you are using a typical projection matrix where
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* your origin maps to the center of your viewport.</note>
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*
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* <note>Almost always when you use this function it should be the first
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* transform applied to a new modelview transform</note>
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_matrix_look_at (CoglMatrix *matrix,
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float eye_position_x,
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float eye_position_y,
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float eye_position_z,
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float object_x,
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float object_y,
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float object_z,
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float world_up_x,
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float world_up_y,
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float world_up_z);
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/**
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* cogl_matrix_frustum:
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* @matrix: A 4x4 transformation matrix
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* @left: X position of the left clipping plane where it
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* intersects the near clipping plane
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* @right: X position of the right clipping plane where it
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* intersects the near clipping plane
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* @bottom: Y position of the bottom clipping plane where it
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* intersects the near clipping plane
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* @top: Y position of the top clipping plane where it intersects
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* the near clipping plane
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* @z_near: The distance to the near clipping plane (Must be positive)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Multiplies @matrix by the given frustum perspective matrix.
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*/
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void
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cogl_matrix_frustum (CoglMatrix *matrix,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_far);
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/**
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* cogl_matrix_perspective:
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* @matrix: A 4x4 transformation matrix
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* @fov_y: Vertical field of view angle in degrees.
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* @aspect: The (width over height) aspect ratio for display
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* @z_near: The distance to the near clipping plane (Must be positive,
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* and must not be 0)
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* @z_far: The distance to the far clipping plane (Must be positive)
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*
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* Multiplies @matrix by the described perspective matrix
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*
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* <note>You should be careful not to have to great a @z_far / @z_near
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* ratio since that will reduce the effectiveness of depth testing
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* since there wont be enough precision to identify the depth of
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* objects near to each other.</note>
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*/
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void
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cogl_matrix_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_far);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_matrix_orthographic:
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* @matrix: A 4x4 transformation matrix
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* @x_1: The x coordinate for the first vertical clipping plane
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* @y_1: The y coordinate for the first horizontal clipping plane
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* @x_2: The x coordinate for the second vertical clipping plane
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* @y_2: The y coordinate for the second horizontal clipping plane
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* @near: The <emphasis>distance</emphasis> to the near clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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* @far: The <emphasis>distance</emphasis> to the far clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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*
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* Multiplies @matrix by a parallel projection matrix.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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void
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cogl_matrix_orthographic (CoglMatrix *matrix,
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float x_1,
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float y_1,
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float x_2,
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float y_2,
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float near,
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float far);
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#endif
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/**
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* cogl_matrix_ortho:
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* @matrix: A 4x4 transformation matrix
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* @left: The coordinate for the left clipping plane
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* @right: The coordinate for the right clipping plane
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* @bottom: The coordinate for the bottom clipping plane
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* @top: The coordinate for the top clipping plane
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* @near: The <emphasis>distance</emphasis> to the near clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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* @far: The <emphasis>distance</emphasis> to the far clipping
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* plane (will be <emphasis>negative</emphasis> if the plane is
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* behind the viewer)
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*
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* Multiplies @matrix by a parallel projection matrix.
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*
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* Deprecated: 1.10: Use cogl_matrix_orthographic()
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*/
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void
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cogl_matrix_ortho (CoglMatrix *matrix,
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float left,
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float right,
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float bottom,
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float top,
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float near,
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float far);
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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/**
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* cogl_matrix_view_2d_in_frustum:
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* @matrix: A 4x4 transformation matrix
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* @left: coord of left vertical clipping plane
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* @right: coord of right vertical clipping plane
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* @bottom: coord of bottom horizontal clipping plane
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* @top: coord of top horizontal clipping plane
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_2d: The distance to the 2D plane. (Should always be positive and
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* be between @z_near and the z_far value that was passed to
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* cogl_matrix_frustum())
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* @width_2d: The width of the 2D coordinate system
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* @height_2d: The height of the 2D coordinate system
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*
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* Multiplies @matrix by a view transform that maps the 2D coordinates
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* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
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* size. Geometry at a depth of 0 will now lie on this 2D plane.
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*
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* Note: this doesn't multiply the matrix by any projection matrix,
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* but it assumes you have a perspective projection as defined by
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* passing the corresponding arguments to cogl_matrix_frustum().
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* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
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* create a 2D coordinate system within a 3D perspective projected
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* view frustum.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_matrix_view_2d_in_frustum (CoglMatrix *matrix,
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float left,
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float right,
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float bottom,
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float top,
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float z_near,
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float z_2d,
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float width_2d,
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float height_2d);
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/**
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* cogl_matrix_view_2d_in_perspective:
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* @fov_y: A field of view angle for the Y axis
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* @aspect: The ratio of width to height determining the field of view angle
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* for the x axis.
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* @z_near: The distance to the near clip plane. Never pass 0 and always pass
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* a positive number.
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* @z_2d: The distance to the 2D plane. (Should always be positive and
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* be between @z_near and the z_far value that was passed to
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* cogl_matrix_frustum())
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* @width_2d: The width of the 2D coordinate system
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* @height_2d: The height of the 2D coordinate system
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*
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* Multiplies @matrix by a view transform that maps the 2D coordinates
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* (0,0) top left and (@width_2d,@height_2d) bottom right the full viewport
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* size. Geometry at a depth of 0 will now lie on this 2D plane.
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*
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* Note: this doesn't multiply the matrix by any projection matrix,
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* but it assumes you have a perspective projection as defined by
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* passing the corresponding arguments to cogl_matrix_perspective().
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*
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* Toolkits such as Clutter that mix 2D and 3D drawing can use this to
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* create a 2D coordinate system within a 3D perspective projected
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* view frustum.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_matrix_view_2d_in_perspective (CoglMatrix *matrix,
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float fov_y,
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float aspect,
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float z_near,
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float z_2d,
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float width_2d,
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float height_2d);
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#endif
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/**
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* cogl_matrix_init_from_array:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @array: A linear array of 16 floats (column-major order)
|
|
*
|
|
* Initializes @matrix with the contents of @array
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_array (CoglMatrix *matrix,
|
|
const float *array);
|
|
|
|
/**
|
|
* cogl_matrix_get_array:
|
|
* @matrix: A 4x4 transformation matrix
|
|
*
|
|
* Casts @matrix to a float array which can be directly passed to OpenGL.
|
|
*
|
|
* Return value: a pointer to the float array
|
|
*/
|
|
const float *
|
|
cogl_matrix_get_array (const CoglMatrix *matrix);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_init_from_quaternion:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @quaternion: A #CoglQuaternion
|
|
*
|
|
* Initializes @matrix from a #CoglQuaternion rotation.
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_quaternion (CoglMatrix *matrix,
|
|
const CoglQuaternion *quaternion);
|
|
|
|
/**
|
|
* cogl_matrix_init_from_euler:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @euler: A #CoglEuler
|
|
*
|
|
* Initializes @matrix from a #CoglEuler rotation.
|
|
*/
|
|
void
|
|
cogl_matrix_init_from_euler (CoglMatrix *matrix,
|
|
const CoglEuler *euler);
|
|
#endif
|
|
|
|
/**
|
|
* cogl_matrix_equal:
|
|
* @v1: A 4x4 transformation matrix
|
|
* @v2: A 4x4 transformation matrix
|
|
*
|
|
* Compares two matrices to see if they represent the same
|
|
* transformation. Although internally the matrices may have different
|
|
* annotations associated with them and may potentially have a cached
|
|
* inverse matrix these are not considered in the comparison.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_equal (const void *v1, const void *v2);
|
|
|
|
/**
|
|
* cogl_matrix_copy:
|
|
* @matrix: A 4x4 transformation matrix you want to copy
|
|
*
|
|
* Allocates a new #CoglMatrix on the heap and initializes it with
|
|
* the same values as @matrix.
|
|
*
|
|
* Returns: A newly allocated #CoglMatrix which should be freed using
|
|
* cogl_matrix_free()
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
CoglMatrix *
|
|
cogl_matrix_copy (const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_free:
|
|
* @matrix: A 4x4 transformation matrix you want to free
|
|
*
|
|
* Frees a #CoglMatrix that was previously allocated via a call to
|
|
* cogl_matrix_copy().
|
|
*
|
|
* Since: 1.6
|
|
*/
|
|
void
|
|
cogl_matrix_free (CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_get_inverse:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @inverse: (out): The destination for a 4x4 inverse transformation matrix
|
|
*
|
|
* Gets the inverse transform of a given matrix and uses it to initialize
|
|
* a new #CoglMatrix.
|
|
*
|
|
* <note>Although the first parameter is annotated as const to indicate
|
|
* that the transform it represents isn't modified this function may
|
|
* technically save a copy of the inverse transform within the given
|
|
* #CoglMatrix so that subsequent requests for the inverse transform may
|
|
* avoid costly inversion calculations.</note>
|
|
*
|
|
* Return value: %TRUE if the inverse was successfully calculated or %FALSE
|
|
* for degenerate transformations that can't be inverted (in this case the
|
|
* @inverse matrix will simply be initialized with the identity matrix)
|
|
*
|
|
* Since: 1.2
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_get_inverse (const CoglMatrix *matrix,
|
|
CoglMatrix *inverse);
|
|
|
|
/* FIXME: to be consistent with cogl_matrix_{transform,project}_points
|
|
* this could be renamed to cogl_matrix_project_point for Cogl 2.0...
|
|
*/
|
|
|
|
/**
|
|
* cogl_matrix_transform_point:
|
|
* @matrix: A 4x4 transformation matrix
|
|
* @x: (inout): The X component of your points position
|
|
* @y: (inout): The Y component of your points position
|
|
* @z: (inout): The Z component of your points position
|
|
* @w: (inout): The W component of your points position
|
|
*
|
|
* Transforms a point whos position is given and returned as four float
|
|
* components.
|
|
*/
|
|
void
|
|
cogl_matrix_transform_point (const CoglMatrix *matrix,
|
|
float *x,
|
|
float *y,
|
|
float *z,
|
|
float *w);
|
|
|
|
#ifdef COGL_ENABLE_EXPERIMENTAL_API
|
|
/**
|
|
* cogl_matrix_transform_points:
|
|
* @matrix: A transformation matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2 or 3)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Transforms an array of input points and writes the result to
|
|
* another array of output points. The input points can either have 2
|
|
* or 3 components each. The output points always have 3 components.
|
|
* The output array can simply point to the input array to do the
|
|
* transform in-place.
|
|
*
|
|
* If you need to transform 4 component points see
|
|
* cogl_matrix_project_points().
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* uint8_t r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* uint8_t r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_transform_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_transform_points (const CoglMatrix *matrix,
|
|
int n_components,
|
|
size_t stride_in,
|
|
const void *points_in,
|
|
size_t stride_out,
|
|
void *points_out,
|
|
int n_points);
|
|
|
|
/**
|
|
* cogl_matrix_project_points:
|
|
* @matrix: A projection matrix
|
|
* @n_components: The number of position components for each input point.
|
|
* (either 2, 3 or 4)
|
|
* @stride_in: The stride in bytes between input points.
|
|
* @points_in: A pointer to the first component of the first input point.
|
|
* @stride_out: The stride in bytes between output points.
|
|
* @points_out: A pointer to the first component of the first output point.
|
|
* @n_points: The number of points to transform.
|
|
*
|
|
* Projects an array of input points and writes the result to another
|
|
* array of output points. The input points can either have 2, 3 or 4
|
|
* components each. The output points always have 4 components (known
|
|
* as homogenous coordinates). The output array can simply point to
|
|
* the input array to do the transform in-place.
|
|
*
|
|
* Here's an example with differing input/output strides:
|
|
* |[
|
|
* typedef struct {
|
|
* float x,y;
|
|
* uint8_t r,g,b,a;
|
|
* float s,t,p;
|
|
* } MyInVertex;
|
|
* typedef struct {
|
|
* uint8_t r,g,b,a;
|
|
* float x,y,z;
|
|
* } MyOutVertex;
|
|
* MyInVertex vertices[N_VERTICES];
|
|
* MyOutVertex results[N_VERTICES];
|
|
* CoglMatrix matrix;
|
|
*
|
|
* my_load_vertices (vertices);
|
|
* my_get_matrix (&matrix);
|
|
*
|
|
* cogl_matrix_project_points (&matrix,
|
|
* 2,
|
|
* sizeof (MyInVertex),
|
|
* &vertices[0].x,
|
|
* sizeof (MyOutVertex),
|
|
* &results[0].x,
|
|
* N_VERTICES);
|
|
* ]|
|
|
*
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_matrix_project_points (const CoglMatrix *matrix,
|
|
int n_components,
|
|
size_t stride_in,
|
|
const void *points_in,
|
|
size_t stride_out,
|
|
void *points_out,
|
|
int n_points);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
/**
|
|
* cogl_matrix_is_identity:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Determines if the given matrix is an identity matrix.
|
|
*
|
|
* Returns: %TRUE if @matrix is an identity matrix else %FALSE
|
|
* Since: 1.8
|
|
*/
|
|
CoglBool
|
|
cogl_matrix_is_identity (const CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_matrix_transpose:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Replaces @matrix with its transpose. Ie, every element (i,j) in the
|
|
* new matrix is taken from element (j,i) in the old matrix.
|
|
*
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_matrix_transpose (CoglMatrix *matrix);
|
|
|
|
/**
|
|
* cogl_debug_matrix_print:
|
|
* @matrix: A #CoglMatrix
|
|
*
|
|
* Prints the contents of a #CoglMatrix to stdout.
|
|
*
|
|
* Since: 2.0
|
|
*/
|
|
void
|
|
cogl_debug_matrix_print (const CoglMatrix *matrix);
|
|
|
|
#ifdef _COGL_SUPPORTS_GTYPE_INTEGRATION
|
|
|
|
#define COGL_GTYPE_TYPE_MATRIX (cogl_gtype_matrix_get_type ())
|
|
|
|
/**
|
|
* cogl_gtype_matrix_get_type:
|
|
*
|
|
* Returns the GType for the registered "CoglMatrix" boxed type. This
|
|
* can be used for example to define GObject properties that accept a
|
|
* #CoglMatrix value.
|
|
*/
|
|
GType
|
|
cogl_gtype_matrix_get_type (void);
|
|
|
|
#endif /* _COGL_SUPPORTS_GTYPE_INTEGRATION */
|
|
|
|
COGL_END_DECLS
|
|
|
|
#endif /* __COGL_MATRIX_H */
|
|
|