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Unified Diff: third_party/gles_book_examples/Common/Include/esUtil.h

Issue 543002: Renamed gles_book_examples to gles2_book to make it shorter and more correct.... (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 10 years, 11 months ago
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Index: third_party/gles_book_examples/Common/Include/esUtil.h
===================================================================
--- third_party/gles_book_examples/Common/Include/esUtil.h (revision 35873)
+++ third_party/gles_book_examples/Common/Include/esUtil.h (working copy)
@@ -1,191 +0,0 @@
-//
-// 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>
-
-#ifdef __cplusplus
-extern "C" {
-#endif // __cplusplus
-
-#ifndef FALSE
-#define FALSE 0
-#endif // FALSE
-#ifndef TRUE
-#define TRUE 1
-#endif // TRUE
-
-typedef struct
-{
- GLfloat m[4][4];
-} ESMatrix;
-
-typedef struct
-{
- /// Put your user data here...
- void* userData;
-
- /// Window width
- GLint width;
-
- /// Window height
- GLint height;
-} ESContext;
-
-//
-///
-/// \brief Initialize ES framework context. This must be called before calling any other functions.
-/// \param esContext Application context
-//
-extern void esInitContext ( ESContext *esContext );
-
-//
-/// \brief Log a message to the debug output for the platform
-/// \param formatStr Format string for error log.
-//
-extern void 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
-//
-extern GLuint 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
-//
-extern GLuint 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
-//
-extern int 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
-//
-extern int 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.
-//
-extern char* 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
-//
-extern void 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
-//
-extern void 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
-//
-extern void 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.
-//
-extern void 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
-//
-extern void 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
-//
-extern void 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
-//
-extern void esMatrixMultiply(ESMatrix *result, ESMatrix *srcA, ESMatrix *srcB);
-
-//
-//// \brief return an indentity matrix
-//// \param result returns identity matrix
-//
-extern void esMatrixLoadIdentity(ESMatrix *result);
-
-#ifdef __cplusplus
-}
-#endif // __cplusplus
-
-#endif // ESUTIL_H

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