Update Sample_SimpleOpenGL.c
Introduce C_STRUCT for c-compatibility mode.pull/2644/head
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1b86de9d14
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@ -26,9 +26,9 @@
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#include <assimp/postprocess.h>
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/* the global Assimp scene object */
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const aiScene* scene = NULL;
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const C_STRUCT aiScene* scene = NULL;
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GLuint scene_list = 0;
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aiVector3D scene_min, scene_max, scene_center;
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C_STRUCT aiVector3D scene_min, scene_max, scene_center;
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/* current rotation angle */
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static float angle = 0.f;
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@ -49,22 +49,22 @@ void reshape(int width, int height)
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}
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/* ---------------------------------------------------------------------------- */
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void get_bounding_box_for_node (const aiNode* nd,
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aiVector3D* min,
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aiVector3D* max,
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aiMatrix4x4* trafo
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void get_bounding_box_for_node (const a<C_STRUCT iNode* nd,
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C_STRUCT aiVector3D* min,
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C_STRUCT aiVector3D* max,
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C_STRUCT aiMatrix4x4* trafo
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){
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aiMatrix4x4 prev;
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C_STRUCT aiMatrix4x4 prev;
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unsigned int n = 0, t;
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prev = *trafo;
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aiMultiplyMatrix4(trafo,&nd->mTransformation);
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for (; n < nd->mNumMeshes; ++n) {
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const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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for (t = 0; t < mesh->mNumVertices; ++t) {
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aiVector3D tmp = mesh->mVertices[t];
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C_STRUCT aiVector3D tmp = mesh->mVertices[t];
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aiTransformVecByMatrix4(&tmp,trafo);
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min->x = aisgl_min(min->x,tmp.x);
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@ -84,7 +84,7 @@ void get_bounding_box_for_node (const aiNode* nd,
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}
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/* ---------------------------------------------------------------------------- */
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void get_bounding_box (aiVector3D* min, aiVector3D* max)
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void get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max)
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{
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aiMatrix4x4 trafo;
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aiIdentityMatrix4(&trafo);
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@ -95,7 +95,7 @@ void get_bounding_box (aiVector3D* min, aiVector3D* max)
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}
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/* ---------------------------------------------------------------------------- */
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void color4_to_float4(const aiColor4D *c, float f[4])
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void color4_to_float4(const C_STRUCT aiColor4D *c, float f[4])
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{
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f[0] = c->r;
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f[1] = c->g;
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@ -113,16 +113,16 @@ void set_float4(float f[4], float a, float b, float c, float d)
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}
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/* ---------------------------------------------------------------------------- */
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void apply_material(const aiMaterial *mtl)
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void apply_material(const C_STRUCT aiMaterial *mtl)
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{
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float c[4];
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GLenum fill_mode;
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int ret1, ret2;
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aiColor4D diffuse;
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aiColor4D specular;
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aiColor4D ambient;
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aiColor4D emission;
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C_STRUCT aiColor4D diffuse;
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C_STRUCT aiColor4D specular;
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C_STRUCT aiColor4D ambient;
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C_STRUCT aiColor4D emission;
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ai_real shininess, strength;
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int two_sided;
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int wireframe;
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@ -179,11 +179,11 @@ void apply_material(const aiMaterial *mtl)
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}
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/* ---------------------------------------------------------------------------- */
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void recursive_render (const aiScene *sc, const aiNode* nd)
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void recursive_render (const C_STRUCT aiScene *sc, const C_STRUCT aiNode* nd)
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{
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unsigned int i;
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unsigned int n = 0, t;
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aiMatrix4x4 m = nd->mTransformation;
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C_STRUCT aiMatrix4x4 m = nd->mTransformation;
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/* update transform */
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aiTransposeMatrix4(&m);
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@ -192,7 +192,7 @@ void recursive_render (const aiScene *sc, const aiNode* nd)
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/* draw all meshes assigned to this node */
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for (; n < nd->mNumMeshes; ++n) {
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const aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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apply_material(sc->mMaterials[mesh->mMaterialIndex]);
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@ -203,7 +203,7 @@ void recursive_render (const aiScene *sc, const aiNode* nd)
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}
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for (t = 0; t < mesh->mNumFaces; ++t) {
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const aiFace* face = &mesh->mFaces[t];
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const C_STRUCT aiFace* face = &mesh->mFaces[t];
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GLenum face_mode;
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switch(face->mNumIndices) {
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@ -324,7 +324,7 @@ int loadasset (const char* path)
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/* ---------------------------------------------------------------------------- */
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int main(int argc, char **argv)
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{
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aiLogStream stream;
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C_STRUCT aiLogStream stream;
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glutInitWindowSize(900,600);
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glutInitWindowPosition(100,100);
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