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esUtil.h
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esUtil.h
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//
// Book: OpenGL(R) ES 2.0 Programming Guide
// Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
// ISBN-10: 0321502795
// ISBN-13: 9780321502797
// Publisher: Addison-Wesley Professional
// URLs: http://safari.informit.com/9780321563835
// http://www.opengles-book.com
//
/*
* (c) 2009 Aaftab Munshi, Dan Ginsburg, Dave Shreiner
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
//
/// \file ESUtil.h
/// \brief A utility library for OpenGL ES. This library provides a
/// basic common framework for the example applications in the
/// OpenGL ES 2.0 Programming Guide.
//
#ifndef ESUTIL_H
#define ESUTIL_H
///
// Includes
//
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#ifdef __cplusplus
extern "C" {
#endif
///
// Macros
//
#define ESUTIL_API
#define ESCALLBACK
/// esCreateWindow flag - RGB color buffer
#define ES_WINDOW_RGB 0
/// esCreateWindow flag - ALPHA color buffer
#define ES_WINDOW_ALPHA 1
/// esCreateWindow flag - depth buffer
#define ES_WINDOW_DEPTH 2
/// esCreateWindow flag - stencil buffer
#define ES_WINDOW_STENCIL 4
/// esCreateWindow flat - multi-sample buffer
#define ES_WINDOW_MULTISAMPLE 8
///
// Types
//
#ifndef FALSE
#define FALSE 0
#endif
#ifndef TRUE
#define TRUE 1
#endif
typedef struct { GLfloat m[4][4]; } ESMatrix;
typedef struct _escontext {
/// Put your user data here...
void *userData;
/// Window width
GLint width;
/// Window height
GLint height;
/// Window handle
EGLNativeWindowType hWnd;
/// EGL display
EGLDisplay eglDisplay;
/// EGL context
EGLContext eglContext;
/// EGL surface
EGLSurface eglSurface;
/// Callbacks
void(ESCALLBACK *drawFunc)(struct _escontext *);
void(ESCALLBACK *keyFunc)(struct _escontext *, unsigned char, int, int);
void(ESCALLBACK *updateFunc)(struct _escontext *, float deltaTime);
} ESContext;
///
// Public Functions
//
//
///
/// \brief Initialize ES framework context. This must be called before calling
/// any other functions.
/// \param esContext Application context
//
void ESUTIL_API esInitContext(ESContext *esContext);
//
/// \brief Create a window with the specified parameters
/// \param esContext Application context
/// \param title Name for title bar of window
/// \param width Width in pixels of window to create
/// \param height Height in pixels of window to create
/// \param flags Bitfield for the window creation flags
/// ES_WINDOW_RGB - specifies that the color buffer should have
/// R,G,B channels
/// ES_WINDOW_ALPHA - specifies that the color buffer should have
/// alpha
/// ES_WINDOW_DEPTH - specifies that a depth buffer should be created
/// ES_WINDOW_STENCIL - specifies that a stencil buffer should be
/// created
/// ES_WINDOW_MULTISAMPLE - specifies that a multi-sample buffer should
/// be created
/// \return GL_TRUE if window creation is succesful, GL_FALSE otherwise
GLboolean ESUTIL_API esCreateWindow(ESContext *esContext, const char *title,
GLint width, GLint height, GLuint flags);
//
/// \brief Start the main loop for the OpenGL ES application
/// \param esContext Application context
//
void ESUTIL_API esMainLoop(ESContext *esContext);
//
/// \brief Register a draw callback function to be used to render each frame
/// \param esContext Application context
/// \param drawFunc Draw callback function that will be used to render the scene
//
void ESUTIL_API esRegisterDrawFunc(ESContext *esContext,
void(ESCALLBACK *drawFunc)(ESContext *));
//
/// \brief Register an update callback function to be used to update on each
/// time step
/// \param esContext Application context
/// \param updateFunc Update callback function that will be used to render the
/// scene
//
void ESUTIL_API esRegisterUpdateFunc(ESContext *esContext,
void(ESCALLBACK *updateFunc)(ESContext *,
float));
//
/// \brief Register an keyboard input processing callback function
/// \param esContext Application context
/// \param keyFunc Key callback function for application processing of keyboard
/// input
//
void ESUTIL_API esRegisterKeyFunc(ESContext *esContext,
void(ESCALLBACK *drawFunc)(ESContext *,
unsigned char, int,
int));
//
/// \brief Log a message to the debug output for the platform
/// \param formatStr Format string for error log.
//
void ESUTIL_API esLogMessage(const char *formatStr, ...);
//
///
/// \brief Load a shader, check for compile errors, print error messages to
/// output log
/// \param type Type of shader (GL_VERTEX_SHADER or GL_FRAGMENT_SHADER)
/// \param shaderSrc Shader source string
/// \return A new shader object on success, 0 on failure
//
GLuint ESUTIL_API esLoadShader(GLenum type, const char *shaderSrc);
//
///
/// \brief Load a vertex and fragment shader, create a program object, link
/// program.
/// Errors output to log.
/// \param vertShaderSrc Vertex shader source code
/// \param fragShaderSrc Fragment shader source code
/// \return A new program object linked with the vertex/fragment shader pair, 0
/// on failure
//
GLuint ESUTIL_API esLoadProgram(const char *vertShaderSrc,
const char *fragShaderSrc);
//
/// \brief Generates geometry for a sphere. Allocates memory for the vertex
/// data and stores
/// the results in the arrays. Generate index list for a TRIANGLE_STRIP
/// \param numSlices The number of slices in the sphere
/// \param vertices If not NULL, will contain array of float3 positions
/// \param normals If not NULL, will contain array of float3 normals
/// \param texCoords If not NULL, will contain array of float2 texCoords
/// \param indices If not NULL, will contain the array of indices for the
/// triangle strip
/// \return The number of indices required for rendering the buffers (the number
/// of indices stored in the indices array
/// if it is not NULL ) as a GL_TRIANGLE_STRIP
//
int ESUTIL_API esGenSphere(int numSlices, float radius, GLfloat **vertices,
GLfloat **normals, GLfloat **texCoords,
GLuint **indices);
//
/// \brief Generates geometry for a cube. Allocates memory for the vertex data
/// and stores
/// the results in the arrays. Generate index list for a TRIANGLES
/// \param scale The size of the cube, use 1.0 for a unit cube.
/// \param vertices If not NULL, will contain array of float3 positions
/// \param normals If not NULL, will contain array of float3 normals
/// \param texCoords If not NULL, will contain array of float2 texCoords
/// \param indices If not NULL, will contain the array of indices for the
/// triangle strip
/// \return The number of indices required for rendering the buffers (the number
/// of indices stored in the indices array
/// if it is not NULL ) as a GL_TRIANGLES
//
int ESUTIL_API esGenCube(float scale, GLfloat **vertices, GLfloat **normals,
GLfloat **texCoords, GLuint **indices);
//
/// \brief Loads a 24-bit TGA image from a file
/// \param fileName Name of the file on disk
/// \param width Width of loaded image in pixels
/// \param height Height of loaded image in pixels
/// \return Pointer to loaded image. NULL on failure.
//
char *ESUTIL_API esLoadTGA(char *fileName, int *width, int *height);
//
/// \brief multiply matrix specified by result with a scaling matrix and return
/// new matrix in result
/// \param result Specifies the input matrix. Scaled matrix is returned in
/// result.
/// \param sx, sy, sz Scale factors along the x, y and z axes respectively
//
void ESUTIL_API esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz);
//
/// \brief multiply matrix specified by result with a translation matrix and
/// return new matrix in result
/// \param result Specifies the input matrix. Translated matrix is returned in
/// result.
/// \param tx, ty, tz Scale factors along the x, y and z axes respectively
//
void ESUTIL_API esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty,
GLfloat tz);
//
/// \brief multiply matrix specified by result with a rotation matrix and return
/// new matrix in result
/// \param result Specifies the input matrix. Rotated matrix is returned in
/// result.
/// \param angle Specifies the angle of rotation, in degrees.
/// \param x, y, z Specify the x, y and z coordinates of a vector, respectively
//
void ESUTIL_API esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y,
GLfloat z);
//
// \brief multiply matrix specified by result with a perspective matrix and
// return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \param left, right Coordinates for the left and right vertical clipping
/// planes
/// \param bottom, top Coordinates for the bottom and top horizontal clipping
/// planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes.
/// Both distances must be positive.
//
void ESUTIL_API esFrustum(ESMatrix *result, float left, float right,
float bottom, float top, float nearZ, float farZ);
//
/// \brief multiply matrix specified by result with a perspective matrix and
/// return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \param fovy Field of view y angle in degrees
/// \param aspect Aspect ratio of screen
/// \param nearZ Near plane distance
/// \param farZ Far plane distance
//
void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect,
float nearZ, float farZ);
//
/// \brief multiply matrix specified by result with a perspective matrix and
/// return new matrix in result
/// \param result Specifies the input matrix. new matrix is returned in result.
/// \param left, right Coordinates for the left and right vertical clipping
/// planes
/// \param bottom, top Coordinates for the bottom and top horizontal clipping
/// planes
/// \param nearZ, farZ Distances to the near and far depth clipping planes.
/// These values are negative if plane is behind the viewer
//
void ESUTIL_API esOrtho(ESMatrix *result, float left, float right, float bottom,
float top, float nearZ, float farZ);
//
/// \brief perform the following operation - result matrix = srcA matrix * srcB
/// matrix
/// \param result Returns multiplied matrix
/// \param srcA, srcB Input matrices to be multiplied
//
void ESUTIL_API esMatrixMultiply(ESMatrix *result, ESMatrix *srcA,
ESMatrix *srcB);
//
//// \brief return an indentity matrix
//// \param result returns identity matrix
//
void ESUTIL_API esMatrixLoadIdentity(ESMatrix *result);
#ifdef __cplusplus
}
#endif
#endif // ESUTIL_H