// // 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 #include #ifdef __cplusplus extern "C" { #endif typedef struct { GLfloat m[4][4]; } ESMatrix; // /// \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 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 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 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 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 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 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 esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB); // //// \brief return an indentity matrix //// \param result returns identity matrix // void esMatrixLoadIdentity(ESMatrix *result); #ifdef __cplusplus } #endif #endif // ESUTIL_H