Compare commits
6 Commits
feature/re
...
feature/co
| Author | SHA1 | Date | |
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ef058b0087 | ||
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1ef0d87437 | ||
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5d31327a47 | ||
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e8b3e1b482 | ||
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93b3223737 | ||
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28400fb320 |
31
src/collision/collision.h
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31
src/collision/collision.h
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@@ -0,0 +1,31 @@
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#pragma once
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#include <glm/gtc/matrix_transform.hpp>
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#include "../entities/entity.h"
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namespace collision
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{
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/*
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* This structure represents a collision box inside the world.
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*
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* center_pos: The center position of the collision box
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* size: The size in each axis of the collision box
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*/
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struct Box
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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};
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/*
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* This structure represents a collision between 2 entities
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*
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* entity1: The first entity
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* entity2: The second entity
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*/
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struct Collision
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{
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entities::Entity& entity1;
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entities::Entity& entity2;
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};
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}
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40
src/collision/collision_handler.cpp
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40
src/collision/collision_handler.cpp
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@@ -0,0 +1,40 @@
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#include "collision_handler.h"
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namespace collision
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{
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
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{
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if (entities.size() == 2)
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{
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if (entities[0]->IsColliding(*entities[1]))
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{
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collision::Collision c = { *entities[0], *entities[1] };
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entities[0]->OnCollide(c);
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entities[1]->OnCollide(c);
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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entities::CollisionEntity* entity = entities[i];
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for (int j = i + 1; i < entities.size() - 1; j++)
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{
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entities::CollisionEntity* entity2 = entities[j];
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if (entity == entity2)
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{
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continue;
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}
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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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}
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}
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16
src/collision/collision_handler.h
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16
src/collision/collision_handler.h
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@@ -0,0 +1,16 @@
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#pragma once
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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namespace collision
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{
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/*
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* @brief: This function will check all the collision entities for
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* collisions and call the OnCollide function when a entity collides.
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
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}
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@@ -1,5 +1,5 @@
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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 <glm/gtc/matrix_transform.hpp>
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@@ -11,8 +11,9 @@ namespace entities
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class Entity
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{
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private:
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protected:
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models::TexturedModel model;
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glm::vec3 position;
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glm::vec3 rotation;
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float scale;
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44
src/entities/collision_entity.cpp
Normal file
44
src/entities/collision_entity.cpp
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@@ -0,0 +1,44 @@
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#include "collision_entity.h"
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namespace entities
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{
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CollisionEntity::CollisionEntity(const models::TexturedModel& model, const glm::vec3& position,
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const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
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: Entity(model, position, rotation, scale),
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bounding_box(bounding_box)
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{
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MoveCollisionBox();
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}
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void CollisionEntity::OnCollide(const collision::Collision& collision)
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{
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if (on_collide != nullptr)
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{
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on_collide(collision);
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}
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}
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bool CollisionEntity::IsColliding(const glm::vec3& point) const
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{
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return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
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(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
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(point.z >= min_xyz.z && point.z <= max_xyz.z);
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}
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bool CollisionEntity::IsColliding(const CollisionEntity& e) const
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{
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return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
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(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
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(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
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}
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void CollisionEntity::MoveCollisionBox()
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{
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bounding_box.center_pos = position;
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const glm::vec3 size = bounding_box.size;
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min_xyz = bounding_box.center_pos;
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max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
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}
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}
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65
src/entities/collision_entity.h
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65
src/entities/collision_entity.h
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@@ -0,0 +1,65 @@
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#pragma once
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#include "entity.h"
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#include "../collision/collision.h"
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namespace entities
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{
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/*
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* This class is an entity with a collision box
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*/
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class CollisionEntity : public Entity
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{
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public:
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collision::Box bounding_box;
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glm::vec3 min_xyz;
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glm::vec3 max_xyz;
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void (*on_collide)(const collision::Collision& collision);
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public:
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CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
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float scale, const collision::Box& bounding_box);
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/*
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* @brief: A function to do some sort of behaviour when the entity collides
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*
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* @param collision: The collision
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*/
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virtual void OnCollide(const collision::Collision& collision);
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/*
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* @brief: A function to check if the entity is colliding with a point in 3D space
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*
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* @param point: The point to check if its colliding with the entity
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*
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* @return: True is the entity is colliding, false if not
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*/
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bool IsColliding(const glm::vec3& point) const;
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/*
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* @brief: A function to check if the entity is colliding with another entity
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*
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* @param e: The other entity to check if its colliding with this
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*
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* @return: True is the entity is colliding, false if not
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*/
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bool IsColliding(const CollisionEntity& e) const;
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/*
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* @brief: A function to set the collision behaviour of the entity
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*
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* @param function: A function pointer to a function with the collision behaviour
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*/
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void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
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{ if (function != nullptr) { on_collide = function; } }
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protected:
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/*
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* @brief: This method moves the collision to the center of the entity
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*/
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void MoveCollisionBox();
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};
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}
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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 "gui_interactable.h"
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108
src/main.cpp
108
src/main.cpp
@@ -3,6 +3,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#define STB_IMAGE_IMPLEMENTATION
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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 <ostream>
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@@ -16,6 +17,9 @@
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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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#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, "glew32s.lib")
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@@ -24,7 +28,7 @@
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static double UpdateDelta();
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static GLFWwindow* window;
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scene::Scene* current_scene;
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int main(void)
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{
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@@ -42,95 +46,45 @@ int main(void)
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glGetError();
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#pragma endregion
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current_scene = new scene::Startup_Scene();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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current_scene->onKey(window, key, scancode, action, mods);
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});
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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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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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/**
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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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std::vector<entities::Entity> entities;
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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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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, 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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shaders::EntityShader shader;
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shader.Init();
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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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// GUI stuff
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shaders::GuiShader gui_shader;
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gui_shader.Init();
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std::vector<gui::GuiTexture*> guis;
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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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{
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std::cout << "I got clicked on!" << std::endl;
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});
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guis.push_back(&button);
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bool window_open = true;
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// Main game loop
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while (!glfwWindowShouldClose(window))
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while (!glfwWindowShouldClose(window) && window_open)
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{
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//Update
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const double delta = UpdateDelta();
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camera.Move(window);
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button.Update(window);
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// Render
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render_engine::renderer::Prepare();
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scene::Scenes return_value = current_scene->start(window);
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delete current_scene;
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// Start rendering the entities
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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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switch (return_value) {
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case scene::Scenes::STOP:
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window_open = false;
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break;
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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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case scene::Scenes::STARTUP:
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current_scene = new scene::Startup_Scene();
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break;
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case scene::Scenes::INGAME:
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current_scene = new scene::In_Game_Scene();
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break;
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default:
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std::cout << "Wrong return value!!! ->" << std::endl;
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break;
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}
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}
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// Stop rendering the entities
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shader.Stop();
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// Render GUI items
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render_engine::renderer::Render(guis, gui_shader);
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// Finish up
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// Clean up
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shader.CleanUp();
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gui_shader.CleanUp();
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render_engine::loader::CleanUp();
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// Clean up -> preventing memory leaks!!!
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std::cout << "ending..." << std::endl;
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glfwTerminate();
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return 0;
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}
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118
src/scenes/in_Game_Scene.cpp
Normal file
118
src/scenes/in_Game_Scene.cpp
Normal file
@@ -0,0 +1,118 @@
|
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#include <iostream>
|
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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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|
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|
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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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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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|
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|
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In_Game_Scene::In_Game_Scene()
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{
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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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gui_shader = new shaders::GuiShader();
|
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gui_shader->Init();
|
||||
}
|
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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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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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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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|
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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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|
||||
// GUI stuff
|
||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||
button.SetOnClickAction([]()
|
||||
{
|
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std::cout << "I got clicked on!" << std::endl;
|
||||
});
|
||||
guis.push_back(&button);
|
||||
|
||||
|
||||
while (return_value == scene::Scenes::INGAME)
|
||||
{
|
||||
update(window);
|
||||
button.Update(window);
|
||||
render();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
shader->CleanUp();
|
||||
gui_shader->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::render()
|
||||
{
|
||||
// Render
|
||||
render_engine::renderer::Prepare();
|
||||
|
||||
shader->Start();
|
||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
shader->LoadLights(lights);
|
||||
shader->LoadViewMatrix(camera);
|
||||
|
||||
// Renders each entity in the entities list
|
||||
for (entities::Entity& entity : entities)
|
||||
{
|
||||
render_engine::renderer::Render(entity, *shader);
|
||||
}
|
||||
|
||||
// Render GUI items
|
||||
render_engine::renderer::Render(guis, *gui_shader);
|
||||
|
||||
// Stop rendering the entities
|
||||
shader->Stop();
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
camera.Move(window);
|
||||
}
|
||||
|
||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::STOP;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
22
src/scenes/in_Game_Scene.h
Normal file
22
src/scenes/in_Game_Scene.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
class In_Game_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||
|
||||
public:
|
||||
In_Game_Scene();
|
||||
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
void render() override;
|
||||
void update(GLFWwindow* window) override;
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
31
src/scenes/scene.h
Normal file
31
src/scenes/scene.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
|
||||
|
||||
namespace scene {
|
||||
|
||||
enum class Scenes
|
||||
{
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
CALIBRATION,
|
||||
STOP
|
||||
};
|
||||
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
virtual Scenes start(GLFWwindow* window) = 0;
|
||||
virtual void render() = 0;
|
||||
virtual void update(GLFWwindow* window) = 0;
|
||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
40
src/scenes/startup_Scene.cpp
Normal file
40
src/scenes/startup_Scene.cpp
Normal file
@@ -0,0 +1,40 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <map>
|
||||
#include "startup_Scene.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
|
||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||
{
|
||||
while (return_value == scene::Scenes::STARTUP)
|
||||
{
|
||||
render();
|
||||
update(window);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
return return_value;
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::render()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
return_value = scene::Scenes::INGAME;
|
||||
}
|
||||
}
|
||||
}
|
||||
22
src/scenes/startup_Scene.h
Normal file
22
src/scenes/startup_Scene.h
Normal file
@@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include <map>
|
||||
|
||||
namespace scene
|
||||
{
|
||||
extern GLFWwindow* window;
|
||||
|
||||
class Startup_Scene : public scene::Scene
|
||||
{
|
||||
private:
|
||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||
|
||||
public:
|
||||
Scenes start(GLFWwindow* window) override;
|
||||
void render() override;
|
||||
void update(GLFWwindow* window) override;
|
||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
@@ -19,7 +19,10 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
<ClCompile Include="src\gui\gui_interactable.cpp" />
|
||||
<ClCompile Include="src\main.cpp" />
|
||||
@@ -30,9 +33,15 @@
|
||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
<ClInclude Include="src\scenes\scene.h" />
|
||||
<ClInclude Include="src\entities\camera.h" />
|
||||
<ClInclude Include="src\entities\collision_entity.h" />
|
||||
<ClInclude Include="src\entities\entity.h" />
|
||||
<ClInclude Include="src\entities\light.h" />
|
||||
<ClInclude Include="src\gui\gui_element.h" />
|
||||
@@ -46,6 +55,7 @@
|
||||
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||
<ClInclude Include="src\stb_image.h" />
|
||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
|
||||
@@ -48,6 +48,18 @@
|
||||
<ClCompile Include="src\gui\gui_interactable.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>
|
||||
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
@@ -92,5 +104,23 @@
|
||||
<ClInclude Include="src\gui\gui_interactable.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</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>
|
||||
<ClInclude Include="src\entities\collision_entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision_handler.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
Reference in New Issue
Block a user