[testing] shader ddoesnt work, still on it
This commit is contained in:
@@ -1,5 +1,5 @@
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#pragma once
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#pragma once
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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@@ -1,3 +1,4 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include "gui_interactable.h"
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#include "gui_interactable.h"
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65
src/main.cpp
65
src/main.cpp
@@ -3,6 +3,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include <iostream>
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#include <iostream>
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#include <map>
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#include "stb_image.h"
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#include "stb_image.h"
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#include <ostream>
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#include <ostream>
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@@ -16,6 +17,9 @@
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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 "scenes/scene.h"
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#include "scenes/in_Game_Scene.h"
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#include "scenes/startup_Scene.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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#pragma comment(lib, "glew32s.lib")
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@@ -23,8 +27,9 @@
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static double UpdateDelta();
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static double UpdateDelta();
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static GLFWwindow* window;
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GLFWwindow* window;
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std::map<scene::Scenes, scene::Scene*> scenes;
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scene::Scene* current_scene = nullptr;
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int main(void)
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int main(void)
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{
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{
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@@ -44,42 +49,48 @@ 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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current_scene->onKey(key, scancode, action, mods);
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if (key == GLFW_KEY_ESCAPE)
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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glfwSetWindowShouldClose(window, true);
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});
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});
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scenes[scene::Scenes::STARTUP] = new scene::Startup_Scene();
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scenes[scene::Scenes::INGAME] = new scene::In_Game_Scene();
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current_scene = scenes[scene::Scenes::STARTUP];
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models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
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/* models::RawModel raw_model = render_engine::LoadObjModel("res/House.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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models::ModelTexture 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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models::TexturedModel model = { raw_model, texture };*/
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/**
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/**
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* load and add some models (in this case some level sections) to the entities list.
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* load and add some models (in this case some level sections) to the entities list.
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* */
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* */
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std::vector<entities::Entity> entities;
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/*std::vector<entities::Entity> entities;
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int z = 0;
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int z = 0;
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for (int i = 0; i < 5; ++i)
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for (int i = 0; i < 5; ++i)
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{
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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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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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z += (raw_model.model_size.x * 20);
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}
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}*/
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std::vector<entities::Light> lights;
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/* std::vector<entities::Light> lights;
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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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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shaders::EntityShader shader;
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/*shaders::EntityShader shader;
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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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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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// GUI stuff
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// GUI stuff
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shaders::GuiShader gui_shader;
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/* shaders::GuiShader gui_shader;
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gui_shader.Init();
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gui_shader.Init();
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std::vector<gui::GuiTexture*> guis;
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std::vector<gui::GuiTexture*> guis;
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@@ -91,36 +102,38 @@ int main(void)
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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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*/
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// Main game loop
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// Main game loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window))
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{
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{
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// Update
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// Update
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const double delta = UpdateDelta();
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const double delta = UpdateDelta();
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camera.Move(window);
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//camera.Move(window);
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button.Update(window);
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current_scene->update();
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// button.Update(window);
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current_scene->render();
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// Render
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// Render
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render_engine::renderer::Prepare();
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//render_engine::renderer::Prepare();
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// Start rendering the entities
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// Start rendering the entities
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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.LoadLights(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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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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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(entity, shader);
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}
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}*/
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// Stop rendering the entities
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// Stop rendering the entities
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shader.Stop();
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//shader.Stop();
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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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// Finish up
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// Finish up
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@@ -128,8 +141,8 @@ int main(void)
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}
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}
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// Clean up
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// Clean up
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shader.CleanUp();
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//shader.CleanUp();
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gui_shader.CleanUp();
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// gui_shader.CleanUp();
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render_engine::loader::CleanUp();
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render_engine::loader::CleanUp();
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glfwTerminate();
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glfwTerminate();
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return 0;
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return 0;
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79
src/scenes/in_Game_Scene.cpp
Normal file
79
src/scenes/in_Game_Scene.cpp
Normal file
@@ -0,0 +1,79 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "in_Game_Scene.h"
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#include "startup_Scene.h"
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#include "../gui/gui_interactable.h"
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#include "../models/model.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/entity_shader.h"
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#include "../toolbox/toolbox.h"
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namespace scene
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{
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std::vector<entities::Entity> entities;
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std::vector<entities::Light> lights;
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models::RawModel raw_model;
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models::ModelTexture texture;
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shaders::EntityShader shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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extern GLFWwindow* window;
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void scene::In_Game_Scene::start()
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{
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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.shine_damper = 10;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, 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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shader.Init();
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render_engine::renderer::Init(shader);
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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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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}
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void scene::In_Game_Scene::render()
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{
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// Render
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render_engine::renderer::Prepare();
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shader.Start();
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shader.LoadSkyColor(render_engine::renderer::SKY_COLOR);
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shader.LoadLights(lights);
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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& entity : entities)
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{
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render_engine::renderer::Render(entity, shader);
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}
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// Stop rendering the entities
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shader.Stop();
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}
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void scene::In_Game_Scene::update()
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{
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camera.Move(window);
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}
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void scene::In_Game_Scene::onKey(int key, int scancode, int action, int mods)
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{
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}
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}
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19
src/scenes/in_Game_Scene.h
Normal file
19
src/scenes/in_Game_Scene.h
Normal file
@@ -0,0 +1,19 @@
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#pragma once
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#include "scene.h"
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namespace scene
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{
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class In_Game_Scene : public scene::Scene
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{
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private:
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public:
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virtual void start() override;
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virtual void render() override;
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virtual void update() override;
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virtual void onKey(int key, int scancode, int action, int mods) override;
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};
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}
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7
src/scenes/scene.cpp
Normal file
7
src/scenes/scene.cpp
Normal file
@@ -0,0 +1,7 @@
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#include "scene.h"
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namespace scene
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{
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}
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34
src/scenes/scene.h
Normal file
34
src/scenes/scene.h
Normal file
@@ -0,0 +1,34 @@
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#pragma once
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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namespace scene {
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class Scene
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{
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public:
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virtual void start() = 0;
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virtual void render() = 0;
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virtual void update() = 0;
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virtual void onKey(int key, int scancode, int action, int mods) {};
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};
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enum class Scenes
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{
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STARTUP,
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INGAME,
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GAMEOVER,
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CALIBRATION
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};
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extern std::map<Scenes, Scene*> scenes;
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extern Scene* current_scene;
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extern GLFWwindow* window;
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}
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35
src/scenes/startup_Scene.cpp
Normal file
35
src/scenes/startup_Scene.cpp
Normal file
@@ -0,0 +1,35 @@
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include <map>
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#include "startup_Scene.h"
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namespace scene
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{
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std::map<Scenes, Scene*> scenes;
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Scene* current_scene;
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GLFWwindow* window;
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void scene::Startup_Scene::start()
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{
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}
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void scene::Startup_Scene::render()
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{
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}
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void scene::Startup_Scene::update()
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{
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}
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void scene::Startup_Scene::onKey(int key, int scancode, int action, int mods)
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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current_scene = scenes[Scenes::INGAME];
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current_scene->start();
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}
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}
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}
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20
src/scenes/startup_Scene.h
Normal file
20
src/scenes/startup_Scene.h
Normal file
@@ -0,0 +1,20 @@
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#pragma once
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#include "scene.h"
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#include <map>
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namespace scene
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{
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class Startup_Scene : public scene::Scene
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{
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private:
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|
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public:
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virtual void start() override;
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virtual void render() override;
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virtual void update() override;
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virtual void onKey(int key, int scancode, int action, int mods) override;
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};
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}
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@@ -19,6 +19,8 @@
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</ProjectConfiguration>
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</ProjectConfiguration>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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||||||
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\scenes\scene.cpp" />
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<ClCompile Include="src\entities\camera.cpp" />
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<ClCompile Include="src\entities\camera.cpp" />
|
||||||
<ClCompile Include="src\entities\entity.cpp" />
|
<ClCompile Include="src\entities\entity.cpp" />
|
||||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||||
@@ -30,8 +32,11 @@
|
|||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\entities\camera.h" />
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
<ClInclude Include="src\entities\entity.h" />
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
<ClInclude Include="src\entities\light.h" />
|
<ClInclude Include="src\entities\light.h" />
|
||||||
@@ -46,6 +51,7 @@
|
|||||||
<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\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<PropertyGroup Label="Globals">
|
<PropertyGroup Label="Globals">
|
||||||
<VCProjectVersion>16.0</VCProjectVersion>
|
<VCProjectVersion>16.0</VCProjectVersion>
|
||||||
|
|||||||
@@ -48,6 +48,15 @@
|
|||||||
<ClCompile Include="src\gui\gui_interactable.cpp">
|
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||||
<Filter>Source Files</Filter>
|
<Filter>Source Files</Filter>
|
||||||
</ClCompile>
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\entities\Camera.h">
|
<ClInclude Include="src\entities\Camera.h">
|
||||||
@@ -92,5 +101,14 @@
|
|||||||
<ClInclude Include="src\gui\gui_interactable.h">
|
<ClInclude Include="src\gui\gui_interactable.h">
|
||||||
<Filter>Header Files</Filter>
|
<Filter>Header Files</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
||||||
Reference in New Issue
Block a user