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-rw-r--r--kmscube/esUtil.h194
1 files changed, 8 insertions, 186 deletions
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
}