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Diffstat (limited to 'libs/assimp/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h')
-rw-r--r-- | libs/assimp/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/libs/assimp/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h b/libs/assimp/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h deleted file mode 100644 index 1803ad1..0000000 --- a/libs/assimp/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h +++ /dev/null @@ -1,98 +0,0 @@ -// -// v002MeshHelper.h -// v002 Model Importer -// -// Created by vade on 9/26/10. -// Copyright 2010 __MyCompanyName__. All rights reserved. -// - -#import <Cocoa/Cocoa.h> -#import <OpenGL/OpenGL.h> -#import "color4.h" -#import "vector3.h" -#import "vector2.h" -#import "matrix4x4.h" - -/* workflow: - - 1) create a new scene wrapper - 2) populate an array of of meshHelpers for each mesh in the original scene - 3) (eventually) create an animator instance - 4) scale the asset (needed?) - 5) create the asset data (GL resources, textures etc) - 5a) for each mesh create a material instance - 5b) create a static vertex buffer - 5c) create index buffer - 5d) populate the index buffer - 5e) (eventually) gather weights -*/ - -#define BUFFER_OFFSET(i) ((char *)NULL + (i)) - -struct Vertex -{ - aiVector3D vPosition; - aiVector3D vNormal; - - aiColor4D dColorDiffuse; - aiVector3D vTangent; - aiVector3D vBitangent; - aiVector3D vTextureUV; - aiVector3D vTextureUV2; - unsigned char mBoneIndices[4]; - unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader -}; - - -// Helper Class to store GPU related resources from a given aiMesh -// Modeled after AssimpView asset helper -@interface MeshHelper : NSObject -{ - // Display list ID, this one shots *all drawing* of the mesh. Only ever use this to draw. Booya. - GLuint displayList; - - // VAO that encapsulates all VBO drawing state - GLuint vao; - - // VBOs - GLuint vertexBuffer; - GLuint indexBuffer; - GLuint normalBuffer; - GLuint numIndices; - - // texture - GLuint textureID; - - // Material - aiColor4D diffuseColor; - aiColor4D specularColor; - aiColor4D ambientColor; - aiColor4D emissiveColor; - - GLfloat opacity; - GLfloat shininess; - GLfloat specularStrength; - - BOOL twoSided; -} - -@property (readwrite, assign) GLuint vao; -@property (readwrite, assign) GLuint displayList; - -@property (readwrite, assign) GLuint vertexBuffer; -@property (readwrite, assign) GLuint indexBuffer; -@property (readwrite, assign) GLuint normalBuffer; -@property (readwrite, assign) GLuint numIndices; - -@property (readwrite, assign) GLuint textureID; - -@property (readwrite, assign) aiColor4D* diffuseColor; -@property (readwrite, assign) aiColor4D* specularColor; -@property (readwrite, assign) aiColor4D* ambientColor; -@property (readwrite, assign) aiColor4D* emissiveColor; - -@property (readwrite, assign) GLfloat opacity; -@property (readwrite, assign) GLfloat shininess; -@property (readwrite, assign) GLfloat specularStrength; -@property (readwrite, assign) BOOL twoSided; -@end |