load obj files
This commit is contained in:
parent
6ccfb7e818
commit
dd201108e6
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@ -7,7 +7,8 @@ src_files = [
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'./src/main.c',
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'./src/shader.c',
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'./src/log.c',
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'./src/matrix-math.c'
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'./src/matrix-math.c',
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'./src/wavefrontobj.c'
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]
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executable('cg1',
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@ -0,0 +1,34 @@
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# Blender 4.4.3
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# www.blender.org
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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s 0
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f 5/1/1 3/2/1 1/3/1
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f 3/1/2 8/2/2 4/3/2
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f 7/1/3 6/2/3 8/3/3
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f 2/1/4 8/2/4 6/3/4
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f 1/1/5 4/2/5 2/3/5
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f 5/1/6 2/2/6 6/3/6
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f 5/1/1 7/4/1 3/2/1
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f 3/1/2 7/4/2 8/2/2
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f 7/1/3 5/4/3 6/2/3
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f 2/1/4 4/4/4 8/2/4
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f 1/1/5 3/4/5 4/2/5
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f 5/1/6 1/4/6 2/2/6
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File diff suppressed because it is too large
Load Diff
105
src/main.c
105
src/main.c
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@ -11,6 +11,7 @@
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#include "log.h"
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#include "shader.h"
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#include "matrix-math.h"
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#include "wavefrontobj.h"
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#define STATUS_INTERVAL 0.5
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#define PI 3.14159f
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@ -18,8 +19,7 @@
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GLuint program;
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GLuint vertexArrayObject;
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GLuint indexBuffer;
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GLuint numVertices;
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GLuint initialWindowWidth = 800;
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GLuint initialWindowHeight = 600;
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@ -122,47 +122,15 @@ void init(void) {
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*
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*/
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GLfloat vertices[] = {
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// X // Y
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, -1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, -1.0f, -1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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};
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GLuint restart = 128;
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(restart);
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GLuint indices[] = {
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1, 0, 2,
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1, 2, 3,
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4, 0, 1,
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5, 4, 1,
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5, 1, 7,
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1, 3, 7,
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5, 7, 6,
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4, 5, 6,
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0, 4, 6,
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2, 0, 6,
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3, 2, 6,
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7, 3, 6
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};
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DEBUG("Loading OBJ File");
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ParsedObjFile f = readObjFile("obj/teapot.obj");
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numVertices = f.length * sizeof(face) / sizeof(vertex);
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DEBUG("Creating vertext buffer");
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GLuint vertexBuffer;
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glGenBuffers(1, &vertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, f.length * sizeof(face), f.faces, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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DEBUG("Creating vertex array object");
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@ -177,17 +145,21 @@ void init(void) {
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3, // number of values to read
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GL_FLOAT, // type of value
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GL_FALSE, // if values are normalised
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3 * sizeof(GLfloat), // stride - distance between vertices
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sizeof(vertex), // stride - distance between vertices
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0 // start offset
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);
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glEnableVertexAttribArray(0);
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DEBUG("Creating index buffer");
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glGenBuffers(1, &indexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(
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1,
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3,
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GL_FLOAT,
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GL_FALSE,
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sizeof(vertex),
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(void*)offsetof(vertex, normal)
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);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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@ -208,30 +180,11 @@ void init(void) {
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GLfloat currentHue = 0.0f;
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void drawCube(vec3 position, mat4 initialModelMatrix, mat4 viewMatrix) {
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mat4 modelMatrix;
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mat4 modelViewMatrix;
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mat4Translate(modelMatrix, initialModelMatrix, position);
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// combine model and view matrix to model-view matrix
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mat4Multiply(modelViewMatrix, viewMatrix, modelMatrix);
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// send modelView and projection matrix to shader
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GLuint modelViewLocation = glGetUniformLocation(program, "uModelView");
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glUniformMatrix4fv(modelViewLocation, 1, GL_FALSE, modelViewMatrix);
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// draw cube
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glBindVertexArray(vertexArrayObject);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
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glDrawElements(GL_TRIANGLES, 48, GL_UNSIGNED_INT, 0);
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}
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void draw(void) {
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updateStatusDisplay();
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// counter for animation
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currentHue += 0.0005f;
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currentHue += 0.005f;
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if (currentHue > 1.0) currentHue = 0.0f;
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// clear colour and depth buffer
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@ -244,7 +197,7 @@ void draw(void) {
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mat4 viewMatrix;
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// mat4Identity(viewMatrix);
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vec3 cameraPos = {0.0f, 1.0f, 1.3f};
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vec3 cameraPos = {cos(currentHue * M_PI * 2), 1.0f, sin(currentHue * M_PI * 2)};
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vec3 cameraLookAt = {0.0f, 0.2f, 0.0f};
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vec3 cameraUp = {0.0f, 1.0f, 0.0f};
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mat4BuildLookAt(viewMatrix, cameraPos, cameraLookAt, cameraUp);
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@ -255,26 +208,18 @@ void draw(void) {
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// build model Matrix
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mat4 modelMatrix;
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vec3 scale;
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vec3 position;
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mat4 modelViewMatrix;
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vec3 scale = {0.2f, 0.2f, 0.2f};
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float scales[] = {0.5f, 0.4f, 0.3f, 0.2f, 0.1f, 0.09f, 0.08f, 0.07f, 0.06f, 0.05f};
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for (int i = 0; i < 10; i++) {
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mat4Identity(modelMatrix);
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vec3Set(scale, scales[i], 0.05f, scales[i]);
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mat4Scale(modelMatrix, modelMatrix, scale);
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mat4Multiply(modelViewMatrix, viewMatrix, modelMatrix);
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mat4RotateY(modelMatrix, modelMatrix, currentHue * 2 * M_PI + (i / 5.0f * M_PI));
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vec3Set(position, 0.0f, i * 0.05f, 0.0f);
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mat4Translate(modelMatrix, modelMatrix, position);
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drawCube(position, modelMatrix, viewMatrix);
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}
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glUniformMatrix4fv(glGetUniformLocation(program, "uModelView"), 1, GL_FALSE, modelViewMatrix);
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glBindVertexArray(vertexArrayObject);
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glDrawArrays(GL_TRIANGLES, 0, numVertices);
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}
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void framebuffer_size_callback(GLFWwindow* window, int width, int height) {
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@ -422,6 +422,18 @@ void vec3Set(vec3 out, GLfloat x, GLfloat y, GLfloat z) {
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out[2] = z;
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}
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void vec3Multiply(vec3 out, vec3 in, GLfloat x) {
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out[0] = in[0] * x;
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out[1] = in[1] * x;
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out[2] = in[2] * x;
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}
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void vec2Subtract(vec2 out, vec2 a, vec2 b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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}
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void mat3Copy(mat3 src, mat3 dst) {
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for (int i = 0; i < 9; i++) {
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@ -9,10 +9,12 @@
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typedef GLfloat vec4[4];
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typedef GLfloat vec3[3];
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typedef GLfloat vec2[2];
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typedef GLfloat mat4[16];
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typedef GLfloat mat3[9];
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extern void mat4Identity(mat4 mat);
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extern void mat4Copy(mat4 src, mat4 dst);
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extern void mat4Empty(mat4 mat);
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@ -36,6 +38,9 @@ extern void vec3Normalise(vec3 out, vec3 in);
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extern GLfloat vec3Length(vec3 in);
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extern GLfloat vec3DotProduct(vec3 a, vec3 b);
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extern void vec3Set(vec3 out, GLfloat x, GLfloat y, GLfloat z);
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extern void vec3Multiply(vec3 out, vec3 in, GLfloat x);
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extern void vec2Subtract(vec2 out, vec2 a, vec2 b);
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extern void mat3Copy(mat3 src, mat3 dst);
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extern void mat3Inverse(mat3 out, mat3 in);
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@ -1,15 +1,6 @@
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#version 330 core
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vec3 colors[6] = vec3[6](
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vec3(1.0, 0.5, 0.5),
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vec3(0.5, 1.0, 0.5),
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vec3(0.5, 0.5, 1.0),
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vec3(1.0, 1.0, 0.5),
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vec3(1.0, 0.5, 1.0),
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vec3(0.5, 1.0, 1.0)
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);
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in vec3 vNormal;
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void main() {
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// hacky solution to give each side a different colour
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int side = gl_PrimitiveID / 2;
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gl_FragColor = vec4(colors[side], 1.0);
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gl_FragColor = vec4(vNormal * 0.5 + vec3(0.5), 1.0);
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}
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@ -1,8 +1,12 @@
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec3 aNormal;
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uniform mat4 uModelView;
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uniform mat4 uProjection;
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out vec3 vNormal;
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void main() {
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vNormal = aNormal;
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gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);
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}
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@ -0,0 +1,242 @@
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#include <GL/glew.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "wavefrontobj.h"
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#define OBJ_LINE_BUFFER_SIZE 256
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/**
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*
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* ADJUSTMENT NEEDED FOR
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* - Face Definitions other than vertex/texture/normal
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* - Vertex positions including w
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* - Any faces using vertices yet to be defined
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* (File is read top to bottom. A face using a vertex
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* defined underneath it in the file will not work)
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*
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*/
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void storeFace(
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face* f,
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vec3 v1, vec2 vt1, vec3 vn1,
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vec3 v2, vec2 vt2, vec3 vn2,
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vec3 v3, vec2 vt3, vec3 vn3
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) {
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memcpy(&f->v1.position, v1, sizeof(vec3));
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memcpy(&f->v2.position, v2, sizeof(vec3));
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memcpy(&f->v3.position, v3, sizeof(vec3));
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memcpy(&f->v1.normal, vn1, sizeof(vec3));
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memcpy(&f->v2.normal, vn2, sizeof(vec3));
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memcpy(&f->v3.normal, vn3, sizeof(vec3));
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memcpy(&f->v1.texture, vt1, sizeof(vec2));
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memcpy(&f->v2.texture, vt2, sizeof(vec2));
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memcpy(&f->v3.texture, vt3, sizeof(vec2));
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}
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// void storeTB(face* f,
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// vec3 v1, vec2 vt1, vec3 vn1,
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// vec3 v2, vec2 vt2, vec3 vn2,
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// vec3 v3, vec2 vt3, vec3 vn3
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// ) {
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// // https://www.opengl-tutorial.org/intermediate-tutorials/tutorial-13-normal-mapping/
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// vec3 deltaPos1;
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// vec3 deltaPos2;
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// vec3Subtract(deltaPos1, v2, v1);
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// vec3Subtract(deltaPos1, v3, v1);
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// vec2 deltaTex1;
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// vec2 deltaTex2;
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// vec2Subtract(deltaTex1, vt2, vt1);
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// vec2Subtract(deltaTex2, vt3, vt1);
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// GLfloat r = 1.0f / (deltaTex1[0] * deltaTex2[1] - deltaTex1[1] * deltaTex2[0]);
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// vec3Multiply(deltaPos1, deltaPos1, deltaTex2[1]);
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// vec3Multiply(deltaPos2, deltaPos2, deltaTex1[1]);
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// vec3 tangent;
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// vec3Subtract(tangent, deltaPos1, deltaPos2);
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// vec3Multiply(tangent, tangent, r);
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// memcpy(&f->v1.tangent, &tangent, sizeof(vec3));
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// memcpy(&f->v2.tangent, &tangent, sizeof(vec3));
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// memcpy(&f->v3.tangent, &tangent, sizeof(vec3));
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// }
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ParsedObjFile readObjFile(char* path) {
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ParsedObjFile parsedFile;
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FILE* fp = fopen(path, "r");
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if (fp == NULL) {
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fprintf(stderr, "File could not be opened: %s", path);
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parsedFile.faces = NULL;
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parsedFile.length = 0;
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}
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uint numVertices = 0;
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uint numVertexNormals = 0;
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uint numFaces = 0;
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uint numTextureCoords = 0;
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char buf[OBJ_LINE_BUFFER_SIZE];
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while (fgets(buf, OBJ_LINE_BUFFER_SIZE, fp)) {
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if (buf[0] == 'v') {
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if (buf[1] == ' ') {
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numVertices++;
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} else if (buf[1] == 't') {
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numTextureCoords++;
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} else if (buf[1] == 'n') {
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numVertexNormals++;
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}
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}
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if (buf[0] == 'f') {
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int numSpaces = 0;
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for (int i = 0; i < strlen(buf); i++) {
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if (buf[i] == ' ') {
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numSpaces++;
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}
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}
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numFaces += numSpaces - 2;
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}
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}
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// printf("Vertices: %d\nFaces: %d\nNormals:%d\nTextures:%d\n", numVertices, numFaces, numVertexNormals, numTextureCoords);
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vec3* vertices = (vec3*) malloc(sizeof(vec3) * numVertices);
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vec3* normals = (vec3*) malloc(sizeof(vec3) * numVertexNormals);
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vec2* textures = (vec2*) malloc(sizeof(vec2) * numTextureCoords);
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face* faces = (face*) malloc(sizeof(face) * numFaces);
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parsedFile.faces = faces;
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parsedFile.length = numFaces;
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rewind(fp);
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uint curVertex = 0;
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uint curNormal = 0;
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uint curFace = 0;
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uint curTexture = 0;
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while (fgets(buf, OBJ_LINE_BUFFER_SIZE, fp)) {
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if (buf[0] == 'v') {
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if (buf[1] == ' ') {
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sscanf(buf,
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"v %f %f %f",
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&vertices[curVertex][0],
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&vertices[curVertex][1],
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&vertices[curVertex][2]
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);
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curVertex++;
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} else if (buf[1] == 't') {
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int readValues = sscanf(buf,
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"vt %f %f",
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&textures[curTexture][0],
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&textures[curTexture][1]
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);
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if (readValues != 2) {
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textures[curTexture][1] = 0;
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}
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curTexture++;
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} else if (buf[1] == 'n') {
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sscanf(buf,
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"vn %f %f %f",
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&normals[curNormal][0],
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&normals[curNormal][1],
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&normals[curNormal][2]
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);
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curNormal++;
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}
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}
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if (buf[0] == 'f') {
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int v1, v2, v3;
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int vt1, vt2, vt3;
|
||||
int vn1, vn2, vn3;
|
||||
|
||||
sscanf(buf,
|
||||
"f %d/%d/%d %d/%d/%d %d/%d/%d",
|
||||
&v1, &vt1, &vn1,
|
||||
&v2, &vt2, &vn2,
|
||||
&v3, &vt3, &vn3
|
||||
);
|
||||
|
||||
storeFace(&faces[curFace],
|
||||
vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
);
|
||||
|
||||
// storeTB(&faces[curFace],
|
||||
// vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
// vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
// vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
// );
|
||||
|
||||
curFace++;
|
||||
|
||||
int numSpaces = 0;
|
||||
for (int i = 0; i < strlen(buf); i++) {
|
||||
if (buf[i] == ' ') {
|
||||
numSpaces++;
|
||||
}
|
||||
}
|
||||
|
||||
if (numSpaces == 4) {
|
||||
// storeTB(&faces[curFace],
|
||||
// vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
// vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
// vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
// );
|
||||
|
||||
sscanf(buf,
|
||||
"f %d/%d/%d %*d/%*d/%*d %d/%d/%d %d/%d/%d",
|
||||
&v1, &vt1, &vn1,
|
||||
&v2, &vt2, &vn2,
|
||||
&v3, &vt3, &vn3
|
||||
);
|
||||
|
||||
storeFace(&faces[curFace],
|
||||
vertices[v1 - 1], textures[vt1 - 1], normals[vn1 - 1],
|
||||
vertices[v2 - 1], textures[vt2 - 1], normals[vn2 - 1],
|
||||
vertices[v3 - 1], textures[vt3 - 1], normals[vn3 - 1]
|
||||
);
|
||||
|
||||
curFace++;
|
||||
}
|
||||
|
||||
|
||||
// TODO: textures
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
free(vertices);
|
||||
free(normals);
|
||||
fclose(fp);
|
||||
|
||||
return parsedFile;
|
||||
}
|
||||
|
||||
void clearParsedFile(ParsedObjFile file) {
|
||||
free(file.faces);
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
#ifndef WAVEFRONTOBJ_H
|
||||
#define WAVEFRONTOBJ_H
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include "matrix-math.h"
|
||||
|
||||
typedef struct {
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec2 texture;
|
||||
// vec3 tangent;
|
||||
} vertex;
|
||||
|
||||
typedef struct {
|
||||
vertex v1;
|
||||
vertex v2;
|
||||
vertex v3;
|
||||
} face;
|
||||
|
||||
typedef struct {
|
||||
face* faces;
|
||||
GLuint length;
|
||||
} ParsedObjFile;
|
||||
|
||||
|
||||
extern ParsedObjFile readObjFile(char* path);
|
||||
extern void clearParsedFile(ParsedObjFile file);
|
||||
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue