mirror of
https://github.com/brl/mutter.git
synced 2024-11-23 00:20:42 -05:00
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
/*
|
|
* 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>
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include <cogl.h>
|
|
#include <cogl-util.h>
|
|
#include <cogl-vector.h>
|
|
|
|
#include <glib.h>
|
|
#include <math.h>
|
|
#include <string.h>
|
|
|
|
#define X 0
|
|
#define Y 1
|
|
#define Z 2
|
|
#define W 3
|
|
|
|
void
|
|
cogl_vector3_init (float *vector, float x, float y, float z)
|
|
{
|
|
vector[X] = x;
|
|
vector[Y] = y;
|
|
vector[Z] = z;
|
|
}
|
|
|
|
void
|
|
cogl_vector3_init_zero (float *vector)
|
|
{
|
|
memset (vector, 0, sizeof (float) * 3);
|
|
}
|
|
|
|
gboolean
|
|
cogl_vector3_equal (gconstpointer v1, gconstpointer v2)
|
|
{
|
|
float *vector0 = (float *)v1;
|
|
float *vector1 = (float *)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 float *vector0,
|
|
const float *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;
|
|
}
|
|
|
|
float *
|
|
cogl_vector3_copy (const float *vector)
|
|
{
|
|
if (vector)
|
|
return g_slice_copy (sizeof (float) * 3, vector);
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
cogl_vector3_free (float *vector)
|
|
{
|
|
g_slice_free1 (sizeof (float) * 3, vector);
|
|
}
|
|
|
|
void
|
|
cogl_vector3_invert (float *vector)
|
|
{
|
|
vector[X] = -vector[X];
|
|
vector[Y] = -vector[Y];
|
|
vector[Z] = -vector[Z];
|
|
}
|
|
|
|
void
|
|
cogl_vector3_add (float *result,
|
|
const float *a,
|
|
const float *b)
|
|
{
|
|
result[X] = a[X] + b[X];
|
|
result[Y] = a[Y] + b[Y];
|
|
result[Z] = a[Z] + b[Z];
|
|
}
|
|
|
|
void
|
|
cogl_vector3_subtract (float *result,
|
|
const float *a,
|
|
const float *b)
|
|
{
|
|
result[X] = a[X] - b[X];
|
|
result[Y] = a[Y] - b[Y];
|
|
result[Z] = a[Z] - b[Z];
|
|
}
|
|
|
|
void
|
|
cogl_vector3_multiply_scalar (float *vector,
|
|
float scalar)
|
|
{
|
|
vector[X] *= scalar;
|
|
vector[Y] *= scalar;
|
|
vector[Z] *= scalar;
|
|
}
|
|
|
|
void
|
|
cogl_vector3_divide_scalar (float *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 (float *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 float *vector)
|
|
{
|
|
return sqrtf (vector[X] * vector[X] +
|
|
vector[Y] * vector[Y] +
|
|
vector[Z] * vector[Z]);
|
|
}
|
|
|
|
void
|
|
cogl_vector3_cross_product (float *result,
|
|
const float *a,
|
|
const float *b)
|
|
{
|
|
float tmp[3];
|
|
|
|
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[X] = tmp[X];
|
|
result[Y] = tmp[Y];
|
|
result[Z] = tmp[Z];
|
|
}
|
|
|
|
float
|
|
cogl_vector3_dot_product (const float *a, const float *b)
|
|
{
|
|
return a[X] * b[X] + a[Y] * b[Y] + a[Z] * b[Z];
|
|
}
|
|
|
|
float
|
|
cogl_vector3_distance (const float *a, const float *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 (float *vector, float x, float y, float z)
|
|
{
|
|
vector[X] = x;
|
|
vector[Y] = y;
|
|
vector[Z] = z;
|
|
vector[W] = w;
|
|
}
|
|
|
|
void
|
|
cogl_vector4_init_zero (float *vector)
|
|
{
|
|
memset (vector, 0, sizeof (CoglVector4));
|
|
}
|
|
|
|
void
|
|
cogl_vector4_init_from_vector4 (float *vector, float *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;
|
|
}
|
|
|
|
float *
|
|
cogl_vector4_copy (float *vector)
|
|
{
|
|
if (vector)
|
|
return g_slice_dup (CoglVector4, vector);
|
|
return NULL;
|
|
}
|
|
|
|
void
|
|
cogl_vector4_free (float *vector)
|
|
{
|
|
g_slice_free (CoglVector4, vector);
|
|
}
|
|
|
|
void
|
|
cogl_vector4_invert (float *vector)
|
|
{
|
|
vector.x = -vector.x;
|
|
vector.y = -vector.y;
|
|
vector.z = -vector.z;
|
|
vector.w = -vector.w;
|
|
}
|
|
|
|
void
|
|
cogl_vector4_add (float *result,
|
|
float *a,
|
|
float *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 (float *result,
|
|
float *a,
|
|
float *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 (float *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
|