ADDED: Example project to VS
This commit is contained in:
parent
e843be7ea5
commit
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@ -52,24 +52,24 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
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// This Shader calculates pixel depth and color using raymarch.
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Shader raymarch_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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// This Shader is a standard rasterization fragment shader with the addition of depth writing. You are required to write depth for all shaders if one shader does it.
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Shader raster_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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// This Shader calculates pixel depth and color using raymarch
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Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
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// This Shader is a standard rasterization fragment shader with the addition of depth writing
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// You are required to write depth for all shaders if one shader does it
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Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
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// Declare Struct used to store camera locs.
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RayLocs march_locs = {0};
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RayLocs marchLocs = {0};
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// Fill the struct with shader locs.
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march_locs.camPos = GetShaderLocation(raymarch_shader, "camPos");
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march_locs.camDir = GetShaderLocation(raymarch_shader, "camDir");
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march_locs.screenCenter = GetShaderLocation(raymarch_shader, "screenCenter");
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marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
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marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
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marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
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{ // Transfer screenCenter position to shader. Which is used to calculate ray direction.
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// Transfer screenCenter position to shader. Which is used to calculate ray direction.
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Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
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SetShaderValue(raymarch_shader, march_locs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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}
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SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
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// Use Customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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@ -80,15 +80,14 @@ int main(void)
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.target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point
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.up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
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.fovy = 45.0f, // Camera field-of-view Y
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.projection = CAMERA_PERSPECTIVE // Camera mode type
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.projection = CAMERA_PERSPECTIVE // Camera projection type
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};
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// Camera FOV is pre-calculated in the camera Distance.
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double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
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SetCameraMode(camera, CAMERA_FIRST_PERSON);
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SetTargetFPS(60);
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -96,33 +95,31 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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//Update Camera Postion in the ray march shader.
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SetShaderValue(raymarch_shader, march_locs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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// Update Camera Postion in the ray march shader.
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SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
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{ // Update Camera Looking Vector. Vector length determines FOV.
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// Update Camera Looking Vector. Vector length determines FOV.
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Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
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SetShaderValue(raymarch_shader, march_locs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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}
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SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(WHITE);
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// Raymarch Scene
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rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
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BeginShaderMode(raymarch_shader);
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BeginShaderMode(shdrRaymarch);
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DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
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EndShaderMode();
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// Raserize Scene
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BeginMode3D(camera);
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BeginShaderMode(raster_shader);
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BeginShaderMode(shdrRaster);
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DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
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DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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@ -145,8 +142,8 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTextureDepthTex(target);
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UnloadShader(raymarch_shader);
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UnloadShader(raster_shader);
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UnloadShader(shdrRaymarch);
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UnloadShader(shdrRaster);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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387
projects/VS2022/examples/shaders_hybrid_render.vcxproj
Normal file
387
projects/VS2022/examples/shaders_hybrid_render.vcxproj
Normal file
@ -0,0 +1,387 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug.DLL|Win32">
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<Configuration>Debug.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug.DLL|x64">
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<Configuration>Debug.DLL</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|Win32">
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<Configuration>Release.DLL</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release.DLL|x64">
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<Configuration>Release.DLL</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>shaders_hybrid_render</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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<ProjectName>shaders_hybrid_render</ProjectName>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<UseDebugLibraries>true</UseDebugLibraries>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<SubSystem>Console</SubSystem>
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<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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|
||||
<SubSystem>Console</SubSystem>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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<Message>Copy Debug DLL to output directory</Message>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
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<ClCompile>
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<PrecompiledHeader>
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||||
</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
<Message>Copy Debug DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
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||||
<WarningLevel>Level3</WarningLevel>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<CompileAs>CompileAsC</CompileAs>
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||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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||||
</ClCompile>
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||||
<Link>
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||||
<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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||||
</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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||||
<ClCompile>
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||||
<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<CompileAs>CompileAsC</CompileAs>
|
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||
</ClCompile>
|
||||
<Link>
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||||
<SubSystem>Console</SubSystem>
|
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
|
||||
<PrecompiledHeader>
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</PrecompiledHeader>
|
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<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
|
||||
<Link>
|
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
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<OptimizeReferences>true</OptimizeReferences>
|
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<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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||||
</Link>
|
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<PostBuildEvent>
|
||||
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
|
||||
<Message>Copy Release DLL to output directory</Message>
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\shaders\shaders_hybrid_render.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
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<ImportGroup Label="ExtensionTargets">
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||||
</ImportGroup>
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</Project>
|
@ -269,6 +269,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug.DLL|x64 = Debug.DLL|x64
|
||||
@ -2261,6 +2263,22 @@ Global
|
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{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x64.Build.0 = Release|x64
|
||||
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
|
||||
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x64.Build.0 = Debug|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug|x86.Build.0 = Debug|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.ActiveCfg = Release|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x64.Build.0 = Release|x64
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.ActiveCfg = Release|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -2397,6 +2415,7 @@ Global
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{769FF0C1-4424-4FA3-BC44-D7A7DA312A06} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{70B35F59-AFC2-4D8F-8833-5314D2047A81} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
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SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
Loading…
Reference in New Issue
Block a user