Changements pour v143 et autres corrections.

This commit is contained in:
MarcEricMartel 2022-04-02 15:26:55 -04:00
parent a226d95923
commit 16a67035d0
57 changed files with 2655 additions and 364 deletions

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@ -29,7 +29,7 @@
<ClInclude Include="engine.h" />
<ClInclude Include="matrix4.h" />
<ClInclude Include="openglcontext.h" />
<ClInclude Include="perlin.h" />
<ClInclude Include="opensimplex.h" />
<ClInclude Include="player.h" />
<ClInclude Include="shader.h" />
<ClInclude Include="skybox.h" />
@ -49,7 +49,7 @@
<ClCompile Include="engine.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="openglcontext.cpp" />
<ClCompile Include="perlin.cpp" />
<ClCompile Include="opensimplex.cpp" />
<ClCompile Include="player.cpp" />
<ClCompile Include="shader.cpp" />
<ClCompile Include="skybox.cpp" />
@ -72,13 +72,13 @@
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<PlatformToolset>ClangCL</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
<PlatformToolset>v142</PlatformToolset>
<PlatformToolset>ClangCL</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
@ -117,8 +117,8 @@
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<IncludePath>$(ProjectDir)\external\irrKlang-1.6.0\include$(MSBuildProjectDirectory)$(MSBuildProjectDirectory);external\devil178\include;external\sfml23\include;$(IncludePath)</IncludePath>
<LibraryPath>external\devil178\lib;external\sfml23\lib;$(LibraryPath);D:\Repos\SQCSim2021\SQCSim2021\external\irrKlang-1.6.0\lib\Win32-visualStudio</LibraryPath>
<IncludePath>external\irrKlang-64bit-1.6.0\include;external\devil180\include;external\sfml251\include;external\glew210\include;$(IncludePath)</IncludePath>
<LibraryPath>external\devil180\lib\x64\Release;external\glew210\lib\Release\x64;external\sfml251\lib;$(LibraryPath);external\irrKlang-64bit-1.6.0\lib\Winx64-visualStudio</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>

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@ -68,10 +68,10 @@
<ClInclude Include="world.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="perlin.h">
<ClInclude Include="bullet.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="bullet.h">
<ClInclude Include="opensimplex.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
@ -121,10 +121,10 @@
<ClCompile Include="world.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="perlin.cpp">
<ClCompile Include="bullet.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="bullet.cpp">
<ClCompile Include="opensimplex.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>

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@ -7,24 +7,24 @@ Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
std::ifstream input(pos.str(), std::fstream::binary);
if (input.fail()) {
Perlin perlin = Perlin(8, 45.f, 7.f, PERLIN_SEED);
OpenSimplexNoise::Noise simplex = OpenSimplexNoise::Noise(PERLIN_SEED);
m_blocks.Reset(BTYPE_AIR);
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Montagnes
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / (double)UINT16_MAX;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / (double)UINT16_MAX;
float height = (perlin.Get(xnoiz, ynoiz)) * 20.f + 5.f;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 256.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 256.;
float height = (simplex.eval(xnoiz, ynoiz)) * 60.f + 5.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy)
SetBlock(ix, iy, iz, BTYPE_METAL, nullptr);
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // Collines
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / (double)UINT16_MAX;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / (double)UINT16_MAX;
float height = perlin.Get(xnoiz, ynoiz) * 5.f + 24.f;
xnoiz = (double)(ix + x * CHUNK_SIZE_X) / 64.;
ynoiz = (double)(iz + y * CHUNK_SIZE_Z) / 64.;
float height = simplex.eval(xnoiz, ynoiz) * 5.f + 24.f;
for (int iy = 0; iy <= (int)height % CHUNK_SIZE_Y; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_GRASS, nullptr);
@ -32,7 +32,7 @@ Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
}
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Lacs"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
for (int iy = 0; iy < 13; ++iy) {
for (int iy = 0; iy < 16; ++iy) {
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
SetBlock(ix, iy, iz, BTYPE_ICE, nullptr);
}
@ -40,15 +40,14 @@ Chunk::Chunk(unsigned int x, unsigned int y) : m_posX(x), m_posY(y) {
for (int ix = 0; ix < CHUNK_SIZE_X; ++ix) // "Arbres"
for (int iz = 0; iz < CHUNK_SIZE_Z; ++iz) {
float xnoiz, ynoiz;
xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / (double)UINT16_MAX;
ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / (double)UINT16_MAX;
bool tree = (int)(abs(perlin.Get(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
xnoiz = (double)(iz * CHUNK_SIZE_Y + x * CHUNK_SIZE_X) / 256.;
ynoiz = (double)(ix * CHUNK_SIZE_Y + y * CHUNK_SIZE_Z) / 256.;
bool tree = (int)(abs(simplex.eval(xnoiz, ynoiz)) * 17933.f) % CHUNK_SIZE_Y > 126 ? true : false;
for (int iy = 0; iy < CHUNK_SIZE_Y - 10; ++iy)
if (GetBlock(ix, iy, iz) == BTYPE_AIR)
if (GetBlock(ix, iy - 1, iz) == BTYPE_GRASS)
if (tree) {
for (int i = 0; i < (int)(abs(perlin.Get(xnoiz, ynoiz))) % 3 + 1; ++i)
for (int i = 0; i < (int)(abs(simplex.eval(xnoiz, ynoiz) * 65)) % 42 + 1; ++i)
SetBlock(ix, iy + i, iz, BTYPE_DIRT, nullptr);
break;
}

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@ -5,6 +5,8 @@
#include "array2d.h"
#include "vertexbuffer.h"
#include "blockinfo.h"
#include "perlin.h"
#include "opensimplex.h"
class World;

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@ -36,8 +36,8 @@
#endif
#ifdef NDEBUG
#define WORLD_SIZE_X 128
#define WORLD_SIZE_Y 128
#define WORLD_SIZE_X 64
#define WORLD_SIZE_Y 64
#define FRAMES_RENDER_CHUNKS 1
#define FRAMES_UPDATE_CHUNKS 1
@ -47,7 +47,7 @@
#define THREADS_UPDATE_CHUNKS 8
#define THREADS_DELETE_CHUNKS 10
#define VIEW_DISTANCE 1024
#define VIEW_DISTANCE 512
#define TEXTURE_SIZE 512
#define MAX_BULLETS 512
#endif

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@ -186,12 +186,14 @@ int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
void Engine::Render(float elapsedTime) {
static float gameTime = elapsedTime;
static float pollTime = 0;
static float bulletTime = 0;
static BlockType bloc = 1;
if (elapsedTime > 0.1f) return;
gameTime += elapsedTime;
pollTime += elapsedTime;
Transformation all;
Transformation skybox;
@ -205,9 +207,13 @@ void Engine::Render(float elapsedTime) {
if (bulletTime > 0.f) bulletTime -= elapsedTime;
if (bulletTime < 0.f) bulletTime = 0.f;
if (pollTime >= .005f) {
m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, (bloc == BTYPE_LAST && bulletTime <= 0.f && m_mouseL), elapsedTime), m_world, elapsedTime, &m_audio);
m_audio.Update3DAudio(m_player.GetPOV(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
// son vecteur de vélocité (pour l'effet Doppler)
pollTime = 0;
}
m_player.ApplyTransformation(all);
m_player.ApplyTransformation(skybox, false); // Version d'ApplyTransformation qui ne tient compte que de la rotation
@ -252,7 +258,7 @@ void Engine::Render(float elapsedTime) {
m_bullets[x] = nullptr;
}
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_perlin, m_blockinfo);
m_world.Update(m_renderCount, m_bullets, m_player, all, m_shader01, m_textureAtlas, m_blockinfo);
if (m_isSkybox) m_skybox.Render(skybox);

2542
SQCSim2021/opensimplex.cpp Normal file

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51
SQCSim2021/opensimplex.h Normal file
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@ -0,0 +1,51 @@
/**
Open Simple Noise for C++
Port to C++ from https://gist.github.com/KdotJPG/b1270127455a94ac5d19
by Rickard Lundberg, 2019.
*/
#ifndef _OPENSIMPLEX_H__
#define _OPENSIMPLEX_H__
#include <cstdint>
#include <array>
namespace OpenSimplexNoise
{
class Noise
{
public:
Noise();
Noise(int64_t seed);
//2D Open Simplex Noise.
double eval(const double x, const double y) const;
//3D Open Simplex Noise.
double eval(double x, double y, double z) const;
//4D Open Simplex Noise.
double eval(double x, double y, double z, double w) const;
private:
const double m_stretch2d;
const double m_squish2d;
const double m_stretch3d;
const double m_squish3d;
const double m_stretch4d;
const double m_squish4d;
const double m_norm2d;
const double m_norm3d;
const double m_norm4d;
const long m_defaultSeed;
std::array<short, 256> m_perm;
std::array<short, 256> m_permGradIndex3d;
std::array<char, 16> m_gradients2d;
std::array<char, 72> m_gradients3d;
std::array<char, 256> m_gradients4d;
double extrapolate(int xsb, int ysb, double dx, double dy) const;
double extrapolate(int xsb, int ysb, int zsb, double dx, double dy, double dz) const;
double extrapolate(int xsb, int ysb, int zsb, int wsb, double dx, double dy, double dz, double dw) const;
};
}
#endif // _OPENSIMPLEX_H__

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@ -1,262 +0,0 @@
/* coherent noise function over 1, 2 or 3 dimensions */
/* (copyright Ken Perlin) */
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "perlin.h"
#define B SAMPLE_SIZE
#define BM (SAMPLE_SIZE-1)
#define N 0x1000
#define NP 12 /* 2^N */
#define NM 0xfff
#define s_curve(t) ( t * t * (3.0f - 2.0f * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
#define setup(i,b0,b1,r0,r1)\
t = vec[i] + N;\
b0 = ((int)t) & BM;\
b1 = (b0+1) & BM;\
r0 = t - (int)t;\
r1 = r0 - 1.0f;
float Perlin::noise1(float arg)
{
int bx0, bx1;
float rx0, rx1, sx, t, u, v, vec[1];
vec[0] = arg;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0, bx0,bx1, rx0,rx1);
sx = s_curve(rx0);
u = rx0 * g1[ p[ bx0 ] ];
v = rx1 * g1[ p[ bx1 ] ];
return lerp(sx, u, v);
}
float Perlin::noise2(float vec[2])
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
int i, j;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0,bx0,bx1,rx0,rx1);
setup(1,by0,by1,ry0,ry1);
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = s_curve(rx0);
sy = s_curve(ry0);
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
q = g2[b00];
u = at2(rx0,ry0);
q = g2[b10];
v = at2(rx1,ry0);
a = lerp(sx, u, v);
q = g2[b01];
u = at2(rx0,ry1);
q = g2[b11];
v = at2(rx1,ry1);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
float Perlin::noise3(float vec[3])
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
int i, j;
if (mStart)
{
srand(mSeed);
mStart = false;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
setup(2, bz0,bz1, rz0,rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
a = lerp(t, u, v);
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
b = lerp(t, u, v);
c = lerp(sy, a, b);
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
a = lerp(t, u, v);
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
void Perlin::normalize2(float v[2])
{
float s;
s = (float)sqrt(v[0] * v[0] + v[1] * v[1]);
s = 1.0f/s;
v[0] = v[0] * s;
v[1] = v[1] * s;
}
void Perlin::normalize3(float v[3])
{
float s;
s = (float)sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
s = 1.0f/s;
v[0] = v[0] * s;
v[1] = v[1] * s;
v[2] = v[2] * s;
}
void Perlin::init(void)
{
int i, j, k;
for (i = 0 ; i < B ; i++)
{
p[i] = i;
g1[i] = (float)((rand() % (B + B)) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize3(g3[i]);
}
while (--i)
{
k = p[i];
p[i] = p[j = rand() % B];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++)
{
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i][j] = g2[i][j];
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
}
float Perlin::perlin_noise_2D(float vec[2])
{
int terms = mOctaves;
//float freq = mFrequency;
float result = 0.0f;
float amp = mAmplitude;
vec[0]*=mFrequency;
vec[1]*=mFrequency;
for( int i=0; i<terms; i++ )
{
result += noise2(vec)*amp;
vec[0] *= 2.0f;
vec[1] *= 2.0f;
amp*=0.5f;
}
return result;
}
float Perlin::perlin_noise_3D(float vec[3])
{
int terms = mOctaves;
//float freq = mFrequency;
float result = 0.0f;
float amp = mAmplitude;
vec[0]*=mFrequency;
vec[1]*=mFrequency;
vec[2]*=mFrequency;
for( int i=0; i<terms; i++ )
{
result += noise3(vec)*amp;
vec[0] *= 2.0f;
vec[1] *= 2.0f;
vec[2] *= 2.0f;
amp*=0.5f;
}
return result;
}
Perlin::Perlin(int octaves,float freq,float amp,int seed)
{
mOctaves = octaves;
mFrequency = freq;
mAmplitude = amp;
mSeed = seed;
mStart = true;
}

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@ -1,60 +0,0 @@
//http://www.flipcode.com/archives/Perlin_Noise_Class.shtml
#ifndef PERLIN_H_
#define PERLIN_H_
#include <stdlib.h>
#define SAMPLE_SIZE 1024
class Perlin
{
public:
Perlin(int octaves,float freq,float amp,int seed);
float Get(float x,float y)
{
float vec[2];
vec[0] = x;
vec[1] = y;
return perlin_noise_2D(vec);
};
float Get(float x,float y, float z)
{
float vec[3];
vec[0] = x;
vec[1] = y;
vec[2] = z;
return perlin_noise_3D(vec);
};
private:
void init_perlin(int n,float p);
float perlin_noise_2D(float vec[2]);
float perlin_noise_3D(float vec[3]);
float noise1(float arg);
float noise2(float vec[2]);
float noise3(float vec[3]);
void normalize2(float v[2]);
void normalize3(float v[3]);
void init(void);
int mOctaves;
float mFrequency;
float mAmplitude;
int mSeed;
int p[SAMPLE_SIZE + SAMPLE_SIZE + 2];
float g3[SAMPLE_SIZE + SAMPLE_SIZE + 2][3];
float g2[SAMPLE_SIZE + SAMPLE_SIZE + 2][2];
float g1[SAMPLE_SIZE + SAMPLE_SIZE + 2];
bool mStart;
};
#endif

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@ -125,12 +125,12 @@ void World::GetScope(unsigned int& x, unsigned int& y) {
y = m_center[1];
}
void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
void World::Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]) {
glStencilFunc(GL_EQUAL, 1, 0x00);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
atlas.Bind();
RenderWorld(rendercount, player, world, shader);
UpdateWorld(player, perlin, blockinfo);
UpdateWorld(player, blockinfo);
TransposeWorld(player, bullets);
shader.Disable();
glStencilFunc(GL_GREATER, 1, 0xFF);
@ -301,7 +301,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world,
shader.Disable();
};
void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]) {
void World::UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]) {
int cx = player.GetPosition().x;
int cy = player.GetPosition().z;
static int frameGenerate = 0;
@ -466,9 +466,10 @@ void World::UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTY
else m_tbDeleted.pop_back();
}
for (int x = 0; x < threads; ++x)
for (int x = 0; x < threads; ++x) {
delThList[x].wait();
delThList[x].get();
}
}
int World::GettbDeleted() const { return m_tbDeleted.size(); }

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@ -1,20 +1,19 @@
#ifndef WORLD_H__
#define WORLD_H__
#include <fstream>
#include <string>
#include <vector>
#include <future>
#include <thread>
#include "define.h"
#include "chunk.h"
#include "array2d.h"
#include "vector3.h"
#include "player.h"
#include "transformation.h"
#include "perlin.h"
#include "shader.h"
#include "bullet.h"
#include "textureatlas.h"
#include <fstream>
#include <string>
#include <vector>
#include <future>
#include <thread>
class Chunk;
class Player;
@ -33,7 +32,7 @@ public:
BlockType BlockAt(float x, float y, float z, BlockType defaultBlockType = BTYPE_AIR) const;
BlockType BlockAt(const Vector3f& pos, BlockType defaultBlockType = BTYPE_AIR) const;
void Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
void Update(int& rendercount, Bullet* bullets[MAX_BULLETS], Player& player, Transformation& world, Shader& shader, TextureAtlas& atlas, BlockInfo* blockinfo[BTYPE_LAST]);
void GetScope(unsigned int& x, unsigned int& y);
@ -49,7 +48,7 @@ private:
void UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]);
void RenderWorld(int& rendercount, Player& player, Transformation& world, Shader& shader);
void UpdateWorld(Player& player, Perlin& perlin, BlockInfo* blockinfo[BTYPE_LAST]);
void UpdateWorld(Player& player, BlockInfo* blockinfo[BTYPE_LAST]);
void TransposeWorld(Player& player, Bullet* bullets[MAX_BULLETS]);
};

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@ -0,0 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Project>
<ProjectOutputs>
<ProjectOutput>
<FullPath>D:\Repos\SQCSim2021\x64\Debug\SQCSim2021.exe</FullPath>
</ProjectOutput>
</ProjectOutputs>
<ContentFiles />
<SatelliteDlls />
<NonRecipeFileRefs />
</Project>

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@ -0,0 +1,2 @@
PlatformToolSet=ClangCL:VCToolArchitecture=Native64Bit:VCToolsVersion=14.31.31103:TargetPlatformVersion=10.0.22000.0:
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\Llvm\x64|13.0.0|Debug|x64|D:\Repos\SQCSim2021\|

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@ -1,2 +1,2 @@
PlatformToolSet=ClangCL:VCToolArchitecture=Native32Bit:VCToolsVersion=14.29.30133:VCServicingVersionATL=14.29.30136:VCServicingVersionCrtHeaders=14.29.30136:TargetPlatformVersion=10.0.19041.0:
C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\VC\Tools\Llvm\x64|12.0.0|Release|x64|D:\Repos\SQCSim2021\|
PlatformToolSet=ClangCL:VCToolArchitecture=Native64Bit:VCToolsVersion=14.31.31103:TargetPlatformVersion=10.0.22000.0:
C:\Program Files\Microsoft Visual Studio\2022\Enterprise\VC\Tools\Llvm\x64|13.0.0|Release|x64|D:\Repos\SQCSim2021\|

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