diff options
author | Tomi Valkeinen <tomi.valkeinen@ti.com> | 2016-03-24 21:19:01 +0200 |
---|---|---|
committer | Tomi Valkeinen <tomi.valkeinen@ti.com> | 2016-03-24 21:19:01 +0200 |
commit | 8727f2651163832bba759fc069ced64625d4f03f (patch) | |
tree | b94ce70aec316033d0c577fbe06e947705612df1 /kmscube | |
parent | c113f75a8f21768f13d61c3a06ec27a43dffcc9e (diff) |
kmscube: clean up esUtil
Diffstat (limited to 'kmscube')
-rw-r--r-- | kmscube/esTransform.c | 16 | ||||
-rw-r--r-- | kmscube/esUtil.h | 194 |
2 files changed, 16 insertions, 194 deletions
diff --git a/kmscube/esTransform.c b/kmscube/esTransform.c index bb69d89..e3e30e4 100644 --- a/kmscube/esTransform.c +++ b/kmscube/esTransform.c @@ -46,7 +46,7 @@ #define PI 3.1415926535897932384626433832795f -void ESUTIL_API +void esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz) { result->m[0][0] *= sx; @@ -65,7 +65,7 @@ esScale(ESMatrix *result, GLfloat sx, GLfloat sy, GLfloat sz) result->m[2][3] *= sz; } -void ESUTIL_API +void esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz) { result->m[3][0] += (result->m[0][0] * tx + result->m[1][0] * ty + result->m[2][0] * tz); @@ -74,7 +74,7 @@ esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz) result->m[3][3] += (result->m[0][3] * tx + result->m[1][3] * ty + result->m[2][3] * tz); } -void ESUTIL_API +void esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { GLfloat sinAngle, cosAngle; @@ -127,7 +127,7 @@ esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) } } -void ESUTIL_API +void esFrustum(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) { float deltaX = right - left; @@ -157,7 +157,7 @@ esFrustum(ESMatrix *result, float left, float right, float bottom, float top, fl } -void ESUTIL_API +void esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ) { GLfloat frustumW, frustumH; @@ -168,7 +168,7 @@ esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float far esFrustum( result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ ); } -void ESUTIL_API +void esOrtho(ESMatrix *result, float left, float right, float bottom, float top, float nearZ, float farZ) { float deltaX = right - left; @@ -191,7 +191,7 @@ esOrtho(ESMatrix *result, float left, float right, float bottom, float top, floa } -void ESUTIL_API +void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB) { ESMatrix tmp; @@ -223,7 +223,7 @@ esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB) } -void ESUTIL_API +void esMatrixLoadIdentity(ESMatrix *result) { memset(result, 0x0, sizeof(ESMatrix)); diff --git a/kmscube/esUtil.h b/kmscube/esUtil.h index f734382..c0383ab 100644 --- a/kmscube/esUtil.h +++ b/kmscube/esUtil.h @@ -50,202 +50,24 @@ 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); +void 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); +void 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 @@ -253,7 +75,7 @@ void ESUTIL_API esTranslate(ESMatrix *result, GLfloat tx, GLfloat ty, GLfloat tz /// \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); +void 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 @@ -262,7 +84,7 @@ void ESUTIL_API esRotate(ESMatrix *result, GLfloat angle, GLfloat x, GLfloat y, /// \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); +void 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 @@ -272,7 +94,7 @@ void ESUTIL_API esFrustum(ESMatrix *result, float left, float right, float botto /// \param nearZ Near plane distance /// \param farZ Far plane distance // -void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect, float nearZ, float farZ); +void 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 @@ -281,20 +103,20 @@ void ESUTIL_API esPerspective(ESMatrix *result, float fovy, float aspect, float /// \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); +void 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); +void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB); // //// \brief return an indentity matrix //// \param result returns identity matrix // -void ESUTIL_API esMatrixLoadIdentity(ESMatrix *result); +void esMatrixLoadIdentity(ESMatrix *result); #ifdef __cplusplus } |