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feature/pa
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feature/St
| Author | SHA1 | Date | |
|---|---|---|---|
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7679555059 |
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Before Width: | Height: | Size: 294 KiB |
BIN
res/menu_item_calibrate1.png
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After Width: | Height: | Size: 31 KiB |
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res/menu_item_calibrate1_click.png
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After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_hover.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_click.png
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After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_hover.png
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After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
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After Width: | Height: | Size: 14 KiB |
BIN
res/menu_item_start1.png
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After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
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After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
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After Width: | Height: | Size: 33 KiB |
@@ -5,6 +5,11 @@
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namespace gui
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{
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//Represents the type of the entitie
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enum class GuiType{
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LABEL, BUTTON
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};
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/*
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* Structure for representing a gui item to display on the screen
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*
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@@ -12,12 +17,17 @@ namespace gui
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* position = The center position of the gui
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* scale = The size (scale) of the gui
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*/
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struct GuiTexture
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{
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int texture;
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glm::vec2 position;
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glm::vec2 scale;
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virtual GuiType GetType() {
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return GuiType::LABEL;
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}
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GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
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{
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scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
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@@ -104,6 +104,10 @@ namespace gui
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*/
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void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
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GuiType GetType() override {
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return GuiType::BUTTON;
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}
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protected:
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void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
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void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
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@@ -14,13 +14,18 @@
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namespace scene
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{
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/**
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* sets up the first things when the objects has been made
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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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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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std::vector<gui::GuiTexture*> guis;
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In_Game_Scene::In_Game_Scene()
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{
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camera = new entities::Camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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shader = new shaders::EntityShader;
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shader->Init();
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render_engine::renderer::Init(*shader);
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@@ -28,19 +33,7 @@ namespace scene
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gui_shader = new shaders::GuiShader();
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gui_shader->Init();
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}
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/**
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* deletes certain veriables when the object will be deleted, prevents memory leaks
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*/
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In_Game_Scene::~In_Game_Scene()
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{
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delete camera;
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delete shader;
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delete gui_shader;
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}
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/**
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* starts the game scene, calls the render and update methods in a while loop
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*/
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scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
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{
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raw_model = render_engine::LoadObjModel("res/House.obj");
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@@ -52,7 +45,7 @@ namespace scene
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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_to_render.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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}
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@@ -61,7 +54,7 @@ namespace scene
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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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// GUI stuff
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gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
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gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
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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.SetOnClickAction([]()
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@@ -71,54 +64,11 @@ namespace scene
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guis.push_back(&button);
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//guis for the pause menu
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gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
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pause_guis.push_back(&background);
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gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
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pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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pause_button_resume.SetOnClickAction([]()
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{
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std::cout << "I got clicked on the resume button!" << std::endl;
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});
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pause_guis.push_back(&pause_button_resume);
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gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
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pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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pause_button_quit.SetOnClickAction([]()
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{
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std::cout << "I got clicked on the quit button!" << std::endl;
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});
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pause_guis.push_back(&pause_button_quit);
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//the scene loop, this while loop represent the scene
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while (return_value == scene::Scenes::INGAME)
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{
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//checks the current game state, so it can render the correct models for each state
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switch (game_state)
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{
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/*case scene::Game_State::IDLE:
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break;*/
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case scene::Game_State::PAUSED:
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render();
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render_pause_menu();
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break;
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case scene::Game_State::RUNNING:
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update(window);
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button.Update(window);
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render();
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break;
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default:
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std::cout << "Game state unknown" << std::endl;
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break;
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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@@ -129,58 +79,40 @@ namespace scene
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return return_value;
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}
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/**
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* renders the game models
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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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//starts the shader and begins to render
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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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shader->LoadViewMatrix(camera);
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities_to_render)
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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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// 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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// Stop rendering the entities
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shader->Stop();
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}
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//updates certain variables
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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camera->Move(window);
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camera.Move(window);
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}
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//renders the models for the pause menu
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void In_Game_Scene::render_pause_menu()
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{
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render_engine::renderer::Render(pause_guis, *gui_shader);
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}
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//manages the key input in the game scene
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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_SPACE) == GLFW_PRESS)
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{
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return_value = scene::Scenes::STOP;
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}
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if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
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{
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game_state = scene::Game_State::PAUSED;
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}
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if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
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{
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game_state = scene::Game_State::RUNNING;
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}
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}
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}
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@@ -1,100 +1,20 @@
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#pragma once
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#include <iostream>
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#include <ostream>
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#include <vector>
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#include "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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/**
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* This enum is for managing the game scene state.
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* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
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* and the pause screen will show up.
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**/
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enum class Game_State
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{
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//IDLE,
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RUNNING,
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PAUSED
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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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//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
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scene::Scenes return_value = scene::Scenes::INGAME;
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//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
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scene::Game_State game_state = scene::Game_State::RUNNING;
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//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
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std::vector<entities::Entity> entities_to_render;
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//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
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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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//the shader that is used for rendering the models.
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shaders::EntityShader* shader;
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//the gui_shader is used of rendering the gui models (for example the pause buttons).
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shaders::GuiShader* gui_shader;
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//camera is the camera view of the game scene, this camera will be behind the main character.
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entities::Camera *camera;
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//guis is a list of all the gui components that needs to be load in the scene.
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std::vector<gui::GuiTexture*> guis;
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//pause_guis is a list of components that will be rendered when the game is paused.
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std::vector<gui::GuiTexture*> pause_guis;
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/**
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* @brief renders the objects/gui models
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* @param
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* @return void
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*/
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void render_pause_menu();
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public:
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In_Game_Scene();
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~In_Game_Scene();
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/**
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* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
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* @param window the main window of the application
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* @return Scene value that indicates in which scene the application is
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*/
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Scenes start(GLFWwindow* window) override;
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/**
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* @brief this method renders the models for the game scene
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* @param
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* @return void
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*/
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void render() override;
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/**
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* @brief this method updates the models/variables for the game scene
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* @param window the main window of the application
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* @return void
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*/
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void update(GLFWwindow* window) override;
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/**
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* @brief this method updates the models/variables for the game scene
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* @param window the main window of the application
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* @param key this is the keycode on which key has been pressed
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* @param scancode -
|
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* @param action-
|
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* @param mods -
|
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* @return void
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*/
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void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
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};
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}
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@@ -1,7 +0,0 @@
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#include <iostream>
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#include "scene.h"
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scene::Scene::~Scene()
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{
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std::cout << "Main scene class gone!" << std::endl;
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}
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@@ -6,9 +6,6 @@
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namespace scene {
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|
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/**
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* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
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*/
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enum class Scenes
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{
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STARTUP,
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@@ -21,40 +18,14 @@ namespace scene {
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class Scene
|
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{
|
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public:
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virtual ~Scene() = 0;
|
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|
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/**
|
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* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
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* @param window the main window of the application
|
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* @return Scene value that indicates in which scene the application is
|
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*/
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virtual Scenes start(GLFWwindow* window) = 0;
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|
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/**
|
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* @brief this method renders the models for a scene
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* @param
|
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* @return void
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*/
|
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virtual void render() = 0;
|
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|
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/**
|
||||
* @brief this method updates the models/variables for a scene
|
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* @param window the main window of the application
|
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* @return void
|
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*/
|
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virtual void update(GLFWwindow* window) = 0;
|
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|
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/**
|
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* @brief this method updates the models/variables for a scene
|
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* @param window the main window of the application
|
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* @param key this is the keycode on which key has been pressed
|
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* @param scancode -
|
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* @param action-
|
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* @param mods -
|
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* @return void
|
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*/
|
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virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
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|
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};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -1,55 +1,104 @@
|
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#include <iostream>
|
||||
#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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#include <iostream>
|
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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"
|
||||
|
||||
|
||||
|
||||
namespace scene
|
||||
{
|
||||
/**
|
||||
* deletes certain variables to prevent memory leaks
|
||||
*/
|
||||
Startup_Scene::~Startup_Scene()
|
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{
|
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std::cout << "startup scene gone!" << std::endl;
|
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shaders::GuiShader* gui_shader1;
|
||||
std::vector<gui::GuiTexture*> guis1;
|
||||
|
||||
Startup_Scene::Startup_Scene() {
|
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shaders::EntityShader shader;
|
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shader.Init();
|
||||
render_engine::renderer::Init(shader);
|
||||
shader.CleanUp();
|
||||
|
||||
gui_shader1 = new shaders::GuiShader();
|
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gui_shader1->Init();
|
||||
}
|
||||
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||
if (texture->GetType() == gui::GuiType::BUTTON) {
|
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return (gui::Button*)texture;
|
||||
}
|
||||
else {
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* starts the start-up scene, calls the render and update methods in a while loop
|
||||
*/
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
{
|
||||
// GUI stuff
|
||||
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||
button_start.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Start!" << std::endl;
|
||||
});
|
||||
guis1.push_back(&button_start);
|
||||
|
||||
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||
button_calibrate.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||
});
|
||||
guis1.push_back(&button_calibrate);
|
||||
|
||||
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||
button_quit.SetOnClickAction([]()
|
||||
{
|
||||
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||
});
|
||||
guis1.push_back(&button_quit);
|
||||
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
for (gui::GuiTexture* button : guis1) {
|
||||
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||
if(new_button != NULL)
|
||||
new_button->Update(window);
|
||||
|
||||
}
|
||||
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
/**
|
||||
* renders the models in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||
}
|
||||
|
||||
/**
|
||||
* updates the variables for the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* manages the key input in the start-up scene
|
||||
*/
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include <map>
|
||||
#include "../gui/gui_interactable.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
@@ -9,42 +9,14 @@ namespace scene
|
||||
class Startup_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||
|
||||
public:
|
||||
~Startup_Scene();
|
||||
|
||||
/**
|
||||
* @brief the method start is the start of the start-up scene where a while loop runs, this runs the scene.
|
||||
* @param window the main window of the application
|
||||
* @return Scene value that indicates in which scene the application is
|
||||
*/
|
||||
Startup_Scene();
|
||||
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture);
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method renders the models for the start-up scene
|
||||
* @param
|
||||
* @return void
|
||||
*/
|
||||
void render() override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the start-up scene
|
||||
* @param window the main window of the application
|
||||
* @return void
|
||||
*/
|
||||
void update(GLFWwindow* window) override;
|
||||
|
||||
/**
|
||||
* @brief this method updates the models/variables for the start-up scene
|
||||
* @param window the main window of the application
|
||||
* @param key this is the keycode on which key has been pressed
|
||||
* @param scancode -
|
||||
* @param action-
|
||||
* @param mods -
|
||||
* @return void
|
||||
*/
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -34,7 +34,6 @@
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||
<ClCompile Include="src\scenes\scene.cpp" />
|
||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
|
||||
@@ -75,9 +75,6 @@
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
|
||||