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diff --git a/kmscube/esUtil.h b/kmscube/esUtil.h new file mode 100644 index 0000000..f734382 --- /dev/null +++ b/kmscube/esUtil.h @@ -0,0 +1,303 @@ +// +// 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 <GLES2/gl2.h> +#include <EGL/egl.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 |