Commit 88ecc24b authored by chili's avatar chili
Browse files

remove unnecessary files

parent 33c43a2c
#include "App.h"
#include "AssTest.h"
#include <memory>
#include <algorithm>
#include "ChiliMath.h"
......
#include "AssTest.h"
#include "BindableCommon.h"
#include "GraphicsThrowMacros.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "Vertex.h"
using namespace Bind;
AssTest::AssTest( Graphics& gfx,std::mt19937& rng,
std::uniform_real_distribution<float>& adist,
std::uniform_real_distribution<float>& ddist,
std::uniform_real_distribution<float>& odist,
std::uniform_real_distribution<float>& rdist,
DirectX::XMFLOAT3 material,
float scale )
:
TestObject( gfx,rng,adist,ddist,odist,rdist )
{
namespace dx = DirectX;
if( !IsStaticInitialized() )
{
using Dvtx::VertexLayout;
Dvtx::VertexBuffer vbuf( std::move(
VertexLayout{}
.Append( VertexLayout::Position3D )
.Append( VertexLayout::Normal )
));
Assimp::Importer imp;
const auto pModel = imp.ReadFile( "models\\suzanne.obj",
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices
);
const auto pMesh = pModel->mMeshes[0];
for( unsigned int i = 0; i < pMesh->mNumVertices; i++ )
{
vbuf.EmplaceBack(
dx::XMFLOAT3{ pMesh->mVertices[i].x * scale,pMesh->mVertices[i].y * scale,pMesh->mVertices[i].z * scale },
*reinterpret_cast<dx::XMFLOAT3*>(&pMesh->mNormals[i])
);
}
std::vector<unsigned short> indices;
indices.reserve( pMesh->mNumFaces * 3 );
for( unsigned int i = 0; i < pMesh->mNumFaces; i++ )
{
const auto& face = pMesh->mFaces[i];
assert( face.mNumIndices == 3 );
indices.push_back( face.mIndices[0] );
indices.push_back( face.mIndices[1] );
indices.push_back( face.mIndices[2] );
}
AddStaticBind( std::make_unique<VertexBuffer>( gfx,vbuf ) );
AddStaticIndexBuffer( std::make_unique<IndexBuffer>( gfx,indices ) );
auto pvs = std::make_unique<VertexShader>( gfx,L"PhongVS.cso" );
auto pvsbc = pvs->GetBytecode();
AddStaticBind( std::move( pvs ) );
AddStaticBind( std::make_unique<PixelShader>( gfx,L"PhongPS.cso" ) );
AddStaticBind( std::make_unique<InputLayout>( gfx,vbuf.GetLayout().GetD3DLayout(),pvsbc ) );
AddStaticBind( std::make_unique<Topology>( gfx,D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ) );
struct PSMaterialConstant
{
DirectX::XMFLOAT3 color;
float specularIntensity = 0.6f;
float specularPower = 30.0f;
float padding[3];
} pmc;
pmc.color = material;
AddStaticBind( std::make_unique<PixelConstantBuffer<PSMaterialConstant>>( gfx,pmc,1u ) );
}
else
{
SetIndexFromStatic();
}
AddBind( std::make_unique<TransformCbuf>( gfx,*this ) );
}
#pragma once
#include "TestObject.h"
#include "ConstantBuffers.h"
class AssTest : public TestObject<AssTest>
{
public:
AssTest( Graphics& gfx,std::mt19937& rng,
std::uniform_real_distribution<float>& adist,
std::uniform_real_distribution<float>& ddist,
std::uniform_real_distribution<float>& odist,
std::uniform_real_distribution<float>& rdist,
DirectX::XMFLOAT3 material,
float scale );
};
\ No newline at end of file
#pragma once
#include "IndexedTriangleList.h"
#include <DirectXMath.h>
#include "ChiliMath.h"
class Cone
{
public:
template<class V>
static IndexedTriangleList<V> MakeTesselated( int longDiv )
{
namespace dx = DirectX;
assert( longDiv >= 3 );
const auto base = dx::XMVectorSet( 1.0f,0.0f,-1.0f,0.0f );
const float longitudeAngle = 2.0f * PI / longDiv;
// base vertices
std::vector<V> vertices;
for( int iLong = 0; iLong < longDiv; iLong++ )
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
}
// the center
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,-1.0f };
const auto iCenter = (unsigned short)(vertices.size() - 1);
// the tip :darkness:
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,1.0f };
const auto iTip = (unsigned short)(vertices.size() - 1);
// base indices
std::vector<unsigned short> indices;
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
indices.push_back( iCenter );
indices.push_back( (iLong + 1) % longDiv );
indices.push_back( iLong );
}
// cone indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
indices.push_back( iLong );
indices.push_back( (iLong + 1) % longDiv );
indices.push_back( iTip );
}
return { std::move( vertices ),std::move( indices ) };
}
template<class V>
static IndexedTriangleList<V> MakeTesselatedIndependentFaces( int longDiv )
{
namespace dx = DirectX;
assert( longDiv >= 3 );
const auto base = dx::XMVectorSet( 1.0f,0.0f,-1.0f,0.0f );
const float longitudeAngle = 2.0f * PI / longDiv;
std::vector<V> vertices;
// cone vertices
const auto iCone = (unsigned short)vertices.size();
for( int iLong = 0; iLong < longDiv; iLong++ )
{
const float thetas[] = {
longitudeAngle * iLong,
longitudeAngle * (((iLong + 1) == longDiv) ? 0 : (iLong + 1))
};
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,1.0f };
for( auto theta : thetas )
{
vertices.emplace_back();
const auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( theta )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
}
}
// base vertices
const auto iBaseCenter = (unsigned short)vertices.size();
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,-1.0f };
const auto iBaseEdge = (unsigned short)vertices.size();
for( int iLong = 0; iLong < longDiv; iLong++ )
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
}
std::vector<unsigned short> indices;
// cone indices
for( unsigned short i = 0; i < longDiv * 3; i++ )
{
indices.push_back( i + iCone );
}
// base indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
indices.push_back( iBaseCenter );
indices.push_back( (iLong + 1) % longDiv + iBaseEdge );
indices.push_back( iLong + iBaseEdge );
}
return { std::move( vertices ),std::move( indices ) };
}
template<class V>
static IndexedTriangleList<V> Make()
{
return MakeTesselated<V>( 24 );
}
};
\ No newline at end of file
#pragma once
#include "IndexedTriangleList.h"
#include <DirectXMath.h>
#include <initializer_list>
class Cube
{
public:
template<class V>
static IndexedTriangleList<V> Make()
{
namespace dx = DirectX;
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices( 8 );
vertices[0].pos = { -side,-side,-side };
vertices[1].pos = { side,-side,-side };
vertices[2].pos = { -side,side,-side };
vertices[3].pos = { side,side,-side };
vertices[4].pos = { -side,-side,side };
vertices[5].pos = { side,-side,side };
vertices[6].pos = { -side,side,side };
vertices[7].pos = { side,side,side };
return{
std::move( vertices ),{
0,2,1, 2,3,1,
1,3,5, 3,7,5,
2,6,3, 3,6,7,
4,5,7, 4,7,6,
0,4,2, 2,4,6,
0,1,4, 1,5,4
}
};
}
template<class V>
static IndexedTriangleList<V> MakeSkinned()
{
namespace dx = DirectX;
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices( 14 );
vertices[0].pos = { -side,-side,-side };
vertices[0].tex = { 2.0f / 3.0f,0.0f / 4.0f };
vertices[1].pos = { side,-side,-side };
vertices[1].tex = { 1.0f / 3.0f,0.0f / 4.0f };
vertices[2].pos = { -side,side,-side };
vertices[2].tex = { 2.0f / 3.0f,1.0f / 4.0f };
vertices[3].pos = { side,side,-side };
vertices[3].tex = { 1.0f / 3.0f,1.0f / 4.0f };
vertices[4].pos = { -side,-side,side };
vertices[4].tex = { 2.0f / 3.0f,3.0f / 4.0f };
vertices[5].pos = { side,-side,side };
vertices[5].tex = { 1.0f / 3.0f,3.0f / 4.0f };
vertices[6].pos = { -side,side,side };
vertices[6].tex = { 2.0f / 3.0f,2.0f / 4.0f };
vertices[7].pos = { side,side,side };
vertices[7].tex = { 1.0f / 3.0f,2.0f / 4.0f };
vertices[8].pos = { -side,-side,-side };
vertices[8].tex = { 2.0f / 3.0f,4.0f / 4.0f };
vertices[9].pos = { side,-side,-side };
vertices[9].tex = { 1.0f / 3.0f,4.0f / 4.0f };
vertices[10].pos = { -side,-side,-side };
vertices[10].tex = { 3.0f / 3.0f,1.0f / 4.0f };
vertices[11].pos = { -side,-side,side };
vertices[11].tex = { 3.0f / 3.0f,2.0f / 4.0f };
vertices[12].pos = { side,-side,-side };
vertices[12].tex = { 0.0f / 3.0f,1.0f / 4.0f };
vertices[13].pos = { side,-side,side };
vertices[13].tex = { 0.0f / 3.0f,2.0f / 4.0f };
return{
std::move( vertices ),{
0,2,1, 2,3,1,
4,8,5, 5,8,9,
2,6,3, 3,6,7,
4,5,7, 4,7,6,
2,10,11, 2,11,6,
12,3,7, 12,7,13
}
};
}
template<class V>
static IndexedTriangleList<V> MakeIndependent()
{
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices( 24 );
vertices[0].pos = { -side,-side,-side };// 0 near side
vertices[1].pos = { side,-side,-side };// 1
vertices[2].pos = { -side,side,-side };// 2
vertices[3].pos = { side,side,-side };// 3
vertices[4].pos = { -side,-side,side };// 4 far side
vertices[5].pos = { side,-side,side };// 5
vertices[6].pos = { -side,side,side };// 6
vertices[7].pos = { side,side,side };// 7
vertices[8].pos = { -side,-side,-side };// 8 left side
vertices[9].pos = { -side,side,-side };// 9
vertices[10].pos = { -side,-side,side };// 10
vertices[11].pos = { -side,side,side };// 11
vertices[12].pos = { side,-side,-side };// 12 right side
vertices[13].pos = { side,side,-side };// 13
vertices[14].pos = { side,-side,side };// 14
vertices[15].pos = { side,side,side };// 15
vertices[16].pos = { -side,-side,-side };// 16 bottom side
vertices[17].pos = { side,-side,-side };// 17
vertices[18].pos = { -side,-side,side };// 18
vertices[19].pos = { side,-side,side };// 19
vertices[20].pos = { -side,side,-side };// 20 top side
vertices[21].pos = { side,side,-side };// 21
vertices[22].pos = { -side,side,side };// 22
vertices[23].pos = { side,side,side };// 23
return{
std::move( vertices ),{
0,2, 1, 2,3,1,
4,5, 7, 4,7,6,
8,10, 9, 10,11,9,
12,13,15, 12,15,14,
16,17,18, 18,17,19,
20,23,21, 20,22,23
}
};
}
template<class V>
static IndexedTriangleList<V> MakeIndependentTextured()
{
auto itl = MakeIndependent<V>();
itl.vertices[0].tc = { 0.0f,0.0f };
itl.vertices[1].tc = { 1.0f,0.0f };
itl.vertices[2].tc = { 0.0f,1.0f };
itl.vertices[3].tc = { 1.0f,1.0f };
itl.vertices[4].tc = { 0.0f,0.0f };
itl.vertices[5].tc = { 1.0f,0.0f };
itl.vertices[6].tc = { 0.0f,1.0f };
itl.vertices[7].tc = { 1.0f,1.0f };
itl.vertices[8].tc = { 0.0f,0.0f };
itl.vertices[9].tc = { 1.0f,0.0f };
itl.vertices[10].tc = { 0.0f,1.0f };
itl.vertices[11].tc = { 1.0f,1.0f };
itl.vertices[12].tc = { 0.0f,0.0f };
itl.vertices[13].tc = { 1.0f,0.0f };
itl.vertices[14].tc = { 0.0f,1.0f };
itl.vertices[15].tc = { 1.0f,1.0f };
itl.vertices[16].tc = { 0.0f,0.0f };
itl.vertices[17].tc = { 1.0f,0.0f };
itl.vertices[18].tc = { 0.0f,1.0f };
itl.vertices[19].tc = { 1.0f,1.0f };
itl.vertices[20].tc = { 0.0f,0.0f };
itl.vertices[21].tc = { 1.0f,0.0f };
itl.vertices[22].tc = { 0.0f,1.0f };
itl.vertices[23].tc = { 1.0f,1.0f };
return itl;
}
};
\ No newline at end of file
#pragma once
#include <vector>
#include <array>
#include "IndexedTriangleList.h"
#include "ChiliMath.h"
class Plane
{
public:
template<class V>
static IndexedTriangleList<V> MakeTesselated( int divisions_x,int divisions_y )
{
namespace dx = DirectX;
assert( divisions_x >= 1 );
assert( divisions_y >= 1 );
constexpr float width = 2.0f;
constexpr float height = 2.0f;
const int nVertices_x = divisions_x + 1;
const int nVertices_y = divisions_y + 1;
std::vector<V> vertices( nVertices_x * nVertices_y );
{
const float side_x = width / 2.0f;
const float side_y = height / 2.0f;
const float divisionSize_x = width / float( divisions_x );
const float divisionSize_y = height / float( divisions_y );
const auto bottomLeft = dx::XMVectorSet( -side_x,-side_y,0.0f,0.0f );
for( int y = 0,i = 0; y < nVertices_y; y++ )
{
const float y_pos = float( y ) * divisionSize_y;
for( int x = 0; x < nVertices_x; x++,i++ )
{
const auto v = dx::XMVectorAdd(
bottomLeft,
dx::XMVectorSet( float( x ) * divisionSize_x,y_pos,0.0f,0.0f )
);
dx::XMStoreFloat3( &vertices[i].pos,v );
}
}
}
std::vector<unsigned short> indices;
indices.reserve( sq( divisions_x * divisions_y ) * 6 );
{
const auto vxy2i = [nVertices_x]( size_t x,size_t y )
{
return (unsigned short)(y * nVertices_x + x);
};
for( size_t y = 0; y < divisions_y; y++ )
{
for( size_t x = 0; x < divisions_x; x++ )
{
const std::array<unsigned short,4> indexArray =
{ vxy2i( x,y ),vxy2i( x + 1,y ),vxy2i( x,y + 1 ),vxy2i( x + 1,y + 1 ) };
indices.push_back( indexArray[0] );
indices.push_back( indexArray[2] );
indices.push_back( indexArray[1] );
indices.push_back( indexArray[1] );
indices.push_back( indexArray[2] );
indices.push_back( indexArray[3] );
}
}
}
return{ std::move( vertices ),std::move( indices ) };
}
template<class V>
static IndexedTriangleList<V> Make()
{
return MakeTesselated<V>( 1,1 );
}
};
\ No newline at end of file
#pragma once
#include "IndexedTriangleList.h"
#include <DirectXMath.h>
#include "ChiliMath.h"
class Prism
{
public:
template<class V>
static IndexedTriangleList<V> MakeTesselated( int longDiv )
{
namespace dx = DirectX;
assert( longDiv >= 3 );
const auto base = dx::XMVectorSet( 1.0f,0.0f,-1.0f,0.0f );
const auto offset = dx::XMVectorSet( 0.0f,0.0f,2.0f,0.0f );
const float longitudeAngle = 2.0f * PI / longDiv;
// near center
std::vector<V> vertices;
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,-1.0f };
const auto iCenterNear = (unsigned short)(vertices.size() - 1);
// far center
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,1.0f };
const auto iCenterFar = (unsigned short)(vertices.size() - 1);
// base vertices
for( int iLong = 0; iLong < longDiv; iLong++ )
{
// near base
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
}
// far base
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
v = dx::XMVectorAdd( v,offset );
dx::XMStoreFloat3( &vertices.back().pos,v );
}
}
// side indices
std::vector<unsigned short> indices;
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
const auto i = iLong * 2;
const auto mod = longDiv * 2;
indices.push_back( i + 2 );
indices.push_back( (i + 2) % mod + 2 );
indices.push_back( i + 1 + 2 );
indices.push_back( (i + 2) % mod + 2 );
indices.push_back( (i + 3) % mod + 2 );
indices.push_back( i + 1 + 2 );
}
// base indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
const auto i = iLong * 2;
const auto mod = longDiv * 2;
indices.push_back( i + 2 );
indices.push_back( iCenterNear );
indices.push_back( (i + 2) % mod + 2 );
indices.push_back( iCenterFar );
indices.push_back( i + 1 + 2 );
indices.push_back( (i + 3) % mod + 2 );
}
return { std::move( vertices ),std::move( indices ) };
}
template<class V>
static IndexedTriangleList<V> MakeTesselatedIndependentCapNormals( int longDiv )
{
namespace dx = DirectX;
assert( longDiv >= 3 );
const auto base = dx::XMVectorSet( 1.0f,0.0f,-1.0f,0.0f );
const auto offset = dx::XMVectorSet( 0.0f,0.0f,2.0f,0.0f );
const float longitudeAngle = 2.0f * PI / longDiv;
std::vector<V> vertices;
// near center
const auto iCenterNear = (unsigned short)vertices.size();
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,-1.0f };
vertices.back().n = { 0.0f,0.0f,-1.0f };
// near base vertices
const auto iBaseNear = (unsigned short)vertices.size();
for( int iLong = 0; iLong < longDiv; iLong++ )
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
vertices.back().n = { 0.0f,0.0f,-1.0f };
}
// far center
const auto iCenterFar = (unsigned short)vertices.size();
vertices.emplace_back();
vertices.back().pos = { 0.0f,0.0f,1.0f };
vertices.back().n = { 0.0f,0.0f,1.0f };
// far base vertices
const auto iBaseFar = (unsigned short)vertices.size();
for( int iLong = 0; iLong < longDiv; iLong++ )
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
v = dx::XMVectorAdd( v,offset );
dx::XMStoreFloat3( &vertices.back().pos,v );
vertices.back().n = { 0.0f,0.0f,1.0f };
}
// fusilage vertices
const auto iFusilage = (unsigned short)vertices.size();
for( int iLong = 0; iLong < longDiv; iLong++ )
{
// near base
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
dx::XMStoreFloat3( &vertices.back().pos,v );
vertices.back().n = { vertices.back().pos.x,vertices.back().pos.y,0.0f };
}
// far base
{
vertices.emplace_back();
auto v = dx::XMVector3Transform(
base,
dx::XMMatrixRotationZ( longitudeAngle * iLong )
);
v = dx::XMVectorAdd( v,offset );
dx::XMStoreFloat3( &vertices.back().pos,v );
vertices.back().n = { vertices.back().pos.x,vertices.back().pos.y,0.0f };
}
}
std::vector<unsigned short> indices;
// near base indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
const auto i = iLong;
const auto mod = longDiv;
// near
indices.push_back( i + iBaseNear );
indices.push_back( iCenterNear );
indices.push_back( (i + 1) % mod + iBaseNear );
}
// far base indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
const auto i = iLong;
const auto mod = longDiv;
// far
indices.push_back( iCenterFar );
indices.push_back( i + iBaseFar );
indices.push_back( (i + 1) % mod + iBaseFar );
}
// fusilage indices
for( unsigned short iLong = 0; iLong < longDiv; iLong++ )
{
const auto i = iLong * 2;
const auto mod = longDiv * 2;
indices.push_back( i + iFusilage );
indices.push_back( (i + 2) % mod + iFusilage );
indices.push_back( i + 1 + iFusilage );
indices.push_back( (i + 2) % mod + iFusilage );
indices.push_back( (i + 3) % mod + iFusilage );
indices.push_back( i + 1 + iFusilage );
}
return { std::move( vertices ),std::move( indices ) };
}
template<class V>
static IndexedTriangleList<V> Make()
{
return MakeTesselated<V>( 24 );
}
};
\ No newline at end of file
#pragma once
#include "DrawableBase.h"
#include "ChiliMath.h"
template<class T>
class TestObject : public DrawableBase<T>
{
public:
TestObject( Graphics& gfx,std::mt19937& rng,
std::uniform_real_distribution<float>& adist,
std::uniform_real_distribution<float>& ddist,
std::uniform_real_distribution<float>& odist,
std::uniform_real_distribution<float>& rdist )
:
r( rdist( rng ) ),
droll( ddist( rng ) ),
dpitch( ddist( rng ) ),
dyaw( ddist( rng ) ),
dphi( odist( rng ) ),
dtheta( odist( rng ) ),
dchi( odist( rng ) ),
chi( adist( rng ) ),
theta( adist( rng ) ),
phi( adist( rng ) )
{}
void Update( float dt ) noexcept
{
roll = wrap_angle( roll + droll * dt );
pitch = wrap_angle( pitch + dpitch * dt );
yaw = wrap_angle( yaw + dyaw * dt );
theta = wrap_angle( theta + dtheta * dt );
phi = wrap_angle( phi + dphi * dt );
chi = wrap_angle( chi + dchi * dt );
}
DirectX::XMMATRIX GetTransformXM() const noexcept
{
namespace dx = DirectX;
return dx::XMMatrixRotationRollPitchYaw( pitch,yaw,roll ) *
dx::XMMatrixTranslation( r,0.0f,0.0f ) *
dx::XMMatrixRotationRollPitchYaw( theta,phi,chi );
}
protected:
// positional
float r;
float roll = 0.0f;
float pitch = 0.0f;
float yaw = 0.0f;
float theta;
float phi;
float chi;
// speed (delta/s)
float droll;
float dpitch;
float dyaw;
float dtheta;
float dphi;
float dchi;
};
......@@ -92,7 +92,6 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="App.cpp" />
<ClCompile Include="AssTest.cpp" />
<ClCompile Include="Bindable.cpp" />
<ClCompile Include="Camera.cpp" />
<ClCompile Include="ChiliException.cpp" />
......@@ -131,7 +130,6 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="App.h" />
<ClInclude Include="AssTest.h" />
<ClInclude Include="Bindable.h" />
<ClInclude Include="BindableCommon.h" />
<ClInclude Include="Camera.h" />
......@@ -141,9 +139,7 @@
<ClInclude Include="ChiliWin.h" />
<ClInclude Include="Color.h" />
<ClInclude Include="ConditionalNoexcept.h" />
<ClInclude Include="Cone.h" />
<ClInclude Include="ConstantBuffers.h" />
<ClInclude Include="Cube.h" />
<ClInclude Include="Drawable.h" />
<ClInclude Include="DrawableBase.h" />
<ClInclude Include="dxerr.h" />
......@@ -168,14 +164,11 @@
<ClInclude Include="PointLight.h" />
<ClInclude Include="Mouse.h" />
<ClInclude Include="PixelShader.h" />
<ClInclude Include="Plane.h" />
<ClInclude Include="Prism.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="Sampler.h" />
<ClInclude Include="SolidSphere.h" />
<ClInclude Include="Sphere.h" />
<ClInclude Include="Surface.h" />
<ClInclude Include="TestObject.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="Topology.h" />
<ClInclude Include="TransformCbuf.h" />
......
<?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">
<ItemGroup>
<Filter Include="Source Files">
......@@ -141,9 +141,6 @@
<ClCompile Include="PointLight.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="AssTest.cpp">
<Filter>Source Files\Drawable</Filter>
</ClCompile>
<ClCompile Include="SolidSphere.cpp">
<Filter>Source Files\Drawable</Filter>
</ClCompile>
......@@ -233,24 +230,12 @@
<ClInclude Include="IndexedTriangleList.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="Plane.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="Sphere.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="Cube.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="ChiliMath.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Cone.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="Prism.h">
<Filter>Header Files\Geometry</Filter>
</ClInclude>
<ClInclude Include="Surface.h">
<Filter>Header Files</Filter>
</ClInclude>
......@@ -296,15 +281,9 @@
<ClInclude Include="PointLight.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="AssTest.h">
<Filter>Header Files\Drawable</Filter>
</ClInclude>
<ClInclude Include="Vertex.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="TestObject.h">
<Filter>Header Files\Drawable</Filter>
</ClInclude>
<ClInclude Include="SolidSphere.h">
<Filter>Header Files\Drawable</Filter>
</ClInclude>
......
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