diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp index 160498b..46ca94d 100755 --- a/src/GameWorld.cpp +++ b/src/GameWorld.cpp @@ -13,54 +13,54 @@ void GameWorld::Initialize() - { - auto ground = CreateEntity(); - auto transform = AddComponent(ground, "Transform"); - transform->Position = glm::vec3(0, -5, 0); - transform->Scale = glm::vec3(800.0f, 10.0f, 800.0f); - transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(ground, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj"; - auto box = AddComponent(ground, "Box"); - box->Width = 400; - box->Height = 5; - box->Depth = 400; - - auto physics = AddComponent(ground, "Physics"); - physics->Mass = 10; - physics->Static = true; - - CommitEntity(ground); - } + { + auto ground = CreateEntity(); + auto transform = AddComponent(ground, "Transform"); + transform->Position = glm::vec3(0, -5, 0); + transform->Scale = glm::vec3(800.0f, 10.0f, 800.0f); + transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); + auto model = AddComponent(ground, "Model"); + model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj"; + auto box = AddComponent(ground, "Box"); + box->Width = 400; + box->Height = 5; + box->Depth = 400; + + auto physics = AddComponent(ground, "Physics"); + physics->Mass = 10; + physics->Static = true; + + CommitEntity(ground); + } - { - auto jeep = CreateEntity(); - auto transform = AddComponent(jeep, "Transform"); - transform->Position = glm::vec3(0, 2, 0); - - auto physics = AddComponent(jeep, "Physics"); - physics->Mass = 1200; - auto box = AddComponent(jeep, "Box"); - box->Width = 1.487f; - box->Height = 0.727f; - box->Depth = 2.594f; - auto vehicle = AddComponent(jeep, "Vehicle"); - - AddComponent(jeep, "Input"); - - for(int i = 0; i < 5; i++) - { - auto Light = CreateEntity(jeep); - auto transform = AddComponent(Light, "Transform"); - transform->Position = glm::vec3((5+(i/2.f))*cos(i/5.0f), 0.3f, 0 + (5+(i/5.f))*sin(i/2.0f)); - auto light = AddComponent(Light, "PointLight"); - light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); - light->Diffuse = glm::vec3((float)(rand()%255)/255.f, (float)(rand()%255)/255.f, (float)(rand()%255)/255.f); - auto model = AddComponent(Light, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; - } - + { + auto jeep = CreateEntity(); + auto transform = AddComponent(jeep, "Transform"); + transform->Position = glm::vec3(0, 2, 0); + + auto physics = AddComponent(jeep, "Physics"); + physics->Mass = 1200; + auto box = AddComponent(jeep, "Box"); + box->Width = 1.487f; + box->Height = 0.727f; + box->Depth = 2.594f; + auto vehicle = AddComponent(jeep, "Vehicle"); + + AddComponent(jeep, "Input"); + + for(int i = 0; i < 1; i++) + { + auto Light = CreateEntity(jeep); + auto transform = AddComponent(Light, "Transform"); + transform->Position = glm::vec3((5+(i/2.f))*cos(i/5.0f), 0.3f, 0 + (5+(i/5.f))*sin(i/2.0f)); + auto light = AddComponent(Light, "PointLight"); + light->Specular = glm::vec3(1.0f, 1.0f, 1.0f); + light->Diffuse = glm::vec3(1.0f, 1.0f, 1.0f); + auto model = AddComponent(Light, "Model"); + model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj"; + } + { auto camera = CreateEntity(); auto transform = AddComponent(camera, "Transform"); @@ -74,91 +74,91 @@ void GameWorld::Initialize() auto freeSteering = AddComponent(camera, "FreeSteering"); CommitEntity(camera); } + + { + auto chassis = CreateEntity(jeep); + auto transform = AddComponent(chassis, "Transform"); + transform->Position = glm::vec3(0, -0.6577f, 0); + auto model = AddComponent(chassis, "Model"); + model->ModelFile = "Models/Jeep/Chassi/chassi.OBJ"; + + } - { - auto chassis = CreateEntity(jeep); - auto transform = AddComponent(chassis, "Transform"); - transform->Position = glm::vec3(0, -0.6577f, 0); - auto model = AddComponent(chassis, "Model"); - model->ModelFile = "Models/Jeep/Chassi/chassi.OBJ"; + { + auto wheel = CreateEntity(jeep); + auto transform = AddComponent(wheel, "Transform"); + transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f); + transform->Scale = glm::vec3(1.0f); + auto model = AddComponent(wheel, "Model"); + model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; + auto Wheel = AddComponent(wheel, "Wheel"); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 50; + Wheel->Radius = 0.837f; + Wheel->Steering = true; + Wheel->SuspensionStrength = 40.f; + Wheel->Friction = 4.0f; + Wheel->ConnectedToHandbrake = true; + CommitEntity(wheel); + } - } + { + auto wheel = CreateEntity(jeep); + auto transform = AddComponent(wheel, "Transform"); + transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f); + transform->Scale = glm::vec3(1.0f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); + auto model = AddComponent(wheel, "Model"); + model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; + auto Wheel = AddComponent(wheel, "Wheel"); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); + Wheel->AxleID = 0; + Wheel->Mass = 50; + Wheel->Radius = 0.837f; + Wheel->Steering = true; + Wheel->SuspensionStrength = 40.f; + Wheel->Friction = 4.0f; + Wheel->ConnectedToHandbrake = true; + CommitEntity(wheel); + } - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f); - transform->Scale = glm::vec3(1.0f); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 50; - Wheel->Radius = 0.837f; - Wheel->Steering = true; - Wheel->SuspensionStrength = 40.f; - Wheel->Friction = 4.0f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } + { + auto wheel = CreateEntity(jeep); + auto transform = AddComponent(wheel, "Transform"); + transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f); + auto model = AddComponent(wheel, "Model"); + model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; + auto Wheel = AddComponent(wheel, "Wheel"); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 10; + Wheel->Radius = 0.737f; + Wheel->Steering = false; + Wheel->SuspensionStrength = 50.f; + Wheel->Friction = 4.0f; + CommitEntity(wheel); + } - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-1.4f, 0.5546f - 0.6577f - 0.2, -0.9242f); - transform->Scale = glm::vec3(1.0f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelFront/wheelFront.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); - Wheel->AxleID = 0; - Wheel->Mass = 50; - Wheel->Radius = 0.837f; - Wheel->Steering = true; - Wheel->SuspensionStrength = 40.f; - Wheel->Friction = 4.0f; - Wheel->ConnectedToHandbrake = true; - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(0.2726f, 0.2805f - 0.6577f, 1.9307f); + { + auto wheel = CreateEntity(jeep); + auto transform = AddComponent(wheel, "Transform"); + transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f); + transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); auto model = AddComponent(wheel, "Model"); model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 10; - Wheel->Radius = 0.737f; - Wheel->Steering = false; - Wheel->SuspensionStrength = 50.f; - Wheel->Friction = 4.0f; - CommitEntity(wheel); - } - - { - auto wheel = CreateEntity(jeep); - auto transform = AddComponent(wheel, "Transform"); - transform->Position = glm::vec3(-0.2726f, 0.2805f - 0.6577f, 1.9307f); - transform->Orientation = glm::angleAxis(glm::pi(), glm::vec3(0, 0, 1)); - auto model = AddComponent(wheel, "Model"); - model->ModelFile = "Models/Jeep/WheelBack/wheelBack.obj"; - auto Wheel = AddComponent(wheel, "Wheel"); - Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); - Wheel->AxleID = 1; - Wheel->Mass = 10; - Wheel->Radius = 0.737f; - Wheel->Steering = false; - Wheel->SuspensionStrength = 50.f; - Wheel->Friction = 4.0f; - CommitEntity(wheel); - } - CommitEntity(jeep); - } + auto Wheel = AddComponent(wheel, "Wheel"); + Wheel->Hardpoint = transform->Position + glm::vec3(0.f, 1.f, 0.f); + Wheel->AxleID = 1; + Wheel->Mass = 10; + Wheel->Radius = 0.737f; + Wheel->Steering = false; + Wheel->SuspensionStrength = 50.f; + Wheel->Friction = 4.0f; + CommitEntity(wheel); + } + CommitEntity(jeep); + } /* { @@ -236,26 +236,24 @@ void GameWorld::Initialize() } */ - - - for(int i = 0; i < 10; i++) - { - auto cube = CreateEntity(); - auto transform = AddComponent(cube, "Transform"); - transform->Position = glm::vec3(20, 10 + i*2, 0); - //transform->Scale = glm::vec3(1); - transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); - auto model = AddComponent(cube, "Model"); - model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; - - auto physics = AddComponent(cube, "Physics"); - physics->Mass = 100; - auto box = AddComponent(cube, "Box"); - box->Width = 0.5f; - box->Height = 0.5f; - box->Depth = 0.5f; - CommitEntity(cube); - } + for(int i = 0; i < 10; i++) + { + auto cube = CreateEntity(); + auto transform = AddComponent(cube, "Transform"); + transform->Position = glm::vec3(20, 10 + i*2, 0); + //transform->Scale = glm::vec3(1); + transform->Orientation = glm::quat(glm::vec3(0.0f, 0.0f, 0.0f)); + auto model = AddComponent(cube, "Model"); + model->ModelFile = "Models/Placeholders/PhysicsTest/Cube2.obj"; + + auto physics = AddComponent(cube, "Physics"); + physics->Mass = 100; + auto box = AddComponent(cube, "Box"); + box->Width = 0.5f; + box->Height = 0.5f; + box->Depth = 0.5f; + CommitEntity(cube); + } /*{ auto entity = CreateEntity(); diff --git a/src/Renderer.cpp b/src/Renderer.cpp index c0878f1..cd212e3 100755 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -536,7 +536,7 @@ void Renderer::FrameBufferTextures() //Generate and bind position texture glGenTextures(1, &m_fPositionTexture); glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); @@ -545,7 +545,7 @@ void Renderer::FrameBufferTextures() //Generate and bind normal texture glGenTextures(1, &m_fNormalsTexture); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); @@ -554,7 +554,7 @@ void Renderer::FrameBufferTextures() //Generate and bind normal texture glGenTextures(1, &m_fSpecularTexture); glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, WIDTH, HEIGHT, 0, GL_RED, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); @@ -621,15 +621,15 @@ void Renderer::DrawFBO() glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass); // Clear G-buffer - GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glDrawBuffers(3, windowBuffClear); - glClearColor(0.f, 0.f, 0.f, 0.f); + GLenum windowBuffClear[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; + glDrawBuffers(4, windowBuffClear); + glClearColor(0.5f, 0.f, 0.f, 0.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Execute the first render stage which will fill out the internal buffers with data(??) m_FirstPassProgram.Bind(); - GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2 }; - glDrawBuffers(3, windowBuffOpaque); + GLenum windowBuffOpaque[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; + glDrawBuffers(4, windowBuffOpaque); glCullFace(GL_BACK); @@ -651,6 +651,8 @@ void Renderer::DrawFBO() glBindTexture(GL_TEXTURE_2D, m_fPositionTexture); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_fNormalsTexture); + glActiveTexture(GL_TEXTURE2); + glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture); glCullFace(GL_FRONT); DrawLightScene(); @@ -664,7 +666,7 @@ void Renderer::DrawFBO() m_FinalPassProgram.Bind(); // Ambient light - glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.1f, 0.1f, 0.1f))); + glUniform3fv(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "La"), 1, glm::value_ptr(glm::vec3(0.4f, 0.4f, 0.4f))); glUniform1f(glGetUniformLocation(m_FinalPassProgram.GetHandle(), "Gamma"), Gamma); glActiveTexture(GL_TEXTURE0); @@ -728,6 +730,11 @@ void Renderer::DrawFBOScene() glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, *texGroup.NormalMap); } + if (texGroup.SpecularMap) + { + glActiveTexture(GL_TEXTURE3); + glBindTexture(GL_TEXTURE_2D, *texGroup.SpecularMap); + } glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1); } } diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl index 0bdb1b1..9d8e39b 100644 --- a/src/Shaders/FinalPass.frag.glsl +++ b/src/Shaders/FinalPass.frag.glsl @@ -22,8 +22,10 @@ void main() vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord); - vec4 _FragmentColor = DiffuseTexel * vec4(La, 1.0) + LightingTexel; - FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); + FragmentColor = DiffuseTexel * (LightingTexel + vec4(La, 0.0)); + //FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a); + + //FragmentColor = DiffuseTexel; //FragmentColor = DiffuseTexel; } \ No newline at end of file diff --git a/src/Shaders/Fragment.glsl b/src/Shaders/Fragment.glsl index 87a95fa..57652d5 100755 --- a/src/Shaders/Fragment.glsl +++ b/src/Shaders/Fragment.glsl @@ -19,7 +19,7 @@ in VertexData out vec4 frag_Diffuse; out vec4 frag_Position; out vec4 frag_Normal; -out vec4 frag_specular; +out vec4 frag_Specular; float Shadow(vec4 ShadowCoord) { @@ -51,5 +51,5 @@ void main() //frag_Normal = vec4(Input.Normal, 0.0); //G-buffer Specular - frag_specular = texture(SpecularMapTexture, Input.TextureCoord); + frag_Specular = texture(SpecularMapTexture, Input.TextureCoord); } \ No newline at end of file diff --git a/src/Shaders/Fragment2.glsl b/src/Shaders/Fragment2.glsl index 5ded0a2..ac99741 100644 --- a/src/Shaders/Fragment2.glsl +++ b/src/Shaders/Fragment2.glsl @@ -2,6 +2,7 @@ layout (binding=0) uniform sampler2D PositionTexture; layout (binding=1) uniform sampler2D NormalsTexture; +layout (binding=2) uniform sampler2D SpecularTexture; uniform vec2 ViewportSize; uniform mat4 MVP; @@ -22,6 +23,7 @@ const vec3 ks = vec3(1.0, 1.0, 1.0); const vec3 kd = vec3(1.0, 1.0, 1.0); const vec3 ka = vec3(1.0, 1.0, 1.0); const float kshine = 1.0; +const float LRadius = 5.0; in VertexData { @@ -31,7 +33,7 @@ in VertexData out vec4 FragColor; -vec4 phong(vec3 position, vec3 normal) +vec4 phong(vec3 position, vec3 normal, vec3 specular) { // Diffuse vec3 lightPos = vec3(V * vec4(lp, 1.0)); @@ -47,13 +49,15 @@ vec4 phong(vec3 position, vec3 normal) vec3 halfWay = normalize(surfaceToViewer + directionToLight); float dotSpecular = max(dot(halfWay, normal), 0.0); float specularFactor = pow(dotSpecular, specularExponent * 2.0); - vec3 Is = ks * ls * specularFactor; + vec3 Is = specular.r * ls * specularFactor; //Attenuation float dist = distance(lightPos, position); //float attenuation = -log(min(1.0, dist / LightRadius)); - float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist)); + //float attenuation = 1.0 / (ConstantAttenuation + (LinearAttenuation * dist) + (QuadraticAttenuation * dist * dist)); + + float attenuation = pow(max(0.0f, 1.0 - (dist / LRadius)), 2); //float attenuation = 1.0 / (1.0 - 0.0001 * pow(dist, 2)); @@ -79,7 +83,8 @@ void main() vec2 TextureCoord = gl_FragCoord.xy / ViewportSize; vec4 PositionTexel = texture(PositionTexture, TextureCoord); vec4 NormalTexel = texture(NormalsTexture, TextureCoord); + vec4 SpecularTexel = texture(SpecularTexture, TextureCoord); - FragColor = phong(vec3(PositionTexel), vec3(NormalTexel)); + FragColor = phong(vec3(PositionTexel), vec3(NormalTexel), vec3(SpecularTexel)); //FragColor = NormalTexel; } \ No newline at end of file diff --git a/vs11/Returngeance.sln b/vs11/Returngeance.sln index 10ce52b..8daf9b5 100644 --- a/vs11/Returngeance.sln +++ b/vs11/Returngeance.sln @@ -39,4 +39,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection + GlobalSection(Performance) = preSolution + HasPerformanceSessions = true + EndGlobalSection EndGlobal diff --git a/vs11/Returngeance1.psess b/vs11/Returngeance1.psess new file mode 100644 index 0000000..3dbec77 --- /dev/null +++ b/vs11/Returngeance1.psess @@ -0,0 +1,89 @@ + + + + Returngeance.sln + Sampling + None + true + true + Timestamp + Cycles + 10000000 + 10 + 10 + + false + + + + false + 500 + + \Memory\Pages/sec + \PhysicalDisk(_Total)\Avg. Disk Queue Length + \Processor(_Total)\% Processor Time + + + + true + false + false + + false + + + false + + + + bin\Debug\Returngeance.exe + 01/01/0001 00:00:00 + true + true + false + false + false + false + false + true + false + Executable + bin\Debug\Returngeance.exe + ..\bin\Debug + + + IIS + InternetExplorer + true + false + + false + + + false + + {E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj + Returngeance\Returngeance.vcxproj + Returngeance + + + + + Returngeance140519.vsp + + + Returngeance140519(1).vsp + + + Returngeance140519(2).vsp + + + Returngeance140519(3).vsp + + + + + :PB:{E8B4A2A2-882B-402A-98A7-8B4F7233C8B3}|Returngeance\Returngeance.vcxproj + + + \ No newline at end of file diff --git a/vs11/Returngeance140519(1).vsp b/vs11/Returngeance140519(1).vsp new file mode 100644 index 0000000..256cb35 Binary files /dev/null and b/vs11/Returngeance140519(1).vsp differ diff --git a/vs11/Returngeance140519(2).vsp b/vs11/Returngeance140519(2).vsp new file mode 100644 index 0000000..90776c5 Binary files /dev/null and b/vs11/Returngeance140519(2).vsp differ diff --git a/vs11/Returngeance140519(3).vsp b/vs11/Returngeance140519(3).vsp new file mode 100644 index 0000000..f70580d Binary files /dev/null and b/vs11/Returngeance140519(3).vsp differ diff --git a/vs11/Returngeance140519.vsp b/vs11/Returngeance140519.vsp new file mode 100644 index 0000000..bd782b0 Binary files /dev/null and b/vs11/Returngeance140519.vsp differ