Separated OpenGL specific code into its own "compilation unit"
This commit is contained in:
+14
-2
@@ -53,6 +53,16 @@ file(GLOB SOURCE_FILES_Rendering
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"Rendering/*.cpp"
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)
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source_group(Rendering FILES ${SOURCE_FILES_Rendering})
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file(GLOB SOURCE_FILES_Rendering_OpenGL
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"${INCLUDE_PATH}/Rendering/OpenGL/Rendering/*.h"
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"Rendering/OpenGL/*.cpp"
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)
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source_group(Rendering\\OpenGL FILES ${SOURCE_FILES_Rendering_OpenGL})
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file(GLOB SOURCE_FILES_Rendering_DirectX
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"${INCLUDE_PATH}/Rendering/DirectX/Rendering/*.h"
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"Rendering/DirectX/*.cpp"
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)
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source_group(Rendering\\DirectX FILES ${SOURCE_FILES_Rendering_DirectX})
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file(GLOB SOURCE_FILES_Transform
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"${INCLUDE_PATH}/Transform/*.h"
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@@ -61,8 +71,8 @@ file(GLOB SOURCE_FILES_Transform
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source_group(Transform FILES ${SOURCE_FILES_Transform})
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file(GLOB SOURCE_FILES_Physics
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"${INCLUDE_PATH}/Physics/*.h"
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"Physics/*.cpp"
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"${INCLUDE_PATH}/Physics/*.h"
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"Physics/*.cpp"
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)
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source_group(Physics FILES ${SOURCE_FILES_Physics})
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@@ -94,6 +104,8 @@ set(SOURCE_FILES
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${SOURCE_FILES_Core_Util}
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${SOURCE_FILES_Input}
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Rendering_OpenGL}
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${SOURCE_FILES_Rendering_DirectX}
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${SOURCE_FILES_Transform}
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${SOURCE_FILES_Physics}
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${SOURCE_FILES_Game}
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@@ -1,3 +0,0 @@
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#include "PrecompiledHeader.h"
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#include "Core/BGFXRenderer.h"
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Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/Camera.h"
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#include "Rendering/Camera.h"
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dd::Camera::Camera(float aspectRatio, float yFOV, float nearClip, float farClip)
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{
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@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/OBJ.h"
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#include "Rendering/OBJ.h"
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bool dd::OBJ::LoadFromFile(std::string filename)
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{
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Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/Model.h"
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#include "Rendering/Model.h"
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dd::Model::Model(std::string fileName)
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{
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Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/Renderer.h"
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#include "Rendering/Renderer.h"
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void dd::Renderer::Initialize()
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{
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@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/ShaderProgram.h"
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#include "Rendering/ShaderProgram.h"
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void dd::Shader::Compile()
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{
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Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/Texture.h"
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#include "Rendering/Texture.h"
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dd::Texture::Texture(std::string path)
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{
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Executable → Regular
+1
-1
@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/PNG.h"
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#include "Rendering/PNG.h"
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dd::PNG::PNG(std::string path)
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{
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@@ -17,7 +17,7 @@
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*/
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#include "PrecompiledHeader.h"
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#include "Core/Skeleton.h"
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#include "Rendering/Skeleton.h"
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int dd::Skeleton::CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix)
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{
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