[EDIT] code style guide - renderengine
This commit is contained in:
16
src/main.cpp
16
src/main.cpp
@@ -6,10 +6,10 @@
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#include <ostream>
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#include "models/Model.h"
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#include "renderEngine/Loader.h"
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#include "renderEngine/ObjLoader.h"
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#include "renderEngine/loader.h"
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#include "renderEngine/obj_loader.h"
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#include "renderEngine/Renderer.h"
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#include "shaders/StaticShader.h"
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#include "shaders/static_shader.h"
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#include "toolbox/math.h"
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#pragma comment(lib, "glfw3.lib")
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@@ -45,13 +45,13 @@ int main(void)
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models::RawModel raw_model = LoadObjModel("res/Tree.obj");
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models::ModelTexture texture = { renderEngine::loader::LoadTexture("res/TreeTexture.png") };
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
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shaders::StaticShader shader;
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shader.Init();
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renderEngine::renderer::Init(shader);
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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@@ -64,11 +64,11 @@ int main(void)
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camera.move(window);
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// Render
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renderEngine::renderer::Prepare();
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadViewMatrix(camera);
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renderEngine::renderer::Render(entity, shader);
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render_engine::renderer::Render(entity, shader);
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// Finish up
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shader.Stop();
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@@ -78,7 +78,7 @@ int main(void)
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// Clean up
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shader.CleanUp();
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renderEngine::loader::CleanUp();
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render_engine::loader::CleanUp();
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glfwTerminate();
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return 0;
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}
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@@ -1,14 +1,14 @@
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#include <GL/glew.h>
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#include "../stb_image.h"
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#include "Loader.h"
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#include "loader.h"
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namespace renderEngine
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namespace render_engine
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{
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namespace loader
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{
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static GLuint createVAO();
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static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data);
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static void bindIndicesBuffer(std::vector<unsigned int>& indices);
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static GLuint create_vao();
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static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data);
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static void bind_indices_buffer(std::vector<unsigned int>& indices);
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static std::vector<GLuint> vaos;
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static std::vector<GLuint> vbos;
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@@ -17,35 +17,35 @@ namespace renderEngine
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/*
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This function will generate a Model from vertex positions, textureCoordinates and indices.
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*/
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices)
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
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{
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GLuint vaoID = createVAO();
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bindIndicesBuffer(indices);
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storeDataInAttributeList(0, 3, positions);
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storeDataInAttributeList(1, 2, textureCoords);
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GLuint vao_id = create_vao();
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bind_indices_buffer(indices);
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store_data_in_attribute_list(0, 3, positions);
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store_data_in_attribute_list(1, 2, texture_coords);
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glBindVertexArray(0);
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return { vaoID, static_cast<int>(indices.size()) };
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return { vao_id, static_cast<int>(indices.size()) };
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}
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/*
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Loads an image as texture into openGL
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*/
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GLuint LoadTexture(std::string fileName)
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GLuint LoadTexture(std::string file_name)
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{
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int width, height, bpp;
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unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
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unsigned char* imgData = stbi_load(file_name.c_str(), &width, &height, &bpp, 4);
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GLuint textureID;
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glGenTextures(1, &textureID);
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GLuint texture_id;
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glGenTextures(1, &texture_id);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, textureID);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(imgData);
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textures.push_back(textureID);
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return textureID;
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textures.push_back(texture_id);
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return texture_id;
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}
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/*
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@@ -61,26 +61,26 @@ namespace renderEngine
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/*
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This function will create a new VAO for a new mesh.
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*/
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static GLuint createVAO()
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static GLuint create_vao()
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{
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GLuint vaoID;
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glGenVertexArrays(1, &vaoID);
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vaos.push_back(vaoID);
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glBindVertexArray(vaoID);
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return vaoID;
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GLuint vao_id;
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glGenVertexArrays(1, &vao_id);
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vaos.push_back(vao_id);
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glBindVertexArray(vao_id);
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return vao_id;
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}
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/*
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This function can store data (vbo) in a vao.
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*/
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static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data)
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static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data)
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{
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GLuint vboID;
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glGenBuffers(1, &vboID);
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vbos.push_back(vboID);
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glBindBuffer(GL_ARRAY_BUFFER, vboID);
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GLuint vbo_id;
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glGenBuffers(1, &vbo_id);
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vbos.push_back(vbo_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * data.size(), &data[0], GL_STATIC_DRAW);
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glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(attribute_number, coordinate_size, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@@ -105,12 +105,12 @@ namespace renderEngine
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3,1,2
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};
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*/
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static void bindIndicesBuffer(std::vector<unsigned int>& indices)
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static void bind_indices_buffer(std::vector<unsigned int>& indices)
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{
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GLuint vboID;
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glGenBuffers(1, &vboID);
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vbos.push_back(vboID);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID);
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GLuint vbo_id;
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glGenBuffers(1, &vbo_id);
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vbos.push_back(vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
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}
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}
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@@ -4,19 +4,19 @@
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#include <vector>
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#include "../models/Model.h"
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namespace renderEngine
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namespace render_engine
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{
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namespace loader
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{
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/*
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This function generates a model from model data.
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*/
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices);
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struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
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/*
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Loads a texture from a file into openGL using stb_image.h
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*/
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GLuint LoadTexture(std::string fileName);
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GLuint LoadTexture(std::string file_name);
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/*
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Call this function when cleaning up all the meshes (when exiting the program).
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@@ -1,134 +0,0 @@
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#include <fstream>
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#include <iostream>
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#include <vector>
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#include <sstream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "Loader.h"
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#include "ObjLoader.h"
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/*
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* Grotendeels van deze functies zijn gemaakt door:
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* https://github.com/Hopson97/ThinMatrix-OpenGL-Engine/blob/master/Source/Render_Engine/OBJLoader.cpp
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*/
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static void split(const std::string& s, char delim, std::vector<std::string>& elems)
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{
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std::stringstream ss;
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ss.str(s);
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std::string item;
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while (getline(ss, item, delim)) {
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elems.push_back(item);
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}
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}
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static std::vector<std::string> split(const std::string& s, char delim)
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{
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std::vector<std::string> elems;
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split(s, delim, elems);
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return elems;
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}
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static void processVertex(const std::vector<std::string>& vertexData,
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const std::vector<glm::vec3>& normals,
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const std::vector<glm::vec2>& textures,
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std::vector<GLuint>& indices,
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std::vector<GLfloat>& textureArray,
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std::vector<GLfloat>& normalArray)
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{
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GLuint currentVertexPointer = std::stoi(vertexData.at(0)) - 1;
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indices.push_back(currentVertexPointer);
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glm::vec2 currentTexture = textures.at(std::stoi(vertexData.at(1)) - 1);
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textureArray[(currentVertexPointer * 2) % textureArray.size()] = currentTexture.x;
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textureArray[(currentVertexPointer * 2 + 1) % textureArray.size()] = 1 - currentTexture.y;
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glm::vec3 currentNorm = normals.at(std::stoi(vertexData.at(2)) - 1);
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normalArray[currentVertexPointer * 3] = currentNorm.x;
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normalArray[currentVertexPointer * 3 + 1] = currentNorm.y;
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normalArray[currentVertexPointer * 3 + 2] = currentNorm.z;
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}
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models::RawModel LoadObjModel(std::string fileName)
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{
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std::ifstream inFile (fileName);
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if ( !inFile.is_open() )
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{
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throw std::runtime_error ( "Could not open model file " + fileName + ".obj!" );
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}
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std::vector<glm::vec3> vertices;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec2> textures;
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std::vector<GLuint> indices;
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std::vector<GLfloat> vertexArray;
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std::vector<GLfloat> normalArray;
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std::vector<GLfloat> textureArray;
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std::string line;
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try
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{
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while (std::getline(inFile, line))
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{
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std::vector<std::string> splitline = split(line, ' ');
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if (splitline.at(0) == "v")
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{
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glm::vec3 vertex;
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vertex.x = std::stof(splitline.at(1));
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vertex.y = std::stof(splitline.at(2));
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vertex.z = std::stof(splitline.at(3));
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vertices.push_back(vertex);
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}
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else if (splitline.at(0) == "vt")
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{
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glm::vec2 texture;
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texture.x = std::stof(splitline.at(1));
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texture.y = std::stof(splitline.at(2));
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textures.push_back(texture);
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}
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else if (splitline.at(0) == "vn")
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{
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glm::vec3 normal;
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normal.x = std::stof(splitline.at(1));
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normal.y = std::stof(splitline.at(2));
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normal.z = std::stof(splitline.at(3));
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normals.push_back(normal);
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}
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else if (splitline.at(0) == "f")
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{
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normalArray = std::vector<GLfloat>(vertices.size() * 3);
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textureArray = std::vector<GLfloat>(textures.size() * 2);
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break;
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}
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}
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while (true)
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{
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std::vector<std::string> splitline = split(line, ' ');
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std::vector<std::string> vertex1 = split(splitline.at(1), '/');
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std::vector<std::string> vertex2 = split(splitline.at(2), '/');
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std::vector<std::string> vertex3 = split(splitline.at(3), '/');
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processVertex(vertex1, normals, textures, indices, textureArray, normalArray);
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processVertex(vertex2, normals, textures, indices, textureArray, normalArray);
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processVertex(vertex3, normals, textures, indices, textureArray, normalArray);
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if (!std::getline(inFile, line))
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{
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break;
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}
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}
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} catch (const std::exception& e)
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{
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// Always go in here
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}
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inFile.close();
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vertexArray = std::vector<GLfloat>( vertices.size() * 3 );
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int p = 0;
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for ( auto& vertex : vertices )
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{
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vertexArray[p++] = vertex.x;
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vertexArray[p++] = vertex.y;
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vertexArray[p++] = vertex.z;
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}
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return renderEngine::loader::LoadToVAO( vertexArray, textureArray, indices);
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}
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@@ -2,10 +2,10 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <iostream>
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#include "../models/Model.h"
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#include "Renderer.h"
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#include "renderer.h"
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#include "../toolbox/math.h"
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namespace renderEngine
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namespace render_engine
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{
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namespace renderer
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{
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@@ -1,9 +1,9 @@
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#pragma once
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#include "../entities/Entity.h"
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#include "../shaders/StaticShader.h"
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#include "../shaders/static_shader.h"
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namespace renderEngine
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namespace render_engine
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{
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namespace renderer
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{
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129
src/renderEngine/obj_loader.cpp
Normal file
129
src/renderEngine/obj_loader.cpp
Normal file
@@ -0,0 +1,129 @@
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#include <fstream>
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#include <iostream>
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#include <vector>
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#include <sstream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "loader.h"
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#include "obj_loader.h"
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static void Split(const std::string& s, char delim, std::vector<std::string>& elems)
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{
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std::stringstream ss;
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ss.str(s);
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std::string item;
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while (getline(ss, item, delim)) {
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elems.push_back(item);
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}
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}
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static std::vector<std::string> Split(const std::string& s, char delim)
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{
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std::vector<std::string> elems;
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Split(s, delim, elems);
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return elems;
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}
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static void ProcessVertex(const std::vector<std::string>& vertex_data,
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const std::vector<glm::vec3>& normals,
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const std::vector<glm::vec2>& textures,
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std::vector<GLuint>& indices,
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std::vector<GLfloat>& texture_array,
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std::vector<GLfloat>& normal_array)
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{
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GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
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indices.push_back(current_vertex_pointer);
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glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
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texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
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texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
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glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
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normal_array[current_vertex_pointer * 3] = current_norm.x;
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normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
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normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
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}
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models::RawModel LoadObjModel(std::string file_name)
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{
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std::ifstream inFile (file_name);
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if ( !inFile.is_open() )
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{
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throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
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}
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std::vector<glm::vec3> vertices;
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std::vector<glm::vec3> normals;
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std::vector<glm::vec2> textures;
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std::vector<GLuint> indices;
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std::vector<GLfloat> vertex_array;
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std::vector<GLfloat> normal_array;
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std::vector<GLfloat> texture_array;
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std::string line;
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try
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{
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while (std::getline(inFile, line))
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{
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std::vector<std::string> split_line = Split(line, ' ');
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if (split_line.at(0) == "v")
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{
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glm::vec3 vertex;
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vertex.x = std::stof(split_line.at(1));
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vertex.y = std::stof(split_line.at(2));
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vertex.z = std::stof(split_line.at(3));
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vertices.push_back(vertex);
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}
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else if (split_line.at(0) == "vt")
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{
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glm::vec2 texture;
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texture.x = std::stof(split_line.at(1));
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texture.y = std::stof(split_line.at(2));
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textures.push_back(texture);
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}
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else if (split_line.at(0) == "vn")
|
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{
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glm::vec3 normal;
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||||
normal.x = std::stof(split_line.at(1));
|
||||
normal.y = std::stof(split_line.at(2));
|
||||
normal.z = std::stof(split_line.at(3));
|
||||
normals.push_back(normal);
|
||||
}
|
||||
else if (split_line.at(0) == "f")
|
||||
{
|
||||
normal_array = std::vector<GLfloat>(vertices.size() * 3);
|
||||
texture_array = std::vector<GLfloat>(textures.size() * 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
while (true)
|
||||
{
|
||||
std::vector<std::string> split = Split(line, ' ');
|
||||
std::vector<std::string> vertex1 = Split(split.at(1), '/');
|
||||
std::vector<std::string> vertex2 = Split(split.at(2), '/');
|
||||
std::vector<std::string> vertex3 = Split(split.at(3), '/');
|
||||
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
|
||||
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
|
||||
if (!std::getline(inFile, line))
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
} catch (const std::exception& e)
|
||||
{
|
||||
// Always go in here
|
||||
}
|
||||
|
||||
inFile.close();
|
||||
|
||||
vertex_array = std::vector<GLfloat>( vertices.size() * 3 );
|
||||
int p = 0;
|
||||
for ( auto& vertex : vertices )
|
||||
{
|
||||
vertex_array[p++] = vertex.x;
|
||||
vertex_array[p++] = vertex.y;
|
||||
vertex_array[p++] = vertex.z;
|
||||
}
|
||||
|
||||
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
|
||||
}
|
||||
@@ -3,4 +3,4 @@
|
||||
#include <string>
|
||||
#include "../models/Model.h"
|
||||
|
||||
models::RawModel LoadObjModel(std::string fileName);
|
||||
models::RawModel LoadObjModel(std::string file_name);
|
||||
@@ -1,11 +1,10 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include "ShaderProgram.h"
|
||||
#include "shader_program.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -1,4 +1,4 @@
|
||||
#include "StaticShader.h"
|
||||
#include "static_shader.h"
|
||||
#include "../toolbox/math.h"
|
||||
|
||||
namespace shaders
|
||||
@@ -1,8 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "ShaderProgram.h"
|
||||
#include "shader_program.h"
|
||||
#include "../entities/Camera.h"
|
||||
|
||||
/*
|
||||
@@ -23,10 +23,10 @@
|
||||
<ClCompile Include="src\entities\Entity.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
<ClCompile Include="src\renderEngine\Loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\ObjLoader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\Renderer.cpp" />
|
||||
<ClCompile Include="src\shaders\ShaderProgram.cpp" />
|
||||
<ClCompile Include="src\shaders\StaticShader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\static_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\math.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@@ -34,10 +34,10 @@
|
||||
<ClInclude Include="src\entities\Entity.h" />
|
||||
<ClInclude Include="src\models\Model.h" />
|
||||
<ClInclude Include="src\renderEngine\Loader.h" />
|
||||
<ClInclude Include="src\renderEngine\ObjLoader.h" />
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||
<ClInclude Include="src\renderEngine\Renderer.h" />
|
||||
<ClInclude Include="src\shaders\ShaderProgram.h" />
|
||||
<ClInclude Include="src\shaders\StaticShader.h" />
|
||||
<ClInclude Include="src\shaders\shader_program.h" />
|
||||
<ClInclude Include="src\shaders\static_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\math.h" />
|
||||
</ItemGroup>
|
||||
|
||||
@@ -24,24 +24,24 @@
|
||||
<ClCompile Include="src\renderEngine\Loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\ObjLoader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\Renderer.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\ShaderProgram.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\StaticShader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\main.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\toolbox\math.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\shaders\static_shader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
@@ -56,23 +56,23 @@
|
||||
<ClInclude Include="src\renderEngine\Loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\ObjLoader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\Renderer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\ShaderProgram.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\StaticShader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\stb_image.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\math.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\shader_program.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\static_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user