diff --git a/samples/SimpleOpenGL/Sample_SimpleOpenGL.c b/samples/SimpleOpenGL/Sample_SimpleOpenGL.c index 2dec5bc01..c3894a632 100644 --- a/samples/SimpleOpenGL/Sample_SimpleOpenGL.c +++ b/samples/SimpleOpenGL/Sample_SimpleOpenGL.c @@ -26,9 +26,9 @@ #include /* the global Assimp scene object */ -const struct aiScene* scene = NULL; +const aiScene* scene = NULL; GLuint scene_list = 0; -struct aiVector3D scene_min, scene_max, scene_center; +aiVector3D scene_min, scene_max, scene_center; /* current rotation angle */ static float angle = 0.f; @@ -49,22 +49,22 @@ void reshape(int width, int height) } /* ---------------------------------------------------------------------------- */ -void get_bounding_box_for_node (const struct aiNode* nd, - struct aiVector3D* min, - struct aiVector3D* max, - struct aiMatrix4x4* trafo +void get_bounding_box_for_node (const aiNode* nd, + aiVector3D* min, + aiVector3D* max, + aiMatrix4x4* trafo ){ - struct aiMatrix4x4 prev; + aiMatrix4x4 prev; unsigned int n = 0, t; prev = *trafo; aiMultiplyMatrix4(trafo,&nd->mTransformation); for (; n < nd->mNumMeshes; ++n) { - const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; + const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; for (t = 0; t < mesh->mNumVertices; ++t) { - struct aiVector3D tmp = mesh->mVertices[t]; + aiVector3D tmp = mesh->mVertices[t]; aiTransformVecByMatrix4(&tmp,trafo); min->x = aisgl_min(min->x,tmp.x); @@ -84,9 +84,9 @@ void get_bounding_box_for_node (const struct aiNode* nd, } /* ---------------------------------------------------------------------------- */ -void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max) +void get_bounding_box (aiVector3D* min, aiVector3D* max) { - struct aiMatrix4x4 trafo; + aiMatrix4x4 trafo; aiIdentityMatrix4(&trafo); min->x = min->y = min->z = 1e10f; @@ -95,7 +95,7 @@ void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max) } /* ---------------------------------------------------------------------------- */ -void color4_to_float4(const struct aiColor4D *c, float f[4]) +void color4_to_float4(const aiColor4D *c, float f[4]) { f[0] = c->r; f[1] = c->g; @@ -113,16 +113,16 @@ void set_float4(float f[4], float a, float b, float c, float d) } /* ---------------------------------------------------------------------------- */ -void apply_material(const struct aiMaterial *mtl) +void apply_material(const aiMaterial *mtl) { float c[4]; GLenum fill_mode; int ret1, ret2; - struct aiColor4D diffuse; - struct aiColor4D specular; - struct aiColor4D ambient; - struct aiColor4D emission; + aiColor4D diffuse; + aiColor4D specular; + aiColor4D ambient; + aiColor4D emission; ai_real shininess, strength; int two_sided; int wireframe; @@ -179,11 +179,11 @@ void apply_material(const struct aiMaterial *mtl) } /* ---------------------------------------------------------------------------- */ -void recursive_render (const struct aiScene *sc, const struct aiNode* nd) +void recursive_render (const aiScene *sc, const aiNode* nd) { unsigned int i; unsigned int n = 0, t; - struct aiMatrix4x4 m = nd->mTransformation; + aiMatrix4x4 m = nd->mTransformation; /* update transform */ aiTransposeMatrix4(&m); @@ -192,7 +192,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd) /* draw all meshes assigned to this node */ for (; n < nd->mNumMeshes; ++n) { - const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; + const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); @@ -203,7 +203,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd) } for (t = 0; t < mesh->mNumFaces; ++t) { - const struct aiFace* face = &mesh->mFaces[t]; + const aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { @@ -324,7 +324,7 @@ int loadasset (const char* path) /* ---------------------------------------------------------------------------- */ int main(int argc, char **argv) { - struct aiLogStream stream; + aiLogStream stream; glutInitWindowSize(900,600); glutInitWindowPosition(100,100);