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63
.gitattributes
vendored
Normal file
63
.gitattributes
vendored
Normal file
@ -0,0 +1,63 @@
|
||||
###############################################################################
|
||||
# Set default behavior to automatically normalize line endings.
|
||||
###############################################################################
|
||||
* text=auto
|
||||
|
||||
###############################################################################
|
||||
# Set default behavior for command prompt diff.
|
||||
#
|
||||
# This is need for earlier builds of msysgit that does not have it on by
|
||||
# default for csharp files.
|
||||
# Note: This is only used by command line
|
||||
###############################################################################
|
||||
#*.cs diff=csharp
|
||||
|
||||
###############################################################################
|
||||
# Set the merge driver for project and solution files
|
||||
#
|
||||
# Merging from the command prompt will add diff markers to the files if there
|
||||
# are conflicts (Merging from VS is not affected by the settings below, in VS
|
||||
# the diff markers are never inserted). Diff markers may cause the following
|
||||
# file extensions to fail to load in VS. An alternative would be to treat
|
||||
# these files as binary and thus will always conflict and require user
|
||||
# intervention with every merge. To do so, just uncomment the entries below
|
||||
###############################################################################
|
||||
#*.sln merge=binary
|
||||
#*.csproj merge=binary
|
||||
#*.vbproj merge=binary
|
||||
#*.vcxproj merge=binary
|
||||
#*.vcproj merge=binary
|
||||
#*.dbproj merge=binary
|
||||
#*.fsproj merge=binary
|
||||
#*.lsproj merge=binary
|
||||
#*.wixproj merge=binary
|
||||
#*.modelproj merge=binary
|
||||
#*.sqlproj merge=binary
|
||||
#*.wwaproj merge=binary
|
||||
|
||||
###############################################################################
|
||||
# behavior for image files
|
||||
#
|
||||
# image files are treated as binary by default.
|
||||
###############################################################################
|
||||
#*.jpg binary
|
||||
#*.png binary
|
||||
#*.gif binary
|
||||
|
||||
###############################################################################
|
||||
# diff behavior for common document formats
|
||||
#
|
||||
# Convert binary document formats to text before diffing them. This feature
|
||||
# is only available from the command line. Turn it on by uncommenting the
|
||||
# entries below.
|
||||
###############################################################################
|
||||
#*.doc diff=astextplain
|
||||
#*.DOC diff=astextplain
|
||||
#*.docx diff=astextplain
|
||||
#*.DOCX diff=astextplain
|
||||
#*.dot diff=astextplain
|
||||
#*.DOT diff=astextplain
|
||||
#*.pdf diff=astextplain
|
||||
#*.PDF diff=astextplain
|
||||
#*.rtf diff=astextplain
|
||||
#*.RTF diff=astextplain
|
381
.gitignore
vendored
381
.gitignore
vendored
@ -1,34 +1,363 @@
|
||||
# ---> C++
|
||||
# Prerequisites
|
||||
*.d
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
|
||||
|
||||
# Compiled Object files
|
||||
*.slo
|
||||
*.lo
|
||||
*.o
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Oo]ut/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
|
||||
# Precompiled Headers
|
||||
*.gch
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Compiled Dynamic libraries
|
||||
*.so
|
||||
*.dylib
|
||||
*.dll
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Fortran module files
|
||||
*.mod
|
||||
*.smod
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Compiled Static libraries
|
||||
*.lai
|
||||
*.la
|
||||
*.a
|
||||
*.lib
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Executables
|
||||
*.exe
|
||||
*.out
|
||||
*.app
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
6
OpenGLTutorial11/App.config
Normal file
6
OpenGLTutorial11/App.config
Normal file
@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<configuration>
|
||||
<startup>
|
||||
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6"/>
|
||||
</startup>
|
||||
</configuration>
|
254
OpenGLTutorial11/Font.cs
Normal file
254
OpenGLTutorial11/Font.cs
Normal file
@ -0,0 +1,254 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
||||
using OpenGL;
|
||||
|
||||
namespace OpenGLLabs
|
||||
{
|
||||
public class FontVAO : IDisposable
|
||||
{
|
||||
private ShaderProgram program;
|
||||
private VBO<Vector3> vertices;
|
||||
private VBO<Vector2> uvs;
|
||||
private VBO<uint> triangles;
|
||||
|
||||
public Vector2 Position { get; set; }
|
||||
|
||||
public FontVAO(ShaderProgram program, VBO<Vector3> vertices, VBO<Vector2> uvs, VBO<uint> triangles)
|
||||
{
|
||||
this.program = program;
|
||||
this.vertices = vertices;
|
||||
this.uvs = uvs;
|
||||
this.triangles = triangles;
|
||||
}
|
||||
|
||||
public void Draw()
|
||||
{
|
||||
if (vertices == null) return;
|
||||
|
||||
program.Use();
|
||||
program["model_matrix"].SetValue(Matrix4.CreateTranslation(new Vector3(Position.X, Position.Y, 0)));
|
||||
|
||||
Gl.BindBufferToShaderAttribute(vertices, program, "vertexPosition");
|
||||
Gl.BindBufferToShaderAttribute(uvs, program, "vertexUV");
|
||||
Gl.BindBuffer(triangles);
|
||||
|
||||
Gl.DrawElements(BeginMode.Triangles, triangles.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
vertices.Dispose();
|
||||
uvs.Dispose();
|
||||
triangles.Dispose();
|
||||
|
||||
vertices = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The BMFont class can be used to load both the texture and data files associated with
|
||||
/// the free BMFont tool (http://www.angelcode.com/products/bmfont/)
|
||||
/// This tool allows
|
||||
/// </summary>
|
||||
public class BMFont
|
||||
{
|
||||
/// <summary>
|
||||
/// Stores the ID, height, width and UV information for a single bitmap character
|
||||
/// as exported by the BMFont tool.
|
||||
/// </summary>
|
||||
private struct Character
|
||||
{
|
||||
public char id;
|
||||
public Vector2 texturePosition;
|
||||
public Vector2 size;
|
||||
public Vector2 bearing;
|
||||
public int advance;
|
||||
|
||||
|
||||
public Character(char id, Vector2 texturePosition, Vector2 size, Vector2 bearing, int advance)
|
||||
{
|
||||
this.id = id;
|
||||
this.texturePosition = texturePosition;
|
||||
this.size = size;
|
||||
this.bearing = bearing;
|
||||
this.advance = advance;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Text justification to be applied when creating the VAO representing some text.
|
||||
/// </summary>
|
||||
public enum Justification
|
||||
{
|
||||
Left,
|
||||
Center,
|
||||
Right
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The font texture associated with this bitmap font.
|
||||
/// </summary>
|
||||
public Texture FontTexture { get; private set; }
|
||||
|
||||
private Dictionary<char, Character> characters = new Dictionary<char, Character>();
|
||||
|
||||
/// <summary>
|
||||
/// The height (in pixels) of this bitmap font.
|
||||
/// </summary>
|
||||
public int Height { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Loads both a font descriptor table and the associated texture as exported by BMFont.
|
||||
/// </summary>
|
||||
/// <param name="descriptorPath">The path to the font descriptor table.</param>
|
||||
/// <param name="texturePath">The path to the font texture.</param>
|
||||
public BMFont(string descriptorPath, string texturePath)
|
||||
{
|
||||
this.FontTexture = new Texture(texturePath);
|
||||
|
||||
using (StreamReader stream = new StreamReader(descriptorPath))
|
||||
{
|
||||
while (!stream.EndOfStream)
|
||||
{
|
||||
string line = stream.ReadLine();
|
||||
if (line.StartsWith("char"))
|
||||
{
|
||||
// chars lets the program know how many characters are in this file, ignore it
|
||||
if (line.StartsWith("chars")) continue;
|
||||
|
||||
// split up the different entries on this line to be parsed
|
||||
string[] split = line.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries);
|
||||
|
||||
int id = 0, advance = 0;
|
||||
float x = 0, y = 0, w = 0, h = 0, xoffset = 0, yoffset = 0;
|
||||
|
||||
// parse the contents of the line, looking for key words
|
||||
for (int i = 0; i < split.Length; i++)
|
||||
{
|
||||
if (!split[i].Contains("=")) continue;
|
||||
string code = split[i].Substring(0, split[i].IndexOf('='));
|
||||
int value = int.Parse(split[i].Substring(split[i].IndexOf('=') + 1));
|
||||
|
||||
if (code == "id") id = value;
|
||||
else if (code == "x") x = (float)value / FontTexture.Size.Width;
|
||||
else if (code == "y") y = 1 - (float)value / FontTexture.Size.Height;
|
||||
else if (code == "width") w = (float)value;
|
||||
else if (code == "height")
|
||||
{
|
||||
h = (float)value;
|
||||
this.Height = Math.Max(this.Height, value);
|
||||
}
|
||||
else if (code == "xoffset") xoffset = (float)value;
|
||||
else if (code == "yoffset") yoffset = (float)value;
|
||||
else if (code == "xadvance") advance = value;
|
||||
}
|
||||
|
||||
// store this character into our dictionary (if it doesn't already exist)
|
||||
Character c = new Character((char)id, new Vector2(x, y), new Vector2(w, h), new Vector2(xoffset, yoffset), advance);
|
||||
if (!characters.ContainsKey(c.id)) characters.Add(c.id, c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the width (in pixels) of a string of text using the current loaded font.
|
||||
/// </summary>
|
||||
/// <param name="text">The string of text to measure the width of.</param>
|
||||
/// <returns>The width (in pixels) of the provided text.</returns>
|
||||
public int GetWidth(string text)
|
||||
{
|
||||
int width = 0;
|
||||
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
width += (int)characters[characters.ContainsKey(text[i]) ? text[i] : ' '].advance;
|
||||
|
||||
return width;
|
||||
}
|
||||
|
||||
public FontVAO CreateString(ShaderProgram program, string text, Justification justification = Justification.Left)
|
||||
{
|
||||
Vector3[] vertices = new Vector3[text.Length * 4];
|
||||
Vector2[] uvs = new Vector2[text.Length * 4];
|
||||
uint[] indices = new uint[text.Length * 6];
|
||||
|
||||
int xpos = 0, width = 0;
|
||||
|
||||
// calculate the initial x position depending on the justification
|
||||
if (justification != Justification.Left)
|
||||
{
|
||||
for (int i = 0; i < text.Length; i++)
|
||||
width += (int)characters[characters.ContainsKey(text[i]) ? text[i] : ' '].advance;
|
||||
if (justification == Justification.Right) xpos = -width;
|
||||
else xpos = -width / 2;
|
||||
}
|
||||
|
||||
for (uint i = 0; i < text.Length; i++)
|
||||
{
|
||||
// grab the character, replacing with ' ' if the character isn't loaded
|
||||
Character ch = characters[characters.ContainsKey(text[(int)i]) ? text[(int)i] : ' '];
|
||||
|
||||
vertices[i * 4 + 0] = new Vector3(xpos + ch.bearing.X, Height - ch.bearing.Y, 0);
|
||||
vertices[i * 4 + 1] = new Vector3(xpos + ch.bearing.X, Height - (ch.bearing.Y + ch.size.Y), 0);
|
||||
vertices[i * 4 + 2] = new Vector3(xpos + ch.bearing.X + ch.size.X, Height - ch.bearing.Y, 0);
|
||||
vertices[i * 4 + 3] = new Vector3(xpos + ch.bearing.X + ch.size.X, Height - (ch.bearing.Y + ch.size.Y), 0);
|
||||
xpos += ch.advance;
|
||||
|
||||
|
||||
Vector2 bottomRight = ch.texturePosition
|
||||
+ new Vector2(ch.size.X / FontTexture.Size.Width, -ch.size.Y / FontTexture.Size.Height);
|
||||
|
||||
uvs[i * 4 + 0] = new Vector2(ch.texturePosition.X, ch.texturePosition.Y);
|
||||
uvs[i * 4 + 1] = new Vector2(ch.texturePosition.X, bottomRight.Y);
|
||||
uvs[i * 4 + 2] = new Vector2(bottomRight.X, ch.texturePosition.Y);
|
||||
uvs[i * 4 + 3] = new Vector2(bottomRight.X, bottomRight.Y);
|
||||
|
||||
indices[i * 6 + 0] = i * 4 + 2;
|
||||
indices[i * 6 + 1] = i * 4 + 0;
|
||||
indices[i * 6 + 2] = i * 4 + 1;
|
||||
indices[i * 6 + 3] = i * 4 + 3;
|
||||
indices[i * 6 + 4] = i * 4 + 2;
|
||||
indices[i * 6 + 5] = i * 4 + 1;
|
||||
}
|
||||
|
||||
// Create the vertex buffer objects and then create the array object
|
||||
return new FontVAO(program, new VBO<Vector3>(vertices), new VBO<Vector2>(uvs), new VBO<uint>(indices, BufferTarget.ElementArrayBuffer));
|
||||
}
|
||||
|
||||
public static string FontVertexSource = @"
|
||||
#version 130
|
||||
|
||||
uniform mat4 model_matrix;
|
||||
uniform mat4 ortho_matrix;
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexUV;
|
||||
|
||||
out vec2 uv;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
uv = vertexUV;
|
||||
gl_Position = ortho_matrix * model_matrix * vec4(vertexPosition, 1);
|
||||
}";
|
||||
|
||||
public static string FontFragmentSource = @"
|
||||
#version 130
|
||||
|
||||
uniform sampler2D texture;
|
||||
uniform vec3 color;
|
||||
|
||||
in vec2 uv;
|
||||
|
||||
out vec4 fragment;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 texel = texture2D(texture, uv);
|
||||
fragment = vec4(texel.rgb * color, texel.a);
|
||||
}
|
||||
";
|
||||
}
|
||||
}
|
249
OpenGLTutorial11/Program.cs
Normal file
249
OpenGLTutorial11/Program.cs
Normal file
@ -0,0 +1,249 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Tao.FreeGlut;
|
||||
using OpenGL;
|
||||
|
||||
namespace OpenGLLabs
|
||||
{
|
||||
class Program
|
||||
{
|
||||
private static int width = 1280, height = 720;
|
||||
private static System.Diagnostics.Stopwatch watch;
|
||||
private static bool fullscreen = false;
|
||||
private static bool left, right, up, down;
|
||||
private static float theta = (float)Math.PI / 2, phi = (float)Math.PI / 2;
|
||||
|
||||
private static ShaderProgram program;
|
||||
private static VBO<Vector3> flagVertices;
|
||||
private static VBO<Vector2> flagUVs;
|
||||
private static VBO<uint> flagTriangles;
|
||||
private static float flagTime;
|
||||
private static Texture flagTexture;
|
||||
|
||||
private static BMFont font;
|
||||
private static ShaderProgram fontProgram;
|
||||
private static FontVAO information;
|
||||
|
||||
static void Main(string[] args)
|
||||
{
|
||||
Glut.glutInit();
|
||||
Glut.glutInitDisplayMode(Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH);
|
||||
Glut.glutInitWindowSize(width, height);
|
||||
Glut.glutCreateWindow("OpenGL Labs");
|
||||
|
||||
Glut.glutIdleFunc(OnRenderFrame);
|
||||
Glut.glutDisplayFunc(OnDisplay);
|
||||
|
||||
Glut.glutKeyboardFunc(OnKeyboardDown);
|
||||
Glut.glutKeyboardUpFunc(OnKeyboardUp);
|
||||
|
||||
Glut.glutCloseFunc(OnClose);
|
||||
Glut.glutReshapeFunc(OnReshape);
|
||||
|
||||
// enable blending and set to accumulate the star colors
|
||||
Gl.Enable(EnableCap.DepthTest);
|
||||
Gl.Enable(EnableCap.Blend);
|
||||
|
||||
// create our shader program
|
||||
program = new ShaderProgram(VertexShader, FragmentShader);
|
||||
|
||||
// set up the projection and view matrix
|
||||
program.Use();
|
||||
program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
|
||||
program["view_matrix"].SetValue(Matrix4.LookAt(new Vector3(0, 0, 20), Vector3.Zero, new Vector3(0, 1, 0)));
|
||||
program["model_matrix"].SetValue(Matrix4.Identity);
|
||||
|
||||
// load the flag texture
|
||||
flagTexture = new Texture("flag.jpg");
|
||||
|
||||
// create the flag, which is just a plane with a certain number of segments
|
||||
List<Vector3> vertices = new List<Vector3>();
|
||||
List<Vector2> uvs = new List<Vector2>();
|
||||
List<uint> triangles = new List<uint>();
|
||||
for (int x = 0; x < 40; x++)
|
||||
{
|
||||
for (int y = 0; y < 40; y++)
|
||||
{
|
||||
vertices.Add(new Vector3((x - 20) / 5.0f, (y - 20) / 10.0f, 0));
|
||||
uvs.Add(new Vector2(x / 39.0f, 1 - y / 39.0f));
|
||||
|
||||
if (y == 39 || x == 39) continue;
|
||||
|
||||
triangles.Add((uint)(x * 40 + y));
|
||||
triangles.Add((uint)((x + 1) * 40 + y));
|
||||
triangles.Add((uint)((x + 1) * 40 + y + 1));
|
||||
|
||||
triangles.Add((uint)(x * 40 + y));
|
||||
triangles.Add((uint)((x + 1) * 40 + y + 1));
|
||||
triangles.Add((uint)(x * 40 + y + 1));
|
||||
}
|
||||
}
|
||||
|
||||
flagVertices = new VBO<Vector3>(vertices.ToArray());
|
||||
flagUVs = new VBO<Vector2>(uvs.ToArray());
|
||||
flagTriangles = new VBO<uint>(triangles.ToArray(), BufferTarget.ElementArrayBuffer);
|
||||
|
||||
// load the bitmap font for this tutorial
|
||||
font = new BMFont("font24.fnt", "font24.png");
|
||||
fontProgram = new ShaderProgram(BMFont.FontVertexSource, BMFont.FontFragmentSource);
|
||||
|
||||
fontProgram.Use();
|
||||
fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
|
||||
fontProgram["color"].SetValue(new Vector3(1, 1, 1));
|
||||
|
||||
information = font.CreateString(fontProgram, "Trailer: DORMITORY | Kashin Maxim | PIbd-32");
|
||||
|
||||
watch = System.Diagnostics.Stopwatch.StartNew();
|
||||
|
||||
Glut.glutMainLoop();
|
||||
}
|
||||
|
||||
private static void OnClose()
|
||||
{
|
||||
flagVertices.Dispose();
|
||||
flagUVs.Dispose();
|
||||
flagTriangles.Dispose();
|
||||
flagTexture.Dispose();
|
||||
program.DisposeChildren = true;
|
||||
program.Dispose();
|
||||
fontProgram.DisposeChildren = true;
|
||||
fontProgram.Dispose();
|
||||
font.FontTexture.Dispose();
|
||||
information.Dispose();
|
||||
}
|
||||
|
||||
private static void OnDisplay()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
private static void OnRenderFrame()
|
||||
{
|
||||
watch.Stop();
|
||||
float deltaTime = (float)watch.ElapsedTicks / System.Diagnostics.Stopwatch.Frequency;
|
||||
watch.Restart();
|
||||
|
||||
// perform rotation of the scene depending on keyboard input
|
||||
if (right) phi += deltaTime;
|
||||
if (left) phi -= deltaTime;
|
||||
if (up) theta += deltaTime;
|
||||
if (down) theta -= deltaTime;
|
||||
if (theta < 0) theta += (float)Math.PI * 2;
|
||||
|
||||
// set up the viewport and clear the previous depth and color buffers
|
||||
Gl.Viewport(0, 0, width, height);
|
||||
Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
// make sure the shader program and texture are being used
|
||||
Gl.UseProgram(program.ProgramID);
|
||||
Gl.BindTexture(flagTexture);
|
||||
|
||||
// calculate the camera position using some fancy polar co-ordinates
|
||||
Vector3 position = 20 * new Vector3((float)(Math.Cos(phi) * Math.Sin(theta)), (float)Math.Cos(theta), (float)(Math.Sin(phi) * Math.Sin(theta)));
|
||||
Vector3 upVector = ((theta % (Math.PI * 2)) > Math.PI) ? new Vector3(0, 1, 0) : new Vector3(0, -1, 0);
|
||||
program["view_matrix"].SetValue(Matrix4.LookAt(position, Vector3.Zero, upVector));
|
||||
|
||||
program["time"].SetValue(flagTime);
|
||||
flagTime += deltaTime;
|
||||
|
||||
Gl.BindBufferToShaderAttribute(flagVertices, program, "vertexPosition");
|
||||
Gl.BindBufferToShaderAttribute(flagUVs, program, "vertexUV");
|
||||
Gl.BindBuffer(flagTriangles);
|
||||
|
||||
Gl.DrawElements(BeginMode.Triangles, flagTriangles.Count, DrawElementsType.UnsignedInt, IntPtr.Zero);
|
||||
|
||||
// bind the font program as well as the font texture
|
||||
Gl.UseProgram(fontProgram.ProgramID);
|
||||
Gl.BindTexture(font.FontTexture);
|
||||
|
||||
// build this string every frame, since theta and phi can change
|
||||
FontVAO vao = font.CreateString(fontProgram, string.Format("Attempts to pass: {2:0}", theta, phi, flagTime), BMFont.Justification.Right);
|
||||
vao.Position = new Vector2(130 , - height / 4);
|
||||
vao.Draw();
|
||||
vao.Dispose();
|
||||
|
||||
// draw the tutorial information, which is static
|
||||
information.Draw();
|
||||
|
||||
Glut.glutSwapBuffers();
|
||||
}
|
||||
|
||||
private static void OnReshape(int width, int height)
|
||||
{
|
||||
Program.width = width;
|
||||
Program.height = height;
|
||||
|
||||
Gl.UseProgram(program.ProgramID);
|
||||
program["projection_matrix"].SetValue(Matrix4.CreatePerspectiveFieldOfView(0.45f, (float)width / height, 0.1f, 1000f));
|
||||
|
||||
Gl.UseProgram(fontProgram.ProgramID);
|
||||
fontProgram["ortho_matrix"].SetValue(Matrix4.CreateOrthographic(width, height, 0, 1000));
|
||||
|
||||
information.Position = new Vector2(-265, height / 5);
|
||||
}
|
||||
|
||||
private static void OnKeyboardDown(byte key, int x, int y)
|
||||
{
|
||||
if (key == 'w') up = true;
|
||||
else if (key == 's') down = true;
|
||||
else if (key == 'd') right = true;
|
||||
else if (key == 'a') left = true;
|
||||
else if (key == 27) Glut.glutLeaveMainLoop();
|
||||
}
|
||||
|
||||
private static void OnKeyboardUp(byte key, int x, int y)
|
||||
{
|
||||
if (key == 'w') up = false;
|
||||
else if (key == 's') down = false;
|
||||
else if (key == 'd') right = false;
|
||||
else if (key == 'a') left = false;
|
||||
else if (key == 'f')
|
||||
{
|
||||
fullscreen = !fullscreen;
|
||||
if (fullscreen) Glut.glutFullScreen();
|
||||
else
|
||||
{
|
||||
Glut.glutPositionWindow(0, 0);
|
||||
Glut.glutReshapeWindow(1280, 720);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static string VertexShader = @"
|
||||
#version 130
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexUV;
|
||||
|
||||
out vec2 uv;
|
||||
|
||||
uniform mat4 projection_matrix;
|
||||
uniform mat4 view_matrix;
|
||||
uniform mat4 model_matrix;
|
||||
uniform float time;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
uv = vertexUV;
|
||||
|
||||
float displace = sin(time * 2 + vertexPosition.x) / 3;
|
||||
gl_Position = projection_matrix * view_matrix * model_matrix * vec4(vertexPosition.x, vertexPosition.y, displace, 1);
|
||||
}
|
||||
";
|
||||
|
||||
public static string FragmentShader = @"
|
||||
#version 130
|
||||
|
||||
uniform sampler2D texture;
|
||||
|
||||
in vec2 uv;
|
||||
|
||||
out vec4 fragment;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
fragment = vec4(texture2D(texture, uv).xyz, 1);
|
||||
}
|
||||
";
|
||||
}
|
||||
}
|
36
OpenGLTutorial11/Properties/AssemblyInfo.cs
Normal file
36
OpenGLTutorial11/Properties/AssemblyInfo.cs
Normal file
@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("OpenGLLabs")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("OpenGLLabs")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2013")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("7a944ec4-ebef-4b12-af4c-58c4c7553334")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
197
OpenGLTutorial11/data/font24.fnt
Normal file
197
OpenGLTutorial11/data/font24.fnt
Normal file
@ -0,0 +1,197 @@
|
||||
info face="Consolas" size=-24 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=1,1 outline=1
|
||||
common lineHeight=28 base=22 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=0 greenChnl=0 blueChnl=0
|
||||
page id=0 file="font24_0.png"
|
||||
chars count=193
|
||||
char id=0 x=127 y=155 width=5 height=30 xoffset=-2 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=13 x=507 y=0 width=0 height=28 xoffset=0 yoffset=0 xadvance=0 page=0 chnl=15
|
||||
char id=32 x=121 y=155 width=5 height=30 xoffset=-2 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=33 x=98 y=155 width=7 height=30 xoffset=3 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=34 x=398 y=124 width=11 height=30 xoffset=1 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=35 x=443 y=0 width=15 height=30 xoffset=-1 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=36 x=154 y=93 width=13 height=30 xoffset=0 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
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|
||||
char id=252 x=112 y=124 width=13 height=30 xoffset=0 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=253 x=368 y=31 width=15 height=30 xoffset=-1 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=254 x=140 y=124 width=13 height=30 xoffset=0 yoffset=-1 xadvance=13 page=0 chnl=15
|
||||
char id=255 x=48 y=31 width=15 height=30 xoffset=-1 yoffset=-1 xadvance=13 page=0 chnl=15
|
BIN
OpenGLTutorial11/data/font24.png
Normal file
BIN
OpenGLTutorial11/data/font24.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
69
OpenGLTutorial11/labs.csproj
Normal file
69
OpenGLTutorial11/labs.csproj
Normal file
@ -0,0 +1,69 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}</ProjectGuid>
|
||||
<OutputType>Exe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>OpenGLLabs</RootNamespace>
|
||||
<AssemblyName>OpenGLLabs</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.6</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>
|
||||
</TargetFrameworkProfile>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<Prefer32Bit>false</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="OpenGL">
|
||||
<HintPath>libs\OpenGL.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="Tao.FreeGlut">
|
||||
<HintPath>libs\Tao.FreeGlut.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Font.cs" />
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="App.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>copy "$(ProjectDir)\libs\*" "$(TargetDir)"
|
||||
copy "$(ProjectDir)\data\*" "$(TargetDir)"</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
BIN
OpenGLTutorial11/libs/OpenGL.dll
Normal file
BIN
OpenGLTutorial11/libs/OpenGL.dll
Normal file
Binary file not shown.
7
OpenGLTutorial11/libs/OpenGL.dll.config
Normal file
7
OpenGLTutorial11/libs/OpenGL.dll.config
Normal file
@ -0,0 +1,7 @@
|
||||
<configuration>
|
||||
<dllmap dll="opengl32.dll">
|
||||
<dllmap os="linux" dll="libGL.so.1"/>
|
||||
<dllentry os="windows" dll="opengl32.dll" />
|
||||
<dllentry os="osx" dll="opengl32.dll" />
|
||||
</dllmap>
|
||||
</configuration>
|
BIN
OpenGLTutorial11/libs/Tao.FreeGlut.dll
Normal file
BIN
OpenGLTutorial11/libs/Tao.FreeGlut.dll
Normal file
Binary file not shown.
7
OpenGLTutorial11/libs/Tao.FreeGlut.dll.config
Normal file
7
OpenGLTutorial11/libs/Tao.FreeGlut.dll.config
Normal file
@ -0,0 +1,7 @@
|
||||
<configuration>
|
||||
<dllmap dll="freeglut.dll">
|
||||
<dllentry os="linux" dll="libglut.so.3" />
|
||||
<dllentry os="windows" dll="freeglut.dll" />
|
||||
<dllentry os="osx" dll="/System/Library/Frameworks/GLUT.framework/GLUT" />
|
||||
</dllmap>
|
||||
</configuration>
|
BIN
OpenGLTutorial11/libs/freeglut.dll
Normal file
BIN
OpenGLTutorial11/libs/freeglut.dll
Normal file
Binary file not shown.
@ -1,4 +0,0 @@
|
||||
# PIbd-32_Kashin_M.I_CG_OpenGL
|
||||
|
||||
Лабораторная работа по OpenGL.
|
||||
Дисциплина: Компьютетная графика
|
22
labs.sln
Normal file
22
labs.sln
Normal file
@ -0,0 +1,22 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.9.34622.214
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "labs", "OpenGLTutorial11\labs.csproj", "{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}.Debug|x86.ActiveCfg = Debug|x86
|
||||
{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}.Debug|x86.Build.0 = Debug|x86
|
||||
{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}.Release|x86.ActiveCfg = Release|x86
|
||||
{68D73A6C-EBEF-4CB9-A421-C4B61F16C020}.Release|x86.Build.0 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
Loading…
x
Reference in New Issue
Block a user