From 602b0cf0c297f97d2c9316c9838e1d374a8865b9 Mon Sep 17 00:00:00 2001 From: Kim Kulling Date: Sun, 8 Sep 2019 21:03:08 +0200 Subject: [PATCH] Update Sample_SimpleOpenGL.c Introduce C_STRUCT for c-compatibility mode. --- samples/SimpleOpenGL/Sample_SimpleOpenGL.c | 42 +++++++++++----------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/samples/SimpleOpenGL/Sample_SimpleOpenGL.c b/samples/SimpleOpenGL/Sample_SimpleOpenGL.c index c3894a632..085b95516 100644 --- a/samples/SimpleOpenGL/Sample_SimpleOpenGL.c +++ b/samples/SimpleOpenGL/Sample_SimpleOpenGL.c @@ -26,9 +26,9 @@ #include /* 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 amTransformation); 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);