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-rw-r--r--src/mesh/assimp-master/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h98
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diff --git a/src/mesh/assimp-master/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h b/src/mesh/assimp-master/samples/SimpleAssimpViewX/ModelLoaderHelperClasses.h
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index 1803ad1..0000000
--- a/src/mesh/assimp-master/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