/* * GL - Graphics Layer * * Copyright (c) 2011-2012 David Herrmann * * 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. */ /* * Graphics Layer * This provides lots of helpers to work with OpenGL APIs. This includes * math-helpers, basic shaders and a texture-API. If working with this API, * there must always be a valid OpenGL-context! */ #ifndef GL_GL_H #define GL_GL_H #include #include #include "uterm.h" /* * Math Helpers * The gl_m4 type is a 4x4 matrix of floats. The gl_m4_stack is a stack of m4 * matrices where you can only access the top-most member. */ struct gl_m4_stack; void gl_m4_identity(float *m); void gl_m4_copy(float *dest, const float *src); void gl_m4_mult_dest(float *dest, const float *n, const float *m); void gl_m4_mult(float *n, const float *m); void gl_m4_translate(float *m, float x, float y, float z); void gl_m4_scale(float *m, float x, float y, float z); void gl_m4_transpose_dest(float *dest, const float *src); void gl_m4_transpose(float *m); int gl_m4_stack_new(struct gl_m4_stack **out); void gl_m4_stack_free(struct gl_m4_stack *stack); float *gl_m4_stack_push(struct gl_m4_stack *stack); float *gl_m4_stack_pop(struct gl_m4_stack *stack); float *gl_m4_stack_tip(struct gl_m4_stack *stack); #ifdef KMSCON_HAVE_GLES2 /* miscellaneous */ void gl_clear_error(); bool gl_has_error(); void gl_viewport(struct uterm_screen *screen); void gl_clear_color(float r, float g, float b, float a); void gl_clear(void); /* * Texture API * This allows to create new textures which can then be used to draw images with * the shader API. */ unsigned int gl_tex_new(); void gl_tex_free(unsigned int tex); void gl_tex_load(unsigned int tex, unsigned int width, unsigned int stride, unsigned int height, void *buf); /* * Shader API */ struct gl_shader; int gl_shader_new(struct gl_shader **out); void gl_shader_ref(struct gl_shader *shader); void gl_shader_unref(struct gl_shader *shader); void gl_shader_draw_def(struct gl_shader *shader, float *vertices, float *colors, size_t num); void gl_shader_draw_tex(struct gl_shader *shader, const float *vertices, const float *texcoords, size_t num, unsigned int tex, const float *m); #else /* !KMSCON_HAVE_GLES2 */ /* dummy helpers for the case that OpenGL is not available */ static inline void gl_clear_error() { } static inline bool gl_has_error() { return false; } static inline void gl_viewport(struct uterm_screen *screen) { } static inline void gl_clear_color(float r, float g, float b, float a) { } static inline void gl_clear(void) { } /* * Texture API * This allows to create new textures which can then be used to draw images with * the shader API. */ static inline unsigned int gl_tex_new() { return 1; } static inline void gl_tex_free(unsigned int tex) { } static inline void gl_tex_load(unsigned int tex, unsigned int width, unsigned int stride, unsigned int height, void *buf) { } /* * Shader API */ struct gl_shader { int unused; }; static inline int gl_shader_new(struct gl_shader **out) { *out = NULL; return 0; } static inline void gl_shader_ref(struct gl_shader *shader) { } static inline void gl_shader_unref(struct gl_shader *shader) { } static inline void gl_shader_draw_def(struct gl_shader *shader, float *vertices, float *colors, size_t num) { } static inline void gl_shader_draw_tex(struct gl_shader *shader, const float *vertices, const float *texcoords, size_t num, unsigned int tex, const float *m) { } #endif /* KMSCON_HAVE_GLES2 */ #endif /* GL_GL_H */