1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
|
/*
* shl - OpenGL Helpers
*
* Copyright (c) 2011-2013 David Herrmann <dh.herrmann@gmail.com>
*
* 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.
*/
/*
* OpenGL Helpers
* This file provides several helper functions that are commonly used when
* working with OpenGL.
* TODO: Rename to shl_gl_* prefix.
*/
#ifndef SHL_GL_H
#define SHL_GL_H
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <stdbool.h>
#include <stdlib.h>
#include <stddef.h>
#include "shl_llog.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);
/*
* Shader Helpers
* These helpers load, compile and link shaders and allow easy attribute/uniform
* access.
*/
struct gl_shader;
int gl_shader_new(struct gl_shader **out, const char *vert, int vert_len,
const char *frag, int frag_len,
char **attr, size_t attr_count, llog_submit_t llog,
void *llog_data);
void gl_shader_ref(struct gl_shader *shader);
void gl_shader_unref(struct gl_shader *shader);
GLuint gl_shader_get_uniform(struct gl_shader *shader, const char *name);
void gl_shader_use(struct gl_shader *shader);
void gl_tex_new(GLuint *tex, size_t num);
void gl_tex_free(GLuint *tex, size_t num);
void gl_tex_load(GLuint tex, unsigned int width, unsigned int stride,
unsigned int height, uint8_t *buf);
void gl_clear_error();
bool gl_has_error(struct gl_shader *shader);
const char *gl_err_to_str(GLenum err);
#endif /* SHL_GL_H */
|