Merge branch 'GameLogicBranch' of https://github.com/dean11/Danbias into GameLogicBranch
This commit is contained in:
commit
ac37ff90de
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@ -1,49 +1,82 @@
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||||||
#include "CollisionManager.h"
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#include "CollisionManager.h"
|
||||||
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|
||||||
using namespace GameLogic;
|
|
||||||
|
|
||||||
CollisionManager::CollisionManager(void)
|
|
||||||
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
refManager = new RefManager();
|
|
||||||
}
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|
||||||
|
|
||||||
|
namespace CollisionManager
|
||||||
CollisionManager::~CollisionManager(void)
|
|
||||||
{
|
|
||||||
SAFE_DELETE(refManager);
|
|
||||||
}
|
|
||||||
|
|
||||||
void CollisionManager::ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
|
|
||||||
{
|
|
||||||
Object *realObj1 = refManager->GetMap(obj1);
|
|
||||||
Object *realObj2 = refManager->GetMap(obj2);
|
|
||||||
|
|
||||||
|
|
||||||
switch(realObj1->GetType())
|
|
||||||
{
|
{
|
||||||
case Object::OBJECT_TYPE_PLAYER:
|
|
||||||
|
|
||||||
if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
|
|
||||||
|
|
||||||
|
|
||||||
|
void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2)
|
||||||
{
|
{
|
||||||
PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
|
|
||||||
|
|
||||||
|
//Object *realObj1 = refManager.GetMap(obj1);
|
||||||
|
//Object *realObj2 = refManager.GetMap(obj2);
|
||||||
|
//
|
||||||
|
//switch(realObj1->GetType())
|
||||||
|
//{
|
||||||
|
//case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
|
||||||
|
// if (realObj2->GetType() == Object::OBJECT_TYPE_BOX )
|
||||||
|
// {
|
||||||
|
//CollisionManager::PlayerVBox(*((Player*)realObj1),*((DynamicObject*)realObj2));
|
||||||
|
// }
|
||||||
|
|
||||||
|
// break;
|
||||||
|
//case Object::OBJECT_TYPE_BOX:
|
||||||
|
|
||||||
|
// if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
|
||||||
|
// {
|
||||||
|
// CollisionManager::PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
|
||||||
|
// }
|
||||||
|
|
||||||
|
// break;
|
||||||
|
//}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj)
|
||||||
|
|
||||||
break;
|
|
||||||
case Object::OBJECT_TYPE_BOX:
|
|
||||||
|
|
||||||
if (realObj2->GetType() == Object::OBJECT_TYPE_PLAYER)
|
|
||||||
{
|
{
|
||||||
PlayerVBox(*((Player*)realObj2),*((DynamicObject*)realObj1));
|
Player *player = ((Player*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyPlayer));
|
||||||
}
|
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||||
|
|
||||||
break;
|
switch (realObj->GetType())
|
||||||
|
{
|
||||||
|
case Object::OBJECT_TYPE_BOX:
|
||||||
|
PlayerVBox(*player,(*(DynamicObject*) realObj));
|
||||||
|
break;
|
||||||
|
case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
//spela ljud? ta skada? etc etc
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlayerVBox(Player &player, DynamicObject &box)
|
||||||
|
{
|
||||||
|
//spela ljud? ta skada? etc etc
|
||||||
|
}
|
||||||
|
|
||||||
|
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj)
|
||||||
|
{
|
||||||
|
DynamicObject *box = ((DynamicObject*)GameLogic::RefManager::getInstance()->GetMap(rigidBodyBox));
|
||||||
|
Object *realObj = GameLogic::RefManager::getInstance()->GetMap(obj);
|
||||||
|
|
||||||
|
switch (realObj->GetType())
|
||||||
|
{
|
||||||
|
case Object::OBJECT_TYPE_BOX:
|
||||||
|
|
||||||
|
break;
|
||||||
|
case Object::OBJECT_TYPE_PLAYER:
|
||||||
|
PlayerVBox(*(Player*)realObj,*box);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void CollisionManager::PlayerVBox(Player &player, DynamicObject &box)
|
|
||||||
{
|
|
||||||
//spela ljud? ta skada? etc etc
|
|
||||||
}
|
}
|
|
@ -10,20 +10,16 @@
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
|
|
||||||
class CollisionManager
|
namespace CollisionManager
|
||||||
{
|
{
|
||||||
|
void PlayerCollision(Oyster::Physics::ICustomBody &rigidBodyPlayer,Oyster::Physics::ICustomBody &obj);
|
||||||
|
void BoxCollision(Oyster::Physics::ICustomBody &rigidBodyBox, Oyster::Physics::ICustomBody &obj);
|
||||||
|
|
||||||
public:
|
|
||||||
CollisionManager(void);
|
|
||||||
~CollisionManager(void);
|
|
||||||
|
|
||||||
private:
|
|
||||||
void ColisionEvent(Oyster::Physics::ICustomBody &obj1, Oyster::Physics::ICustomBody &obj2);
|
|
||||||
void PlayerVBox(Player &player, DynamicObject &box);
|
|
||||||
|
|
||||||
private:
|
|
||||||
RefManager *refManager;
|
|
||||||
|
|
||||||
|
void PlayerVBox(Player &player, DynamicObject &box);
|
||||||
|
void BoxVBox(DynamicObject &box1, DynamicObject &box2);
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -14,3 +14,8 @@ DynamicObject::DynamicObject(void)
|
||||||
DynamicObject::~DynamicObject(void)
|
DynamicObject::~DynamicObject(void)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DynamicObject::Update()
|
||||||
|
{
|
||||||
|
//updatera objectet
|
||||||
|
}
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef DYNAMICOBJECT_H
|
#ifndef DYNAMICOBJECT_H
|
||||||
#define DYNAMICOBJECT_H
|
#define DYNAMICOBJECT_H
|
||||||
|
|
||||||
|
@ -14,6 +19,8 @@ namespace GameLogic
|
||||||
DynamicObject(void);
|
DynamicObject(void);
|
||||||
~DynamicObject(void);
|
~DynamicObject(void);
|
||||||
|
|
||||||
|
void Update();
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -31,7 +31,5 @@ void Game::Update(keyInput keyPressed)
|
||||||
}
|
}
|
||||||
void Game::Render()
|
void Game::Render()
|
||||||
{
|
{
|
||||||
Oyster::Graphics::Model::Model* model_Arr;
|
player->Render();
|
||||||
model_Arr = player->Render();
|
|
||||||
Oyster::Graphics::API::RenderScene(model_Arr, 1);
|
|
||||||
}
|
}
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef GAMEMODE_H
|
#ifndef GAMEMODE_H
|
||||||
#define GAMEMODE_H
|
#define GAMEMODE_H
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,6 @@
|
||||||
// Game Logic interface
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
#ifndef IGAME_H
|
#ifndef IGAME_H
|
||||||
#define IGAME_H
|
#define IGAME_H
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef LEVEL_H
|
#ifndef LEVEL_H
|
||||||
#define LEVEL_H
|
#define LEVEL_H
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,7 @@
|
||||||
#include "Object.h"
|
#include "Object.h"
|
||||||
#include "OysterMath.h"
|
#include "OysterMath.h"
|
||||||
|
#include "DllInterfaces\GFXAPI.h"
|
||||||
|
#include "CollisionManager.h"
|
||||||
|
|
||||||
|
|
||||||
using namespace GameLogic;
|
using namespace GameLogic;
|
||||||
|
@ -8,60 +10,40 @@ using namespace Oyster::Math;
|
||||||
using namespace Oyster::Graphics::Model;
|
using namespace Oyster::Graphics::Model;
|
||||||
|
|
||||||
using namespace Utility::DynamicMemory;
|
using namespace Utility::DynamicMemory;
|
||||||
|
using namespace Oyster::Physics;
|
||||||
|
|
||||||
Object::Object(void)
|
Object::Object(void)
|
||||||
{
|
{
|
||||||
|
|
||||||
model = new Model();
|
model = new Model();
|
||||||
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
|
model = Oyster::Graphics::API::CreateModel(L"bth.obj");
|
||||||
|
|
||||||
/*struct float4
|
ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
|
||||||
{
|
|
||||||
float x,y,z,w;
|
|
||||||
};
|
|
||||||
|
|
||||||
float4 mesh[] =
|
rigidBody->SetCenter(Float3(50,0,0));
|
||||||
{
|
rigidBody->SetMass_KeepMomentum(30);
|
||||||
{-1.0f,1.0f,0.0f,1.0f},
|
rigidBody->SetSize(Float3(2,2,2));
|
||||||
{1.0f,1.0f,0.0f,1.0f},
|
rigidBody->SetSubscription(true);
|
||||||
{1.0f,-1.0f,0.0f,1.0f},
|
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
|
||||||
};
|
|
||||||
|
|
||||||
Oyster::Graphics::Buffer::BUFFER_INIT_DESC desc;
|
|
||||||
desc.ElementSize= sizeof(float4);
|
|
||||||
desc.NumElements = 3;
|
|
||||||
desc.InitData=mesh;
|
|
||||||
desc.Type = Oyster::Graphics::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
|
|
||||||
desc.Usage = Oyster::Graphics::Buffer::BUFFER_USAGE::BUFFER_USAGE_IMMUTABLE;
|
|
||||||
|
|
||||||
Oyster::Graphics::Buffer *b = new Oyster::Graphics::Buffer();
|
GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
|
||||||
b->Init(desc);
|
|
||||||
|
|
||||||
ModelInfo* modelInfo = new ModelInfo();
|
|
||||||
modelInfo->Vertices = *b;
|
|
||||||
|
|
||||||
modelInfo->Indexed = false;
|
|
||||||
modelInfo->VertexCount = 3;
|
|
||||||
|
|
||||||
|
|
||||||
Float4x4 matrix = Float4x4::identity;
|
|
||||||
|
|
||||||
model->World = &matrix;
|
|
||||||
model->info = modelInfo;
|
|
||||||
model->Visible = true;*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Object::~Object(void)
|
Object::~Object(void)
|
||||||
{
|
{
|
||||||
//SAFE_DELETE(model->info);
|
|
||||||
|
|
||||||
Oyster::Graphics::API::DeleteModel(model);
|
Oyster::Graphics::API::DeleteModel(model);
|
||||||
|
|
||||||
}
|
}
|
||||||
Model* Object::Render()
|
|
||||||
|
void Object::Render()
|
||||||
{
|
{
|
||||||
//model->info->Vertices.Apply(0);
|
|
||||||
this->rigidBody->GetOrientation(model->WorldMatrix);
|
this->rigidBody->GetOrientation(model->WorldMatrix);
|
||||||
return model;
|
Oyster::Graphics::API::RenderScene(model, 1);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Object::OBJECT_TYPE Object::GetType()
|
Object::OBJECT_TYPE Object::GetType()
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef OBJECT_H
|
#ifndef OBJECT_H
|
||||||
#define OBJECT_H
|
#define OBJECT_H
|
||||||
|
|
||||||
|
@ -8,6 +13,7 @@
|
||||||
#include "Utilities.h"
|
#include "Utilities.h"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace GameLogic
|
namespace GameLogic
|
||||||
{
|
{
|
||||||
class Object
|
class Object
|
||||||
|
@ -22,7 +28,7 @@ namespace GameLogic
|
||||||
OBJECT_TYPE_BOX,
|
OBJECT_TYPE_BOX,
|
||||||
};
|
};
|
||||||
|
|
||||||
Oyster::Graphics::Model::Model* Render();
|
void Render();
|
||||||
|
|
||||||
OBJECT_TYPE GetType();
|
OBJECT_TYPE GetType();
|
||||||
|
|
||||||
|
@ -33,8 +39,9 @@ namespace GameLogic
|
||||||
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
|
//either a model pointer or an ID to an arraypos filled with models that are to be rendered
|
||||||
//rigidBody
|
//rigidBody
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody* rigidBody;
|
Oyster::Physics::ICustomBody *rigidBody;
|
||||||
Oyster::Graphics::Model::Model* model;
|
Oyster::Graphics::Model::Model *model;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -13,16 +13,6 @@ Player::Player(void)
|
||||||
:Object()
|
:Object()
|
||||||
{
|
{
|
||||||
life = 100;
|
life = 100;
|
||||||
|
|
||||||
Oyster::Physics::ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
|
|
||||||
|
|
||||||
rigidBody->SetCenter(Oyster::Math::Float3(50,0,0));
|
|
||||||
rigidBody->SetMass_KeepMomentum(30);
|
|
||||||
rigidBody->SetSize(Oyster::Math::Float3(2,2,2));
|
|
||||||
rigidBody->SetSubscription(true);
|
|
||||||
rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Oyster::Math::Float4x4( Oyster::Physics::MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
|
|
||||||
|
|
||||||
//API::Instance().AddObject(temp);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef PLAYER_H
|
#ifndef PLAYER_H
|
||||||
#define PLAYER_H
|
#define PLAYER_H
|
||||||
|
|
||||||
|
|
|
@ -4,6 +4,8 @@ using namespace GameLogic;
|
||||||
|
|
||||||
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
|
typedef std::pair<Oyster::Physics::ICustomBody*, Object*> mapData;
|
||||||
|
|
||||||
|
RefManager* RefManager::instance = 0;
|
||||||
|
|
||||||
RefManager::RefManager(void)
|
RefManager::RefManager(void)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
@ -13,6 +15,25 @@ RefManager::~RefManager(void)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void RefManager::Release()
|
||||||
|
{
|
||||||
|
if (instance)
|
||||||
|
{
|
||||||
|
delete instance;
|
||||||
|
instance = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
RefManager* RefManager::getInstance( )
|
||||||
|
{
|
||||||
|
if (!instance)
|
||||||
|
{
|
||||||
|
instance = new RefManager();
|
||||||
|
};
|
||||||
|
return instance;
|
||||||
|
}
|
||||||
|
|
||||||
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
|
Object* RefManager::GetMap(Oyster::Physics::ICustomBody &body)
|
||||||
{
|
{
|
||||||
return mapper[&body];
|
return mapper[&body];
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef REFMANAGER_H
|
#ifndef REFMANAGER_H
|
||||||
#define REFMANAGER_H
|
#define REFMANAGER_H
|
||||||
|
|
||||||
|
@ -14,13 +19,19 @@ namespace GameLogic
|
||||||
RefManager(void);
|
RefManager(void);
|
||||||
~RefManager(void);
|
~RefManager(void);
|
||||||
|
|
||||||
|
static RefManager* getInstance( );
|
||||||
|
void Release();
|
||||||
|
|
||||||
|
|
||||||
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
Object* GetMap(Oyster::Physics::ICustomBody &body); //returns the object of an rigidBody, mainly used for CollisionHandler
|
||||||
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
void AddMapping(Oyster::Physics::ICustomBody &body, Object &obj); //adds a mapping with body as key and the object as a value
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
static RefManager* instance;
|
||||||
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
std::map<Oyster::Physics::ICustomBody*,Object*> mapper; //mapper points a rigidBody to an actual game object
|
||||||
|
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef STATICOBJECT_H
|
#ifndef STATICOBJECT_H
|
||||||
#define STATICOBJECT_H
|
#define STATICOBJECT_H
|
||||||
|
|
||||||
|
|
|
@ -1,3 +1,8 @@
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
//Created by Erik and Linda of the GameLogic team
|
||||||
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
#ifndef WEAPON_H
|
#ifndef WEAPON_H
|
||||||
#define WEAPON_H
|
#define WEAPON_H
|
||||||
|
|
||||||
|
|
|
@ -149,7 +149,6 @@
|
||||||
<ClCompile Include="Core\Core.cpp" />
|
<ClCompile Include="Core\Core.cpp" />
|
||||||
<ClCompile Include="Core\Init.cpp" />
|
<ClCompile Include="Core\Init.cpp" />
|
||||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||||
|
|
||||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||||
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||||
|
@ -226,6 +225,8 @@
|
||||||
</FxCompile>
|
</FxCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.orig" />
|
||||||
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
|
|
@ -1,102 +1,40 @@
|
||||||
<?xml version="1.0" encoding="utf-8"?>
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Filter Include="Source Files">
|
|
||||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
|
||||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Header Files">
|
|
||||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
|
||||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
|
||||||
</Filter>
|
|
||||||
<Filter Include="Resource Files">
|
|
||||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
|
||||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
|
||||||
</Filter>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClCompile Include="Core\Buffer.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\Core.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\ShaderManager.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Core\Init.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<<<<<<< HEAD
|
|
||||||
<ClCompile Include="Resources\Resources.cpp">
|
|
||||||
=======
|
|
||||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
|
||||||
>>>>>>> origin/Graphics
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="Render\Preparations\BasicPreparations.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<<<<<<< HEAD
|
|
||||||
<ClCompile Include="Render\Rendering\BasicRender.cpp">
|
|
||||||
=======
|
|
||||||
<ClCompile Include="Render\Resources\Resources.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="FileLoader\ObjReader.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="FileLoader\TextureLoader.cpp">
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
<ClCompile Include="DllInterfaces\GFXAPI.cpp">
|
|
||||||
>>>>>>> origin/Graphics
|
|
||||||
<Filter>Source Files</Filter>
|
|
||||||
</ClCompile>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<ClInclude Include="Core\Core.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Preparations\Preparations.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Rendering\Render.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Model\ModelInfo.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Model\Model.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Render\Resources\Resources.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Definitions\GraphicalDefinition.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="FileLoader\ObjReader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="FileLoader\TextureLoader.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="Core\Dx11Includes.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
<ClInclude Include="DllInterfaces\GFXAPI.h">
|
|
||||||
<Filter>Header Files</Filter>
|
|
||||||
</ClInclude>
|
|
||||||
</ItemGroup>
|
|
||||||
<ItemGroup>
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
|
||||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\PixelGatherData.hlsl" />
|
||||||
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
|
<FxCompile Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\VertexGatherData.hlsl" />
|
||||||
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugCameraVertex.hlsl" />
|
||||||
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugPixel.hlsl" />
|
||||||
|
<FxCompile Include="Shader\HLSL\SimpleDebug\DebugVertex.hlsl" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="Core\Buffer.cpp" />
|
||||||
|
<ClCompile Include="Core\Core.cpp" />
|
||||||
|
<ClCompile Include="Core\Init.cpp" />
|
||||||
|
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||||
|
<ClCompile Include="DllInterfaces\GFXAPI.cpp" />
|
||||||
|
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||||
|
<ClCompile Include="FileLoader\TextureLoader.cpp" />
|
||||||
|
<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
|
||||||
|
<ClCompile Include="Render\Rendering\BasicRender.cpp" />
|
||||||
|
<ClCompile Include="Render\Resources\Resources.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="Core\Core.h" />
|
||||||
|
<ClInclude Include="Core\Dx11Includes.h" />
|
||||||
|
<ClInclude Include="DllInterfaces\GFXAPI.h" />
|
||||||
|
<ClInclude Include="FileLoader\ObjReader.h" />
|
||||||
|
<ClInclude Include="FileLoader\TextureLoader.h" />
|
||||||
|
<ClInclude Include="Model\Model.h" />
|
||||||
|
<ClInclude Include="Model\ModelInfo.h" />
|
||||||
|
<ClInclude Include="Render\Preparations\Preparations.h" />
|
||||||
|
<ClInclude Include="Render\Rendering\Render.h" />
|
||||||
|
<ClInclude Include="Definitions\GraphicalDefinition.h" />
|
||||||
|
<ClInclude Include="Render\Resources\Resources.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
<None Include="Shader\HLSL\Deffered Shaders\GatherGBuffer\GBufferHeader.hlsli" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.filters.orig" />
|
||||||
|
<None Include="OysterGraphics.vcxproj.orig" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
</Project>
|
</Project>
|
Loading…
Reference in New Issue