/* * shl - OpenGL Helpers * * Copyright (c) 2011-2013 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. */ /* * 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 #include #include #include #include #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 */