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ee940a3d0d
So we can get to the point where cogl.h is merely an aggregation of header includes for the 1.x api this moves all the function prototypes and type definitions into a cogl-context.h and a new cogl1-context.h. Ideally no code internally should ever need to include cogl.h as it just represents the public facing header for accessing the 1.x api which should only be used by Clutter. Reviewed-by: Neil Roberts <neil@linux.intel.com>
297 lines
6.1 KiB
C
297 lines
6.1 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) 2010 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <cogl.h>
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#include <cogl-util.h>
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#include <cogl-vector.h>
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#include <glib.h>
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#include <math.h>
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#include <string.h>
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#define X 0
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#define Y 1
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#define Z 2
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#define W 3
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void
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cogl_vector3_init (float *vector, float x, float y, float z)
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{
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vector[X] = x;
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vector[Y] = y;
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vector[Z] = z;
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}
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void
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cogl_vector3_init_zero (float *vector)
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{
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memset (vector, 0, sizeof (float) * 3);
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}
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gboolean
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cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
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{
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float *vector0 = (float *)v1;
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float *vector1 = (float *)v2;
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_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
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/* There's no point picking an arbitrary epsilon that's appropriate
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* for comparing the components so we just use == that will at least
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* consider -0 and 0 to be equal. */
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return
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vector0[X] == vector1[X] &&
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vector0[Y] == vector1[Y] &&
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vector0[Z] == vector1[Z];
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}
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gboolean
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cogl_vector3_equal_with_epsilon (const float *vector0,
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const float *vector1,
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float epsilon)
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{
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_COGL_RETURN_VAL_IF_FAIL (vector0 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (vector1 != NULL, FALSE);
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if (fabsf (vector0[X] - vector1[X]) < epsilon &&
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fabsf (vector0[Y] - vector1[Y]) < epsilon &&
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fabsf (vector0[Z] - vector1[Z]) < epsilon)
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return TRUE;
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else
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return FALSE;
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}
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float *
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cogl_vector3_copy (const float *vector)
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{
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if (vector)
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return g_slice_copy (sizeof (float) * 3, vector);
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return NULL;
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}
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void
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cogl_vector3_free (float *vector)
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{
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g_slice_free1 (sizeof (float) * 3, vector);
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}
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void
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cogl_vector3_invert (float *vector)
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{
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vector[X] = -vector[X];
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vector[Y] = -vector[Y];
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vector[Z] = -vector[Z];
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}
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void
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cogl_vector3_add (float *result,
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const float *a,
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const float *b)
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{
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result[X] = a[X] + b[X];
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result[Y] = a[Y] + b[Y];
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result[Z] = a[Z] + b[Z];
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}
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void
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cogl_vector3_subtract (float *result,
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const float *a,
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const float *b)
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{
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result[X] = a[X] - b[X];
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result[Y] = a[Y] - b[Y];
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result[Z] = a[Z] - b[Z];
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}
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void
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cogl_vector3_multiply_scalar (float *vector,
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float scalar)
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{
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vector[X] *= scalar;
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vector[Y] *= scalar;
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vector[Z] *= scalar;
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}
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void
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cogl_vector3_divide_scalar (float *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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vector[X] *= one_over_scalar;
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vector[Y] *= one_over_scalar;
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vector[Z] *= one_over_scalar;
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}
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void
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cogl_vector3_normalize (float *vector)
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{
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float mag_squared =
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vector[X] * vector[X] +
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vector[Y] * vector[Y] +
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vector[Z] * vector[Z];
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if (mag_squared > 0.0f)
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{
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float one_over_mag = 1.0f / sqrtf (mag_squared);
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vector[X] *= one_over_mag;
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vector[Y] *= one_over_mag;
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vector[Z] *= one_over_mag;
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}
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}
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float
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cogl_vector3_magnitude (const float *vector)
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{
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return sqrtf (vector[X] * vector[X] +
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vector[Y] * vector[Y] +
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vector[Z] * vector[Z]);
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}
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void
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cogl_vector3_cross_product (float *result,
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const float *a,
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const float *b)
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{
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float tmp[3];
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tmp[X] = a[Y] * b[Z] - a[Z] * b[Y];
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tmp[Y] = a[Z] * b[X] - a[X] * b[Z];
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tmp[Z] = a[X] * b[Y] - a[Y] * b[X];
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result[X] = tmp[X];
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result[Y] = tmp[Y];
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result[Z] = tmp[Z];
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}
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float
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cogl_vector3_dot_product (const float *a, const float *b)
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{
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return a[X] * b[X] + a[Y] * b[Y] + a[Z] * b[Z];
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}
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float
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cogl_vector3_distance (const float *a, const float *b)
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{
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float dx = b[X] - a[X];
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float dy = b[Y] - a[Y];
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float dz = b[Z] - a[Z];
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return sqrtf (dx * dx + dy * dy + dz * dz);
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}
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#if 0
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void
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cogl_vector4_init (float *vector, float x, float y, float z)
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{
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vector[X] = x;
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vector[Y] = y;
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vector[Z] = z;
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vector[W] = w;
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}
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void
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cogl_vector4_init_zero (float *vector)
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{
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memset (vector, 0, sizeof (CoglVector4));
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}
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void
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cogl_vector4_init_from_vector4 (float *vector, float *src)
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{
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*vector4 = *src;
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}
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gboolean
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cogl_vector4_equal (gconstpointer *v0, gconstpointer *v1)
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{
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_COGL_RETURN_VAL_IF_FAIL (v1 != NULL, FALSE);
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_COGL_RETURN_VAL_IF_FAIL (v2 != NULL, FALSE);
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return memcmp (v1, v2, sizeof (float) * 4) == 0 ? TRUE : FALSE;
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}
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float *
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cogl_vector4_copy (float *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector4, vector);
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return NULL;
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}
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void
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cogl_vector4_free (float *vector)
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{
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g_slice_free (CoglVector4, vector);
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}
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void
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cogl_vector4_invert (float *vector)
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{
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vector.x = -vector.x;
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vector.y = -vector.y;
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vector.z = -vector.z;
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vector.w = -vector.w;
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}
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void
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cogl_vector4_add (float *result,
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float *a,
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float *b)
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{
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result.x = a.x + b.x;
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result.y = a.y + b.y;
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result.z = a.z + b.z;
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result.w = a.w + b.w;
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}
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void
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cogl_vector4_subtract (float *result,
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float *a,
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float *b)
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{
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result.x = a.x - b.x;
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result.y = a.y - b.y;
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result.z = a.z - b.z;
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result.w = a.w - b.w;
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}
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void
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cogl_vector4_divide (float *vector,
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float scalar)
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{
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float one_over_scalar = 1.0f / scalar;
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result.x *= one_over_scalar;
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result.y *= one_over_scalar;
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result.z *= one_over_scalar;
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result.w *= one_over_scalar;
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}
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#endif
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