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Initial code commit.
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larsxschneider committed Sep 6, 2011
1 parent d8b7b38 commit 40736b5
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#include "CrossPlatformHelper.h"

/******************************************************************************/
#if defined(__APPLE__)
/******************************************************************************/

void sleep_ms(unsigned int p_ms) {
usleep(p_ms * 1000);
}

/******************************************************************************/
#elif defined(_WIN32)
/******************************************************************************/
double roundf(double x) {
return (x >= 0.0) ? floor(x + 0.5) : ceil(x - 0.5);
}

/* TODO memset_pattern4 and memset_pattern8 could be implemented by the same
* function with dynamic size and then wrapped */
void memset_pattern4(void* p_destination, const void* p_pattern, size_t p_count) {
/* TODO: see memset_pattern8 */
for(size_t i = 0; i < (p_count / 4); i++) {
memcpy(((char*)p_destination) + (i * 4), p_pattern, 4);
}
}

void memset_pattern8(void* p_destination, const void* p_pattern, size_t p_count) {
/* TODO: it would be faster, if we copy 8 bytes at first, then we have
* 16 bytes with the pattern, now we could copy the 16 bytes and have
* 32 bytes, now we can copy those 32 to have 64 etc... */
for(size_t i = 0; i < (p_count / 8); i++) {
memcpy(((char*)p_destination) + (i * 8), p_pattern, 8);
}
}

void sleep_ms(unsigned int p_ms) {
Sleep(p_ms);
}

#endif

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#ifndef CROSSPLATFORMHELPER_H
#define CROSSPLATFORMHELPER_H 1

/******************************************************************************/

/* cross platform sleep functionality */
void sleep_ms(unsigned int);

/******************************************************************************/
#if defined(__APPLE__)
/******************************************************************************/

/* for usleep */
# include <unistd.h>

# include <stdint.h>

/******************************************************************************/
#elif defined(_WIN32)
/******************************************************************************/

/* include the windows header */
# include <windows.h>

/* include special vc stdint.h version with limit macros enabled */
# define __STDC_LIMIT_MACROS
# include <stdint.h>

/* to implement roundf, we need math functions */
#include <cmath>


/* define a double_t */
# ifndef double_t
# define double_t double
# endif

/* define a float_t */
# ifndef float_t
# define float_t float
# endif

/* undef OUT if defined */
# ifdef OUT
# undef OUT
# endif

/* undef IN if defined */
# ifdef IN
# undef IN
# endif

/* undef NEAR if defined */
# ifdef NEAR
# undef NEAR
# endif

/* undef FAR if defined */
# ifdef FAR
# undef FAR
# endif

/* define some math constants */
# ifndef M_PI
# define M_PI 3.14159265358979323846264338327950288419716939937510
# endif

# ifndef M_PI_2
# define M_PI_2 M_PI * M_PI
# endif

# ifndef M_SQRT2
# define M_SQRT2 1.41421356237309504880168872420969807856967187537694
# endif

# ifndef boolean
# define HAVE_BOOLEAN 1
# define boolean int
# endif

/* snprintf has a different name... */
# define snprintf sprintf_s

/* roundf is not available on windows */
double roundf(double x);

/* memset_pattern4 is not available on windows */
void memset_pattern4(void*, const void*, size_t);

/* memset_pattern8 is not available on windows */
void memset_pattern8(void*, const void*, size_t);

/******************************************************************************/
#endif
/******************************************************************************/

#endif /* end of include guard: CROSSPLATFORMHELPER_H */
48 changes: 48 additions & 0 deletions Common/PlatformIndependent/3rdParty/MiniGL/Include/Camera.h
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/*
* Camera.h
* MacApp
*
* Created by Lars Schneider on 26.05.10.
* Copyright 2010 Lars Schneider. All rights reserved.
*
*/

#ifndef _MINIGL_CAMERA_H_
#define _MINIGL_CAMERA_H_

#include "Vector.h"
#include "Matrix.h"
#include "Macros.h"

namespace MiniGL
{


class Camera
{

public:

Camera() {};
virtual ~Camera() {};

virtual void getFrustum(MATRIX &frustum) const = 0;
virtual void getLookAt(MATRIX &look) = 0;
virtual void getPosition(VECTOR3 &pos) const = 0;
virtual void getDirection(VECTOR3 &dir) const = 0;
virtual void getTo(VECTOR3 &to) const = 0;
virtual void getUp(VECTOR3 &up) const = 0;
virtual float_t getFieldOfViewInDegree() const = 0;
virtual float_t getFieldOfViewInRad() const = 0;
virtual float_t getZNear() const = 0;
virtual float_t getZFar() const = 0;
virtual float_t getAspectRatio() const = 0;
virtual uint16_t getScreenWidth() const = 0;
virtual uint16_t getScreenHeight() const = 0;
};


} // namespace MiniGL


#endif // _MINIGL_CAMERA_H_
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#ifndef _MINIGL_CONSTANTS_H_
#define _MINIGL_CONSTANTS_H_



#endif // _MINIGL_CONSTANTS_H_
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#ifndef _MINIGL_COORDINATE_SYSTEM_H_
#define _MINIGL_COORDINATE_SYSTEM_H_


#include "Mesh.h"


namespace MiniGL
{


class CoordinateSystem : public Mesh
{

public:

CoordinateSystem();
virtual ~CoordinateSystem();
};


} // namespace MiniGL

#endif // _MINIGL_COORDINATE_SYSTEM_H_
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#ifndef _MINIGL_FRUSTUM_SCENE_OBJECT_H_
#define _MINIGL_FRUSTUM_SCENE_OBJECT_H_


#include "Mesh.h"
#include "Vector.h"
#include "CrossPlatformHelper.h"

namespace MiniGL
{

class Camera;

class FrustumSceneObject : public Mesh
{
Vec3 _frustumPoints[10];

static const bool BEHIND = false;
static const bool INFRONT = true;

static const int LEFT = 0;
static const int RIGHT = 1;
static const int TOP = 2;
static const int BOTTOM = 3;
static const int NEAR = 4;
static const int FAR = 5;

static const int NBL = 0;
static const int NTL = 1;
static const int NTR = 2;
static const int NBR = 3;
static const int FBL = 4;
static const int FTL = 5;
static const int FTR = 6;
static const int FBR = 7;
static const int NC = 8;
static const int FC = 9;

static const int INSIDE = 1;
static const int INTERSECT = 0;
static const int OUTSIDE = -1;

public:

FrustumSceneObject(Camera *camera);
virtual ~FrustumSceneObject();
};


} // namespace MiniGL

#endif // _MINIGL_FRUSTUM_SCENE_OBJECT_H_
18 changes: 18 additions & 0 deletions Common/PlatformIndependent/3rdParty/MiniGL/Include/GLError.h
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#ifndef _MINIGL_GL_ERROR_H_
#define _MINIGL_GL_ERROR_H_


namespace MiniGL
{

#ifdef DEBUG
void checkGL(void);
#define CHECK_GL MiniGL::checkGL()
#else
#define CHECK_GL
#endif

}


#endif // _MINIGL_GL_ERROR_H_
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