// // 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 // // /// \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 #include #ifdef __cplusplus extern "C" { #endif // __cplusplus #ifndef FALSE #define FALSE 0 #endif // FALSE #ifndef TRUE #define TRUE 1 #endif // TRUE typedef struct { GLfloat m[4][4]; } ESMatrix; typedef struct { /// Put your user data here... void* userData; /// Window width GLint width; /// Window height GLint height; } ESContext; // /// /// \brief Initialize ES framework context. This must be called before calling any other functions. /// \param esContext Application context // extern void esInitContext ( ESContext *esContext ); // /// \brief Log a message to the debug output for the platform /// \param formatStr Format string for error log. // extern void 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 // extern GLuint 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 // extern GLuint 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 // extern int esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **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 // extern int esGenCube ( float scale, GLfloat **vertices, GLfloat **normals, GLfloat **texCoords, GLushort **indices ); // /// \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 // extern 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 // extern 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 /// \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 // extern 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 /// \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. // extern 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 /// \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 // extern 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 /// \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 // extern 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 // extern void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB); // //// \brief return an indentity matrix //// \param result returns identity matrix // extern void esMatrixLoadIdentity(ESMatrix *result); #ifdef __cplusplus } #endif // __cplusplus #endif // ESUTIL_H