1 // 2 // Book: OpenGL(R) ES 2.0 Programming Guide 3 // Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner 4 // ISBN-10: 0321502795 5 // ISBN-13: 9780321502797 6 // Publisher: Addison-Wesley Professional 7 // URLs: http://safari.informit.com/9780321563835 8 // http://www.opengles-book.com 9 // 10 11 /* 12 * (c) 2009 Aaftab Munshi, Dan Ginsburg, Dave Shreiner 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a 15 * copy of this software and associated documentation files (the "Software"), 16 * to deal in the Software without restriction, including without limitation 17 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 18 * and/or sell copies of the Software, and to permit persons to whom the 19 * Software is furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included 22 * in all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 29 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 30 * DEALINGS IN THE SOFTWARE. 31 */ 32 33 // 34 /// \file ESUtil.h 35 /// \brief A utility library for OpenGL ES. This library provides a 36 /// basic common framework for the example applications in the 37 /// OpenGL ES 2.0 Programming Guide. 38 // 39 #ifndef ESUTIL_H 40 #define ESUTIL_H 41 42 /// 43 // Includes 44 // 45 #include <GLES2/gl2.h> 46 #include <EGL/egl.h> 47 48 #ifdef __cplusplus 49 50 extern "C" { 51 #endif 52 53 typedef struct 54 { 55 GLfloat m[4][4]; 56 } ESMatrix; 57 58 // 59 /// \brief multiply matrix specified by result with a scaling matrix and return new matrix in result 60 /// \param result Specifies the input matrix. Scaled matrix is returned in result. 61 /// \param sx, sy, sz Scale factors along the x, y and z axes respectively 62 // 63 void esScale(ESMatrix* result, GLfloat sx, GLfloat sy, GLfloat sz); 64 65 // 66 /// \brief multiply matrix specified by result with a translation matrix and return new matrix in result 67 /// \param result Specifies the input matrix. Translated matrix is returned in result. 68 /// \param tx, ty, tz Scale factors along the x, y and z axes respectively 69 // 70 void esTranslate(ESMatrix* result, GLfloat tx, GLfloat ty, GLfloat tz); 71 72 // 73 /// \brief multiply matrix specified by result with a rotation matrix and return new matrix in result 74 /// \param result Specifies the input matrix. Rotated matrix is returned in result. 75 /// \param angle Specifies the angle of rotation, in degrees. 76 /// \param x, y, z Specify the x, y and z coordinates of a vector, respectively 77 // 78 void esRotate(ESMatrix* result, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); 79 80 // 81 // \brief multiply matrix specified by result with a perspective matrix and return new matrix in result 82 /// \param result Specifies the input matrix. new matrix is returned in result. 83 /// \param left, right Coordinates for the left and right vertical clipping planes 84 /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes 85 /// \param nearZ, farZ Distances to the near and far depth clipping planes. Both distances must be positive. 86 // 87 void esFrustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ); 88 89 // 90 /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result 91 /// \param result Specifies the input matrix. new matrix is returned in result. 92 /// \param fovy Field of view y angle in degrees 93 /// \param aspect Aspect ratio of screen 94 /// \param nearZ Near plane distance 95 /// \param farZ Far plane distance 96 // 97 void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ); 98 99 // 100 /// \brief multiply matrix specified by result with a perspective matrix and return new matrix in result 101 /// \param result Specifies the input matrix. new matrix is returned in result. 102 /// \param left, right Coordinates for the left and right vertical clipping planes 103 /// \param bottom, top Coordinates for the bottom and top horizontal clipping planes 104 /// \param nearZ, farZ Distances to the near and far depth clipping planes. These values are negative if plane is behind the viewer 105 // 106 void esOrtho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ); 107 108 // 109 /// \brief perform the following operation - result matrix = srcA matrix * srcB matrix 110 /// \param result Returns multiplied matrix 111 /// \param srcA, srcB Input matrices to be multiplied 112 // 113 void esMatrixMultiply(ESMatrix* result, ESMatrix* srcA, ESMatrix* srcB); 114 115 // 116 //// \brief return an indentity matrix 117 //// \param result returns identity matrix 118 // 119 void esMatrixLoadIdentity(ESMatrix* result); 120 121 #ifdef __cplusplus 122 } 123 #endif 124 125 #endif // ESUTIL_H 126