Update Sample_SimpleOpenGL.c

Introduce C_STRUCT  for c-compatibility mode.
pull/2644/head
Kim Kulling 2019-09-08 21:03:08 +02:00 committed by GitHub
parent 1b86de9d14
commit 602b0cf0c2
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1 changed files with 21 additions and 21 deletions

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@ -26,9 +26,9 @@
#include <assimp/postprocess.h>
/* the global Assimp scene object */
const aiScene* scene = NULL;
const C_STRUCT aiScene* scene = NULL;
GLuint scene_list = 0;
aiVector3D scene_min, scene_max, scene_center;
C_STRUCT 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 aiNode* nd,
aiVector3D* min,
aiVector3D* max,
aiMatrix4x4* trafo
void get_bounding_box_for_node (const a<C_STRUCT iNode* nd,
C_STRUCT aiVector3D* min,
C_STRUCT aiVector3D* max,
C_STRUCT aiMatrix4x4* trafo
){
aiMatrix4x4 prev;
C_STRUCT aiMatrix4x4 prev;
unsigned int n = 0, t;
prev = *trafo;
aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) {
const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) {
aiVector3D tmp = mesh->mVertices[t];
C_STRUCT aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x);
@ -84,7 +84,7 @@ void get_bounding_box_for_node (const aiNode* nd,
}
/* ---------------------------------------------------------------------------- */
void get_bounding_box (aiVector3D* min, aiVector3D* max)
void get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max)
{
aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);
@ -95,7 +95,7 @@ void get_bounding_box (aiVector3D* min, aiVector3D* max)
}
/* ---------------------------------------------------------------------------- */
void color4_to_float4(const aiColor4D *c, float f[4])
void color4_to_float4(const C_STRUCT 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 aiMaterial *mtl)
void apply_material(const C_STRUCT aiMaterial *mtl)
{
float c[4];
GLenum fill_mode;
int ret1, ret2;
aiColor4D diffuse;
aiColor4D specular;
aiColor4D ambient;
aiColor4D emission;
C_STRUCT aiColor4D diffuse;
C_STRUCT aiColor4D specular;
C_STRUCT aiColor4D ambient;
C_STRUCT aiColor4D emission;
ai_real shininess, strength;
int two_sided;
int wireframe;
@ -179,11 +179,11 @@ void apply_material(const aiMaterial *mtl)
}
/* ---------------------------------------------------------------------------- */
void recursive_render (const aiScene *sc, const aiNode* nd)
void recursive_render (const C_STRUCT aiScene *sc, const C_STRUCT aiNode* nd)
{
unsigned int i;
unsigned int n = 0, t;
aiMatrix4x4 m = nd->mTransformation;
C_STRUCT aiMatrix4x4 m = nd->mTransformation;
/* update transform */
aiTransposeMatrix4(&m);
@ -192,7 +192,7 @@ void recursive_render (const aiScene *sc, const aiNode* nd)
/* draw all meshes assigned to this node */
for (; n < nd->mNumMeshes; ++n) {
const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
apply_material(sc->mMaterials[mesh->mMaterialIndex]);
@ -203,7 +203,7 @@ void recursive_render (const aiScene *sc, const aiNode* nd)
}
for (t = 0; t < mesh->mNumFaces; ++t) {
const aiFace* face = &mesh->mFaces[t];
const C_STRUCT 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)
{
aiLogStream stream;
C_STRUCT aiLogStream stream;
glutInitWindowSize(900,600);
glutInitWindowPosition(100,100);