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b72f255c0a
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>
286 lines
6.2 KiB
C
286 lines
6.2 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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#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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void
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cogl_vector3_init (CoglVector3 *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 (CoglVector3 *vector)
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{
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memset (vector, 0, sizeof (CoglVector3));
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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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CoglVector3 *vector0 = (CoglVector3 *)v1;
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CoglVector3 *vector1 = (CoglVector3 *)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 CoglVector3 *vector0,
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const CoglVector3 *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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CoglVector3 *
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cogl_vector3_copy (const CoglVector3 *vector)
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{
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if (vector)
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return g_slice_dup (CoglVector3, vector);
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return NULL;
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}
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void
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cogl_vector3_free (CoglVector3 *vector)
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{
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g_slice_free (CoglVector3, vector);
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}
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void
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cogl_vector3_invert (CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *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 (CoglVector3 *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 (CoglVector3 *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 (CoglVector3 *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 CoglVector3 *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 (CoglVector3 *result,
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const CoglVector3 *a,
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const CoglVector3 *b)
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{
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CoglVector3 tmp;
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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 = tmp;
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}
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float
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cogl_vector3_dot_product (const CoglVector3 *a, const CoglVector3 *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 CoglVector3 *a, const CoglVector3 *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 (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *vector, CoglVector4 *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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CoglVector4 *
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cogl_vector4_copy (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *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 (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *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 (CoglVector4 *result,
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CoglVector4 *a,
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CoglVector4 *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 (CoglVector4 *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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