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Diffstat (limited to 'hacks/glx/glsl-utils.h')
| -rw-r--r-- | hacks/glx/glsl-utils.h | 73 |
1 files changed, 0 insertions, 73 deletions
diff --git a/hacks/glx/glsl-utils.h b/hacks/glx/glsl-utils.h deleted file mode 100644 index 20edc9d..0000000 --- a/hacks/glx/glsl-utils.h +++ /dev/null @@ -1,73 +0,0 @@ -/* glsl-utils.h --- support functions for GLSL in OpenGL hacks. - * Copyright (c) 2020-2021 Carsten Steger <carsten@mirsanmir.org> - * - * Permission to use, copy, modify, distribute, and sell this software and its - * documentation for any purpose is hereby granted without fee, provided that - * the above copyright notice appear in all copies and that both that - * copyright notice and this permission notice appear in supporting - * documentation. No representations are made about the suitability of this - * software for any purpose. It is provided "as is" without express or - * implied warranty. - */ - - -#ifndef __GLSL_UTILS_H__ -#define __GLSL_UTILS_H__ - -#ifdef HAVE_GLSL - - -/* Column-major linearized matrix coordinate */ -#define GLSL__LINCOOR(r,c,h) ((c)*(h)+(r)) - - -/* Copy a 4x4 column-major matrix: c = m. */ -extern void glsl_CopyMatrix(GLfloat c[16], GLfloat m[16]); - -/* Create a 4x4 column-major identity matrix. */ -extern void glsl_Identity(GLfloat c[16]); - -/* Multiply two 4x4 column-major matrices: c = c*m. */ -extern void glsl_MultMatrix(GLfloat c[16], GLfloat m[16]); - -/* Multiply a 4x4 column-major matrix by a rotation matrix that rotates - around the axis (x,y,z) by the angle angle: c = c*r(angle,x,y,z). */ -extern void glsl_Rotate(GLfloat c[16], GLfloat angle, GLfloat x, GLfloat y, - GLfloat z); - -/* Multiply a 4x4 column-major matrix by a matrix that stretches, shrinks, - or reflects an object along the axes: c = c*s(sx,sy,sz). */ -extern void glsl_Scale(GLfloat c[16], GLfloat sx, GLfloat sy, GLfloat sz); - -/* Multiply a 4x4 column-major matrix by a matrix that translates an object - by a translation vector: c = c*t(tx,ty,tz). */ -extern void glsl_Translate(GLfloat c[16], GLfloat tx, GLfloat ty, GLfloat tz); - -/* Add a perspective projection to a 4x4 column-major matrix. */ -extern void glsl_Perspective(GLfloat c[16], GLfloat fovy, GLfloat aspect, - GLfloat z_near, GLfloat z_far); - -/* Add an orthographic projection to a 4x4 column-major matrix. */ -extern void glsl_Orthographic(GLfloat c[16], GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval); - -/* Get the OpenGL and GLSL versions. */ -extern GLboolean glsl_GetGlAndGlslVersions(GLint *gl_major, - GLint *gl_minor, - GLint *glsl_major, - GLint *glsl_minor, - GLboolean *gl_gles3); - -/* Compile and link a vertex and a Fragment shader into a GLSL program. */ -extern GLboolean glsl_CompileAndLinkShaders(GLsizei vertex_shader_count, - const GLchar **vertex_shader_source, - GLsizei fragment_shader_count, - const GLchar **fragment_shader_source, - GLuint *shader_program); - - -#endif /* HAVE_GLSL */ - - -#endif /* __GLSL_UTILS_H__ */ |
