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authorTom Gall <tom.gall@linaro.org>2014-10-05 23:02:12 -0500
committerTom Gall <tom.gall@linaro.org>2014-10-05 23:02:12 -0500
commitffbf61c267a162c3e5d41c9ff310e2c8dae1c3bd (patch)
treeb966b6d1b2c0a6bcb8787e234defcd47ac2a1f0b /include/esUtil.h
Initial commit
This is the reference implementation with the miniEGL code stripped out Tests are simplistic at this point. Windowing uses traditional egl (mesa test) but should work with mali egl too.
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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>
+#include <EGL/egl.h>
+
+#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;
+
+ EGLConfig eglConfig;
+
+ void *vgContext;
+
+ /// 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