Adding samples/SimpleOpenGL.

Adding basic math functions to the C API. This functionality is exposed to C++ users via operator overloading of aiMatrix4x4, aiMatrix3x3, aiVector3D.

git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@442 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2009-06-20 14:49:49 +00:00
parent 5b2c7d060a
commit cc96f55c61
8 changed files with 627 additions and 32 deletions

View File

@ -553,7 +553,7 @@ ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x
}
// ------------------------------------------------------------------------------------------------
// Affline matrix decomposition
// Matrix decomposition
ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
aiQuaternion* rotation,
aiVector3D* position)
@ -562,4 +562,72 @@ ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
mat->Decompose(*scaling,*rotation,*position);
}
// ------------------------------------------------------------------------------------------------
// Matrix transpose
ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
{
ai_assert(NULL != mat);
mat->Transpose();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
{
ai_assert(NULL != mat);
mat->Transpose();
}
// ------------------------------------------------------------------------------------------------
// Vector transformation
ASSIMP_API void aiTransformVecByMatrix3(C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix3x3* mat)
{
ai_assert(NULL != mat && NULL != vec);
*vec *= (*mat);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiTransformVecByMatrix4(C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix4x4* mat)
{
ai_assert(NULL != mat && NULL != vec);
*vec *= (*mat);
}
// ------------------------------------------------------------------------------------------------
// Matrix multiplication
ASSIMP_API void aiMultiplyMatrix4(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix4x4* src)
{
ai_assert(NULL != dst && NULL != src);
*dst = (*dst) * (*src);
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiMultiplyMatrix3(
C_STRUCT aiMatrix3x3* dst,
const C_STRUCT aiMatrix3x3* src)
{
ai_assert(NULL != dst && NULL != src);
*dst = (*dst) * (*src);
}
// ------------------------------------------------------------------------------------------------
// Matrix identity
ASSIMP_API void aiIdentityMatrix3(
C_STRUCT aiMatrix3x3* mat)
{
ai_assert(NULL != mat);
*mat = aiMatrix3x3();
}
// ------------------------------------------------------------------------------------------------
ASSIMP_API void aiIdentityMatrix4(
C_STRUCT aiMatrix4x4* mat)
{
ai_assert(NULL != mat);
*mat = aiMatrix4x4();
}

View File

@ -184,13 +184,13 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
{
aiVector3D center, min, max;
FindMeshCenter(mesh, center, min, max);
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
// currently the mapping axis will always be one of x,y,z, except if the
// PretransformVertices step is used (it transforms the meshes into worldspace,
// thus changing the mapping axis)
if (axis * base_axis_x >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
// For each point get a normalized projection vector in the sphere,
// get its longitude and latitude and map them to their respective
@ -204,48 +204,38 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
// Thus we can derive:
// lat = arcsin (z)
// lon = arctan (y/x)
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
{
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
(asin (diff.x) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
}
}
else if (axis * base_axis_y >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
{
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
(asin (diff.y) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
}
}
else if (axis * base_axis_z >= angle_epsilon) {
FindMeshCenter(mesh, center, min, max);
// ... just the same again
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
{
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
}
}
// slower code path in case the mapping axis is not one of the coordinate system axes
else
{
else {
aiMatrix4x4 mTrafo;
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
// again the same, except we're applying a transformation now
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
{
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
}
}

View File

@ -208,14 +208,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
# define ASSIMP_BUILD_DEBUG
#endif
/* This is PI. Hi PI.
*/
#define AI_MATH_PI (3.1415926538)
/* This is PI. Hi PI. */
#define AI_MATH_PI (3.141592653589793238462643383279 )
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
/* Tiny macro to convert from radians to degrees and the opposite
*/
/* And this is to avoid endless (float) casts */
#define AI_MATH_PI_F (3.1415926538f)
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
/* Tiny macro to convert from radians to degrees and back */
#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
#define AI_RAD_TO_DEG(x) (x*57.2957795f)

View File

@ -326,6 +326,70 @@ ASSIMP_API void aiDecomposeMatrix(
C_STRUCT aiQuaternion* rotation,
C_STRUCT aiVector3D* position);
// --------------------------------------------------------------------------------
/** Transpose a 4x4 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix4(
C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Transpose a 3x3 matrix.
* @param mat Pointer to the matrix to be transposed
*/
ASSIMP_API void aiTransposeMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 3x3 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix3(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Transform a vector by a 4x4 matrix
* @param vec Vector to be transformed.
* @param mat Matrix to transform the vector with.
*/
ASSIMP_API void aiTransformVecByMatrix4(
C_STRUCT aiVector3D* vec,
const C_STRUCT aiMatrix4x4* mat);
// --------------------------------------------------------------------------------
/** Multiply two 4x4 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix4(
C_STRUCT aiMatrix4x4* dst,
const C_STRUCT aiMatrix4x4* src);
// --------------------------------------------------------------------------------
/** Multiply two 3x3 matrices.
* @param dst First factor, receives result.
* @param src Matrix to be multiplied with 'dst'.
*/
ASSIMP_API void aiMultiplyMatrix3(
C_STRUCT aiMatrix3x3* dst,
const C_STRUCT aiMatrix3x3* src);
// --------------------------------------------------------------------------------
/** Get a 3x3 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix3(
C_STRUCT aiMatrix3x3* mat);
// --------------------------------------------------------------------------------
/** Get a 4x4 identity matrix.
* @param mat Matrix to receive its personal identity
*/
ASSIMP_API void aiIdentityMatrix4(
C_STRUCT aiMatrix4x4* mat);
#ifdef __cplusplus
}

22
samples/README 100644
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@ -0,0 +1,22 @@
----------------------------------------------------------------------------
This directory contains various samples to illustrate Assimp's
use in various real-worl environments. Workspaces for all samples
are bundled in ./workspaces, makesfiles can be found in the
respective directories of the samples.
All GL-based samples depend on GLUT. For use with the VS workspaces,
it's best practice to copy glut right _here_ (./glut/) so the
predefined build configuration will find it.
Also note that the VS workspaces links against the DLL version of the library,
thus you need to build it first (assimp-release-dll) and copy the dll to the
directory of the sample.
SimpleOpenGL
A very simple and streightforward OpenGL sample. It loads a
model (gets the path to it on the command line, default is dwarf.x)
and displays the model as wireframe. Animations and materials are
not evaluated at all. This samples uses the C interface to Assimp.
----------------------------------------------------------------------------

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@ -0,0 +1,229 @@
// ----------------------------------------------------------------------------
// Simple sample to prove that Assimp is absolutely easy to use with OpenGL.
// It takes a file name as command line parameter, loads it using standard
// settings and displays it.
//
// If you intend to _use_ this code sample in your app, do yourself a favour
// and replace glVertex3D with VBOs ...
//
// The vc8 solution links against assimp-release-dll_win32 - be sure to
// have this configuration built.
// ----------------------------------------------------------------------------
#include "Gl/glut.h"
// assimp include files. These three are usually needed.
#include "assimp.h"
#include "aiPostProcess.h"
#include "aiScene.h"
// the global Assimp scene object
const struct aiScene* scene = NULL;
struct aiVector3D scene_min,scene_max;
// current rotation angle
static float angle = 0.f;
#define aisgl_min(x,y) (x<y?x:y)
#define aisgl_max(x,y) (y>x?y:x)
// ----------------------------------------------------------------------------
void reshape(int width, int height)
{
const double aspectRatio = (float) width / height, fieldOfView = 45.0;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fieldOfView, aspectRatio,
1.0, 1000.0); /* Znear and Zfar */
glViewport(0, 0, width, height);
}
// ----------------------------------------------------------------------------
void get_bounding_box_for_node (const struct aiNode* nd,
struct aiVector3D* min,
struct aiVector3D* max,
struct aiMatrix4x4* trafo
){
struct aiMatrix4x4 prev;
unsigned int n = 0, t;
aiMultiplyMatrix4(trafo,&nd->mTransformation);
for (; n < nd->mNumMeshes; ++n) {
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
for (t = 0; t < mesh->mNumVertices; ++t) {
struct aiVector3D tmp = mesh->mVertices[t];
aiTransformVecByMatrix4(&tmp,trafo);
min->x = aisgl_min(min->x,tmp.x);
min->y = aisgl_min(min->y,tmp.y);
min->z = aisgl_min(min->z,tmp.z);
max->x = aisgl_max(max->x,tmp.x);
max->y = aisgl_max(max->y,tmp.y);
max->z = aisgl_max(max->z,tmp.z);
}
}
prev = nd->mTransformation;
for (n = 0; n < nd->mNumChildren; ++n) {
get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
}
*trafo = prev;
}
// ----------------------------------------------------------------------------
void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
{
struct aiMatrix4x4 trafo;
aiIdentityMatrix4(&trafo);
min->x = min->y = min->z = 1e10f;
max->x = max->y = max->z = -1e10f;
get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
}
// ----------------------------------------------------------------------------
void recursive_render (const struct aiNode* nd)
{
unsigned int n = 0, t;
struct aiMatrix4x4 m = nd->mTransformation;
// update transform
aiTransposeMatrix4(&m);
glMultMatrixf((float*)&m);
// draw all meshes assigned to this node
for (; n < nd->mNumMeshes; ++n) {
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
glBegin(GL_TRIANGLES);
for (t = 0; t < mesh->mNumFaces; ++t) {
const struct aiFace* face = &mesh->mFaces[t];
glColor3f(1.f,0.f,0.f);
glVertex3fv(&mesh->mVertices[face->mIndices[0]].x);
glVertex3fv(&mesh->mVertices[face->mIndices[1]].x);
glVertex3fv(&mesh->mVertices[face->mIndices[2]].x);
}
glEnd();
}
// draw all children
for (n = 0; n < nd->mNumChildren; ++n) {
recursive_render(nd->mChildren[n]);
}
}
// ----------------------------------------------------------------------------
void do_motion (void)
{
static GLint prev_time = 0;
int time = glutGet(GLUT_ELAPSED_TIME);
angle += (time-prev_time)*0.01;
prev_time = time;
glutPostRedisplay ();
}
// ----------------------------------------------------------------------------
void display(void)
{
float tmp;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f);
// scale the whole asset to fit into our view frustum
tmp = scene_max.x-scene_min.x;
tmp = aisgl_max(scene_max.y-scene_min.y,tmp);
tmp = aisgl_max(scene_max.z-scene_min.z,tmp);
tmp = 1.f/(tmp);
glScalef(tmp,tmp,tmp);
// fixme: center around origin
// rotate it around the y axis
glRotatef(angle,0.f,1.f,0.f);
// now begin at the root node of the imported data and traverse
// the scenegraph by multipliying subsequent local transforms
// together on GL's matrix stack.
recursive_render(scene->mRootNode);
glutSwapBuffers();
do_motion();
}
// ----------------------------------------------------------------------------
int loadasset (const char* path)
{
// we are taking one of the postprocessing presets to avoid
// writing 20 single postprocessing flags here.
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_Quality);
if (scene) {
get_bounding_box(&scene_min,&scene_max);
return 0;
}
return 1;
}
// ----------------------------------------------------------------------------
int main(int argc, char **argv)
{
struct aiLogStream stream;
glutInitWindowSize(900,600);
glutInitWindowPosition(100,100);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInit(&argc, argv);
glutCreateWindow("Assimp - Very simple OpenGL sample");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
// get a handle to the predefined STDOUT log stream and attach
// it to the logging system. It will be active for all further
// calls to aiImportFile(Ex) and aiApplyPostProcessing.
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
aiAttachLogStream(&stream);
// ... exactly the same, but this stream will now write the
// log file to assimp_log.txt
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
aiAttachLogStream(&stream);
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models/X/dwarf.x")) {
if( argc != 1 || 0 != loadasset( "../../../../test/models/X/dwarf.x")) {
return -1;
}
}
glPolygonMode(GL_FRONT,GL_LINE);
glPolygonMode(GL_BACK,GL_LINE);
glClearColor(0.1f,0.1f,0.1f,1.f);
glutGet(GLUT_ELAPSED_TIME);
glutMainLoop();
// cleanup - calling 'aiReleaseImport' is important, as the library
// keeps internal resources until the scene is freed again. Not
// doing so can cause severe resource leaking.
aiReleaseImport(scene);
// We added a log stream to the library, it's our job to disable it
// again. This will definitely release the last resources allocated
// by Assimp.
aiDetachAllLogStreams();
return 0;
}

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@ -0,0 +1,199 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="8,00"
Name="SimpleOpenGL"
ProjectGUID="{A53D047C-2C35-44FB-B7DB-2066FE520950}"
RootNamespace="SimpleOpenGL"
Keyword="Win32Proj"
>
<Platforms>
<Platform
Name="Win32"
/>
</Platforms>
<ToolFiles>
</ToolFiles>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
MinimalRebuild="true"
BasicRuntimeChecks="3"
RuntimeLibrary="3"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="4"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="glut32.lib assimp.lib"
LinkIncremental="2"
AdditionalLibraryDirectories="..\..\..\glut;&quot;..\..\..\..\lib\assimp_release-dll_win32&quot;"
GenerateDebugInformation="true"
SubSystem="1"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
IntermediateDirectory="$(ConfigurationName)"
ConfigurationType="1"
CharacterSet="1"
WholeProgramOptimization="1"
>
<Tool
Name="VCPreBuildEventTool"
/>
<Tool
Name="VCCustomBuildTool"
/>
<Tool
Name="VCXMLDataGeneratorTool"
/>
<Tool
Name="VCWebServiceProxyGeneratorTool"
/>
<Tool
Name="VCMIDLTool"
/>
<Tool
Name="VCCLCompilerTool"
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
RuntimeLibrary="2"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="true"
DebugInformationFormat="3"
/>
<Tool
Name="VCManagedResourceCompilerTool"
/>
<Tool
Name="VCResourceCompilerTool"
/>
<Tool
Name="VCPreLinkEventTool"
/>
<Tool
Name="VCLinkerTool"
AdditionalDependencies="glut32.lib assimp.lib"
LinkIncremental="1"
AdditionalLibraryDirectories="..\..\..\glut;&quot;..\..\..\..\lib\assimp_release-dll_win32&quot;"
GenerateDebugInformation="true"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"
/>
<Tool
Name="VCALinkTool"
/>
<Tool
Name="VCManifestTool"
/>
<Tool
Name="VCXDCMakeTool"
/>
<Tool
Name="VCBscMakeTool"
/>
<Tool
Name="VCFxCopTool"
/>
<Tool
Name="VCAppVerifierTool"
/>
<Tool
Name="VCWebDeploymentTool"
/>
<Tool
Name="VCPostBuildEventTool"
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="res"
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
</Filter>
<Filter
Name="source"
Filter="h;hpp;hxx;hm;inl;inc;xsd"
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
>
<File
RelativePath="..\..\..\SimpleOpenGL\Sample_SimpleOpenGL.c"
>
</File>
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -0,0 +1,20 @@

Microsoft Visual Studio Solution File, Format Version 9.00
# Visual Studio 2005
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleOpenGL", "SimpleOpenGL\SimpleOpenGL.vcproj", "{A53D047C-2C35-44FB-B7DB-2066FE520950}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.ActiveCfg = Debug|Win32
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.Build.0 = Debug|Win32
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.ActiveCfg = Release|Win32
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal