// // 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 /// // 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