Merge branch 'feature/automatic-rendering' into feature/MovementCharacter
* feature/automatic-rendering: [ADD] deque method [EDIT] caffemodel in gitignore [EDIT] small fix [ADD] (test) trees at every chunk [ADD] comments [ADD] added deque support for light loading [ADD] automatic loading of models [ADDED] timer class # Conflicts: # src/scenes/in_Game_Scene.cpp # wk2_fps.vcxproj.filters
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -428,4 +428,6 @@ FodyWeavers.xsd
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**/docs/*
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**/docs/*
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**/doc/*
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**/doc/*
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**/pose_iter_160000.caffemodel
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# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# End of https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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@@ -55,6 +55,11 @@ int main(void)
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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{
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if (key == GLFW_KEY_ESCAPE)
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{
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glfwSetWindowShouldClose(window, true);
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}
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current_scene->onKey(window, key, scancode, action, mods);
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current_scene->onKey(window, key, scancode, action, mods);
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});
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});
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@@ -3,7 +3,6 @@
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "startup_Scene.h"
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#include "../entities/main_character.h"
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#include "../gui/gui_interactable.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.h"
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#include "../models/model.h"
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#include "../renderEngine/loader.h"
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#include "../renderEngine/loader.h"
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@@ -11,53 +10,80 @@
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#include "../renderEngine/renderer.h"
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../toolbox/toolbox.h"
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#include <deque>
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#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
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#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
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namespace scene
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namespace scene
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{
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{
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std::vector<entities::Entity*> entities;
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std::deque<entities::Entity> house_models;
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std::vector<entities::main_character*> mainCharacter;
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std::deque<entities::Light> lights;
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std::vector<entities::Light> lights;
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std::deque<entities::Entity> trees;
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models::RawModel raw_model, raw_model_char;
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models::RawModel raw_model;
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models::ModelTexture texture;
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models::ModelTexture texture;
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shaders::EntityShader *shader;
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shaders::EntityShader* shader;
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shaders::GuiShader *gui_shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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models::TexturedModel model;
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models::TexturedModel tree;
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In_Game_Scene::In_Game_Scene()
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In_Game_Scene::In_Game_Scene()
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{
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{
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shader = new shaders::EntityShader;
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shader = new shaders::EntityShader;
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shader->Init();
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shader->Init();
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render_engine::renderer::Init(*shader);
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render_engine::renderer::Init(*shader);
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gui_shader = new shaders::GuiShader();
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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gui_shader->Init();
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}
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}
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/**
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* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
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*
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* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
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*
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*/
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void load_chunk(int model_pos)
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{
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std::cout << "loading model chunk" << std::endl;
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if (house_models.size() >= MAX_MODEL_DEQUE_SIZE)
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{
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house_models.pop_back();
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trees.pop_back();
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}
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int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
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house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
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trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
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}
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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raw_model = render_engine::LoadObjModel("res/House.obj");
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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model = { raw_model, texture };
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::RawModel raw_tree_model = render_engine::LoadObjModel("res/Tree.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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tree = { raw_tree_model, tree_texture };
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(&entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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entities::main_character character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
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entities.push_back(&character);
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mainCharacter.push_back(&character);
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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load_chunk(i);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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@@ -66,11 +92,11 @@ namespace scene
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button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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button.SetOnClickAction([]()
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button.SetOnClickAction([]()
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{
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{
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std::cout << "I got clicked on!" << std::endl;
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std::cout << "I got clicked on!" << std::endl;
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});
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});
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guis.push_back(&button);
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guis.push_back(&button);
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while (return_value == scene::Scenes::INGAME)
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while (return_value == scene::Scenes::INGAME)
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{
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{
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@@ -94,15 +120,18 @@ namespace scene
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shader->Start();
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shader->Start();
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader->LoadLights(lights);
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shader->LoadLightsDeque(lights);
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shader->LoadViewMatrix(camera);
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shader->LoadViewMatrix(camera);
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// Renders each entity in the entities list
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for (entities::Entity& model_entity : house_models)
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for (entities::Entity* entity : entities)
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{
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{
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render_engine::renderer::Render(*entity, *shader);
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render_engine::renderer::Render(model_entity, *shader);
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}
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for (entities::Entity& tree_entity : trees)
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{
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render_engine::renderer::Render(tree_entity, *shader);
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}
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}
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// Render GUI items
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// Render GUI items
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render_engine::renderer::Render(guis, *gui_shader);
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render_engine::renderer::Render(guis, *gui_shader);
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@@ -113,18 +142,24 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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{
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//camera.Move(window);
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camera.Move(window);
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entities::main_character *character = mainCharacter[0];
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// calculate where the next house model should be loaded
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glm::vec3 movement = character->move(window);
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static int last_model_pos = 0;
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//character->IncreasePosition(movement);
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int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
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std::cout <<"x: "<< character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
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std::cout <<"x get: "<< movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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{
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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}
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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}
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}
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
|
{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
|
{
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return_value = scene::Scenes::STOP;
|
return_value = scene::Scenes::STOP;
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}
|
}
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@@ -1,5 +1,6 @@
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#include "entity_shader.h"
|
#include "entity_shader.h"
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#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
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|
#include <deque>
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|
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namespace shaders
|
namespace shaders
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{
|
{
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@@ -160,6 +161,25 @@ namespace shaders
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}
|
}
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}
|
}
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|
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|
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
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|
{
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|
for (int i = 0; i < MAX_LIGHTS; ++i)
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|
{
|
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|
if (i < lights.size())
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|
{
|
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|
LoadVector(location_light_position[i], lights[i].GetPosition());
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|
LoadVector(location_light_color[i], lights[i].GetColor());
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|
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
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|
}
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|
else
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|
{
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|
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
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|
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
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|
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||||
{
|
{
|
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LoadFloat(location_shine_damper, shine_damper);
|
LoadFloat(location_shine_damper, shine_damper);
|
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|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <deque>
|
||||||
#include "shader_program.h"
|
#include "shader_program.h"
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include "../entities/light.h"
|
#include "../entities/light.h"
|
||||||
@@ -58,6 +59,13 @@ namespace shaders
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|||||||
*/
|
*/
|
||||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads some lights contained in a deque.
|
||||||
|
*
|
||||||
|
* @param lights the deque containing the lights to load
|
||||||
|
*/
|
||||||
|
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: A method to load the the shine variables from a model into the shader
|
* @brief: A method to load the the shine variables from a model into the shader
|
||||||
*
|
*
|
||||||
|
|||||||
46
src/toolbox/Timer.h
Normal file
46
src/toolbox/Timer.h
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
namespace toolbox
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class represents a timer which needs to be updated
|
||||||
|
* every frame to work correctly.
|
||||||
|
*/
|
||||||
|
class Timer
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
float current_time;
|
||||||
|
float final_time;
|
||||||
|
bool has_finished;
|
||||||
|
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor to make the timer
|
||||||
|
*
|
||||||
|
* @param final_time: The time which the timer needs to count to
|
||||||
|
*/
|
||||||
|
Timer(float final_time): current_time(0), final_time(final_time), has_finished(false) {}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Updates the timer. Call this method once every iteration in the game loop
|
||||||
|
*
|
||||||
|
* @param delta: The deltatime of the game
|
||||||
|
*/
|
||||||
|
void UpdateTimer(const double delta)
|
||||||
|
{
|
||||||
|
current_time += delta;
|
||||||
|
|
||||||
|
if (current_time >= final_time)
|
||||||
|
{
|
||||||
|
has_finished = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns if the timer has finished
|
||||||
|
*
|
||||||
|
* @return: True if the timer has finished
|
||||||
|
*/
|
||||||
|
bool HasFinished() const { return has_finished; }
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -66,6 +66,7 @@
|
|||||||
<ClInclude Include="src\shaders\shader_program.h" />
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
<ClInclude Include="src\stb_image.h" />
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
@@ -130,16 +131,16 @@
|
|||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
<LinkIncremental>true</LinkIncremental>
|
<LinkIncremental>true</LinkIncremental>
|
||||||
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>C:\opencv\build\include;$(IncludePath);C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>C:\opencv\build\x64\vc15\lib;$(LibraryPath);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
<LinkIncremental>false</LinkIncremental>
|
<LinkIncremental>false</LinkIncremental>
|
||||||
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include</IncludePath>
|
<IncludePath>$(VC_IncludePath);$(WindowsSDK_IncludePath);;C:\opencv\opencv\build\include;C:\opencv\build\include</IncludePath>
|
||||||
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib</LibraryPath>
|
<LibraryPath>$(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64);C:\opencv\opencv\build\x64\vc15\lib;C:\opencv\build\x64\vc15\lib</LibraryPath>
|
||||||
</PropertyGroup>
|
</PropertyGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
<ClCompile>
|
<ClCompile>
|
||||||
@@ -171,7 +172,7 @@
|
|||||||
<SubSystem>Console</SubSystem>
|
<SubSystem>Console</SubSystem>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
<AdditionalDependencies>opencv_world452d.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
@@ -212,7 +213,7 @@
|
|||||||
<OptimizeReferences>true</OptimizeReferences>
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
<AdditionalLibraryDirectories>$(SolutionDir)lib\glfw-3.3.2\$(Platform);$(SolutionDir)lib\glew-2.1.0\lib\Release\$(Platform);%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib</AdditionalDependencies>
|
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies); opencv_world452.lib;opencv_world452d.lib</AdditionalDependencies>
|
||||||
</Link>
|
</Link>
|
||||||
</ItemDefinitionGroup>
|
</ItemDefinitionGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
|||||||
@@ -75,9 +75,6 @@
|
|||||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
<ClCompile Include="src\entities\main_character.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\entities\Camera.h">
|
<ClInclude Include="src\entities\Camera.h">
|
||||||
@@ -155,7 +152,7 @@
|
|||||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
<ClInclude Include="src\entities\main_character.h">
|
<ClInclude Include="src\toolbox\Timer.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
|
|||||||
Reference in New Issue
Block a user