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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
//
//
/// \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>
#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 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.
//
extern char* 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
//
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
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