Add a split screen example showing render texture use and multiple cameras. (#1806)
Co-authored-by: Jeffery Myers <JefMyers@blizzard.com>
This commit is contained in:
parent
2efb5a36ca
commit
deaa84d28d
@ -395,7 +395,8 @@ CORE = \
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core/core_vr_simulator \
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core/core_loading_thread \
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core/core_quat_conversion \
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core/core_window_flags
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core/core_window_flags \
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core/core_split_screen
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SHAPES = \
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shapes/shapes_basic_shapes \
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161
examples/core/core_split_screen.c
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161
examples/core/core_split_screen.c
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/*******************************************************************************************
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*
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* raylib [core] example - split screen
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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Texture2D GridTexture;
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Camera Player1Camera = { 0 };
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Camera Player2Camera = { 0 };
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void DrawScene()
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{
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// grid of cube trees on a plane to make a "world"
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DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // simple world plane
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float spacing = 4;
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int count = 5;
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for (float x = -count * spacing; x <= count * spacing; x += spacing)
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{
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for (float z = -count * spacing; z <= count * spacing; z += spacing)
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{
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Vector3 pos = { x, 0.5f, z };
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Vector3 min = { x - 0.5f,0,z - 0.5f };
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Vector3 max = { x + 0.5f,1,z + 0.5f };
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DrawCubeTexture(GridTexture, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
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DrawCubeTexture(GridTexture, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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// draw a cube at each player's position
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DrawCube(Player1Camera.position, 1, 1, 1, RED);
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DrawCube(Player2Camera.position, 1, 1, 1, BLUE);
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}
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// generate a simple texture to use for trees
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Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
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GridTexture = LoadTextureFromImage(img);
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UnloadImage(img);
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SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X);
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SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP);
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// setup player 1 camera and screen
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Player1Camera.fovy = 45;
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Player1Camera.up.y = 1;
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Player1Camera.target.y = 1;
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Player1Camera.position.z = -3;
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Player1Camera.position.y = 1;
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RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
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// setup player two camera and screen
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Player2Camera.fovy = 45;
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Player2Camera.up.y = 1;
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Player2Camera.target.y =3;
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Player2Camera.position.x = -3;
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Player2Camera.position.y = 3;
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RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight);
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// build a flipped rectangle the size of the split view to use for drawing later
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Rectangle splitScreenRect = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height };
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// if anyone moves this frame, how far will they move based on the time since the last frame
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// this moves thigns at 10 world units per second, regardless of the actual FPS
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float offsetThisFrame = 10 * GetFrameTime();
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// move player 1 forward and backwards (no turning)
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if (IsKeyDown(KEY_W))
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{
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Player1Camera.position.z += offsetThisFrame;
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Player1Camera.target.z += offsetThisFrame;
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}
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else if (IsKeyDown(KEY_S))
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{
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Player1Camera.position.z -= offsetThisFrame;
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Player1Camera.target.z -= offsetThisFrame;
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}
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// move player 2 forward and backwards (no turning)
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if (IsKeyDown(KEY_UP))
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{
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Player2Camera.position.x += offsetThisFrame;
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Player2Camera.target.x += offsetThisFrame;
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}
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else if (IsKeyDown(KEY_DOWN))
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{
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Player2Camera.position.x -= offsetThisFrame;
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Player2Camera.target.x -= offsetThisFrame;
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}
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// draw player 1's view to the render texture
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BeginTextureMode(player1Screen);
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ClearBackground(SKYBLUE);
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BeginMode3D(Player1Camera);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
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EndTextureMode();
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// draw player 2's view to the render texture
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BeginTextureMode(player2Screen);
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ClearBackground(SKYBLUE);
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BeginMode3D(Player2Camera);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
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EndTextureMode();
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// draw both view render textures to the screen side by side
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE);
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DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE);
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EndDrawing();
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}
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UnloadRenderTexture(player1Screen);
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UnloadRenderTexture(player2Screen);
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UnloadTexture(GridTexture);
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/core/core_split_screen.png
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BIN
examples/core/core_split_screen.png
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Binary file not shown.
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387
projects/VS2019/examples/core_split_screen.vcxproj
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387
projects/VS2019/examples/core_split_screen.vcxproj
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@ -0,0 +1,387 @@
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<?xml version="1.0" encoding="utf-8"?>
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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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<Configuration>Debug.DLL</Configuration>
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<RootNamespace>core_split_screen</RootNamespace>
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||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<CompileAs>CompileAsC</CompileAs>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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<PostBuildEvent>
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<Command>xcopy /y /d "$(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)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<CompileAs>CompileAsC</CompileAs>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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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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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>
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</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(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>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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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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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
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</ClCompile>
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<Link>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<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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||||
</PostBuildEvent>
|
||||
<PostBuildEvent>
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<Message>Copy Release DLL to output directory</Message>
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</PostBuildEvent>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
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<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
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<SubSystem>Console</SubSystem>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<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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</PostBuildEvent>
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<PostBuildEvent>
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<Message>Copy Release DLL to output directory</Message>
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</PostBuildEvent>
|
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</ItemDefinitionGroup>
|
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<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\core\core_split_screen.c" />
|
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</ItemGroup>
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<ItemGroup>
|
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
|
@ -273,6 +273,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "raudio_standalone", "exampl
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_standalone", "examples\rlgl_standalone.vcxproj", "{C8765523-58F8-4C8E-9914-693396F6F0FF}"
|
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_split_screen", "examples\core_split_screen.vcxproj", "{946A1700-C7AA-46F0-AEF2-67C98B5722AC}"
|
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug.DLL|x64 = Debug.DLL|x64
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@ -2265,6 +2267,22 @@ Global
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{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release|x64.Build.0 = Release|x64
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{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release|x86.ActiveCfg = Release|Win32
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{C8765523-58F8-4C8E-9914-693396F6F0FF}.Release|x86.Build.0 = Release|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug|x64.Build.0 = Debug|x64
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Debug|x86.Build.0 = Debug|Win32
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||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release.DLL|x64.Build.0 = Release.DLL|x64
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release|x64.ActiveCfg = Release|x64
|
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release|x64.Build.0 = Release|x64
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release|x86.ActiveCfg = Release|Win32
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{946A1700-C7AA-46F0-AEF2-67C98B5722AC}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
|
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HideSolutionNode = FALSE
|
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@ -2403,6 +2421,7 @@ Global
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{E1B6D565-9D7C-46B7-9202-ECF54974DE50} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{6237BEDE-BAAA-4A06-9C5E-8089BAA14C8B} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{C8765523-58F8-4C8E-9914-693396F6F0FF} = {E9D708A5-9C1F-4B84-A795-C5F191801762}
|
||||
{946A1700-C7AA-46F0-AEF2-67C98B5722AC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
Loading…
x
Reference in New Issue
Block a user