Cleaning up shutdown

This commit is contained in:
Confideo-IOM
2026-08-17 21:44:00 +01:00
parent 139fb149b2
commit 282243a16b
89 changed files with 2112 additions and 855 deletions
+14 -10
View File
@@ -9,14 +9,14 @@ bool HydraGame::Initialise()
// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f);
// GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, -0.2f, 0.0f);
// m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, -0.2f, 0.0f);
// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
// GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(0.0f, 2.0f, 0.0f));
m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(2.0f, 3.0f, 2.0f));
// m_spot_light_id = GetEngine()->ActorManager()->CreateActor<HydraSpotLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_spot_light_id);
@@ -27,6 +27,10 @@ bool HydraGame::Initialise()
// //1.570796327f
// //3.141592654f
// m_planet_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlanetActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_planet_actor_id);
// GetEngine()->ActorManager()->SetPosition(m_planet_actor_id, glm::dvec3(0, 0.0, 0));
m_cube_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
GetEngine()->ActorManager()->InitialiseActor(m_cube_actor_id);
GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, 1.0, 0));
@@ -44,9 +48,9 @@ bool HydraGame::Initialise()
// GetEngine()->ActorManager()->SetPosition(m_cube_actor_id, glm::dvec3(0, -2, 0));
// GetEngine()->ActorManager()->SetRelationship(m_plane_actor_id, m_cube_actor_id);
m_gltf_id = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/AntiqueCamera.glb");
GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0));
// m_gltf_id = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/AntiqueCamera.glb");
// GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
// GetEngine()->ActorManager()->SetPosition(m_gltf_id, glm::dvec3(0, 0, 0));
// m_gltf_id1 = GetEngine()->ActorManager()->LoadActor("c:/Code/HydraV3/Media/Tree1.glb");
// GetEngine()->ActorManager()->InitialiseActor(m_gltf_id);
@@ -54,7 +58,7 @@ bool HydraGame::Initialise()
m_player_actor_id = GetEngine()->ActorManager()->CreateActor<HydraPlayerActor>();
GetEngine()->ActorManager()->InitialiseActor(m_player_actor_id);
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 2));
GetEngine()->ActorManager()->SetPosition(m_player_actor_id, glm::dvec3(0, 2, 4));
GetEngine()->PossessPlayer(m_player_actor_id);
GetEngine()->Camera()->AttachToActor(m_player_actor_id);
+2
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@@ -19,6 +19,8 @@ class HydraGame : public HydraGameProxy
HydraID m_spot_light_id = INVALID_HYDRA_ID;
HydraID m_gltf_id = INVALID_HYDRA_ID;
HydraID m_gltf_id1 = INVALID_HYDRA_ID;
HydraID m_planet_actor_id = INVALID_HYDRA_ID;
float m_time = 0;
float m_angle = 0;
float m_diff = 0.005;
+1 -1
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@@ -11,7 +11,7 @@
#include "../source/actor/HydraPointLightActor.h"
#include "../source/actor/HydraSpotLightActor.h"
#include "../source/actor/HydraTestCubeActor.h"
#include "../source/actor/PlanetActor/HydraPlanetActor.h"
#include "../source/camera/HydraCamera.h"
#include <GLMIncludes.h>
@@ -490,7 +490,7 @@ float SampleCubemapShadow(vec3 frag_to_light, float far_plane, float view_distan
);
float shadow = 0.0;
float bias = 0.01;
float bias = 0.05;
int samples = 20;
@@ -34,30 +34,20 @@ layout (location=0) in GEOM_OUT
flat uint vsMaterialID;
}geom_out;
layout (location=0) out vec4 output_colour;
void main()
{
MaterialStore mat = materials[geom_out.vsMaterialID];
vec4 diffuse_val = mat.diffuse_colour;
output_colour = vec4(1,0,0,1);
if(mat.diffuse_texture_id != INVALID_HYDRA_ID)
{
output_colour = vec4(0,1,0,1);
uvec2 diffuse_handle = textures[mat.diffuse_texture_id];
diffuse_val = diffuse_val * texture(sampler2D(diffuse_handle), geom_out.vsUV.xy);
if(mat.diffuse_texture_id== 10)
{
output_colour = vec4(0,0,1,1);
}
}
if(diffuse_val[3] < 1.0)
{
discard;
output_colour = vec4(0,1,1,1);
}
}
+10 -237
View File
@@ -28,7 +28,15 @@ std::vector<HydraID> &HydraActorManager::GetChildren(HydraID actor_id)
void HydraActorManager::DeleteActor(HydraID actorID)
{
m_actors_waiting_for_delete.push_back(actorID);
assert(actorID <= m_actors.size() && "DeleteActor::INVALID ACTOR ID");
std::lock_guard<std::mutex> lock(m_mutex);
if(m_actors[actorID] != nullptr)
{
m_actors[actorID]->Destroy();
_SetActorDeleted(actorID);
}
}
void HydraActorManager::_SetActorDeleted(HydraID actorID)
@@ -52,197 +60,7 @@ HydraID HydraActorManager::LoadActor(std::string filename)
task_scheduler->WaitForTask(load_task_id);
return actor_id;
}
/*
HydraID HydraActorManager::_ProcessGLTFNode(aiScene const *scene, aiNode *parent_node, std::vector<uint32_t>material_lookup)
{
HydraID parent_actor_id = CreateActor<HydraGLTFActor>();
HydraECS *ecs = GetEngine()->ECS();
HydraECSPositionComponent position_component;
aiVector3D tmp_scaling = {};
aiQuaternion tmp_rotation = {};
aiVector3D tmp_position = {};
parent_node->mTransformation.Decompose(tmp_scaling, tmp_rotation, tmp_position);
glm::dvec3 scaling = glm::dvec3(tmp_scaling.x, tmp_scaling.y, tmp_scaling.z);
glm::quat rotation = glm::quat(tmp_rotation.w, tmp_rotation.x, tmp_rotation.y, tmp_rotation.z);
glm::dvec3 position = glm::dvec3(tmp_position.x, tmp_position.y, tmp_position.z);
ecs->AddComponent<HydraECSPositionComponent>(parent_actor_id, position_component);
SetPosition(parent_actor_id, position, rotation, false);
for (uint32_t i_mesh = 0; i_mesh < parent_node->mNumMeshes; i_mesh++)
{
aiMesh *mesh = scene->mMeshes[parent_node->mMeshes[i_mesh]];
_ProcessGLTFMesh(scene, parent_actor_id, mesh, material_lookup);
}
for (uint32_t i_node = 0; i_node < parent_node->mNumChildren; i_node++)
{
HydraID child_actor_id = _ProcessGLTFNode(scene, parent_node->mChildren[i_node], material_lookup);
SetRelationship(parent_actor_id, child_actor_id);
}
return parent_actor_id;
}
void HydraActorManager::_ProcessGLTFMesh(aiScene const *scene, HydraID parent_actor_id, aiMesh *mesh, std::vector<uint32_t>material_lookup)
{
HydraID mesh_actor_id = CreateActor<HydraGLTFActor>();
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
std::vector<StandardVertexStruct> vertexes;
HydraECS *ecs = GetEngine()->ECS();
HydraECSPositionComponent position_component = {};
ecs->AddComponent<HydraECSPositionComponent>(mesh_actor_id, position_component);
for (uint32_t i_face = 0; i_face < mesh->mNumFaces; i_face++)
{
aiFace face = mesh->mFaces[i_face];
for (uint32_t i_index = 0; i_index < face.mNumIndices; i_index++)
{
uint32_t current_idx = face.mIndices[i_index];
StandardVertexStruct vert = {};
if (mesh->HasPositions())
{
vert.vertex[0] = mesh->mVertices[current_idx].x;
vert.vertex[1] = mesh->mVertices[current_idx].y;
vert.vertex[2] = mesh->mVertices[current_idx].z;
}
if (mesh->HasNormals())
{
vert.normal[0] = mesh->mNormals[current_idx].x;
vert.normal[1] = mesh->mNormals[current_idx].y;
vert.normal[2] = mesh->mNormals[current_idx].z;
}
if (mesh->HasTextureCoords(0))
{
vert.uv[0] = mesh->mTextureCoords[0][current_idx].x;
vert.uv[1] = mesh->mTextureCoords[0][current_idx].y;
}
vert.indexes[0] = mesh_actor_id;
vertexes.push_back(vert);
}
}
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
HydraID mesh_id = mesh_manager->CreateMesh(mesh_actor_id);
mesh_manager->SetVertexes(mesh_id, vertexes);
mesh_manager->CalculateNormals(mesh_id);
HydraECSMeshComponent mesh_comp;
mesh_comp.mesh_id = mesh_id;
ecs->AddComponent<HydraECSMeshComponent>(mesh_actor_id, mesh_comp);
aiString mat_name;
mat->Get(AI_MATKEY_NAME, mat_name);
HydraID material_id = material_lookup[mesh->mMaterialIndex];
if(material_id != INVALID_HYDRA_ID)
{
HydraECSMaterialComponent mat_comp;
mat_comp.material_id = material_id;
ecs->AddComponent<HydraECSMaterialComponent>(mesh_actor_id, mat_comp);
HydraMaterialStruct const * const mat_data = GetEngine()->MaterialManager()->GetMaterial(material_id);
GetEngine()->BufferManager()->AddMaterial(mesh_actor_id, material_id, *mat_data);
}
mesh_manager->SetMeshWaiting(mesh_id);
//Add renderable component
HydraPipelineManager* pipeline_manager = GetEngine()->PipelineManager();
uint32_t pipeline_id = pipeline_manager->GetPipelineID("FORWARD");
uint32_t shadow_pipeline_id = pipeline_manager->GetPipelineID("SHADOW");
uint32_t deferred_pipeline_id = pipeline_manager->GetPipelineID("DEFERRED");
HydraECSRenderableComponent render_comp;
if(pipeline_id != INVALID_HYDRA_ID)
{
render_comp.pipelines.set(pipeline_id);
}
render_comp.pipelines.set(shadow_pipeline_id);
render_comp.pipelines.set(deferred_pipeline_id);
ecs->AddComponent<HydraECSRenderableComponent>(mesh_actor_id, render_comp);
SetRelationship(parent_actor_id, mesh_actor_id);
}
/// @brief Load all of the scene textures
/// @param scene containing scene
/// @param texture_lookup index of texture in the scene to the Hydra texture ID
void HydraActorManager::_ProcessGLTFTextures(aiScene const *scene, std::vector<uint32_t> &texture_lookup)
{
HydraTextureManager *texture_manager = GetEngine()->TextureManager();
// Make space for the texture lookups
texture_lookup.resize(scene->mNumTextures);
for (uint32_t i_tex = 0; i_tex < scene->mNumTextures; i_tex++)
{
aiTexture *tex = scene->mTextures[i_tex];
// Create a holder for the texture
HydraID texture_id = texture_manager->CreateTexture(0, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, false);
// load the texture data from the scene texture
texture_manager->FillTexture(texture_id, reinterpret_cast<unsigned char *>(tex->pcData), tex->mWidth);
// store the texture id against the scene index for the texture. Materials will have *n where n is the index
texture_lookup[i_tex] = texture_id;
texture_manager->FinaliseTexture(texture_id);
}
}
void HydraActorManager::_ProcessGLTFMaterials(aiScene const *scene,
std::vector<uint32_t>& texture_lookup,
std::vector<uint32_t>& material_lookup,
std::string filename)
{
material_lookup.resize(scene->mNumMaterials);
HydraTextureManager *texture_manager = GetEngine()->TextureManager();
for (uint32_t i_mat = 0; i_mat < scene->mNumMaterials; i_mat++)
{
HydraMaterialStruct material;
aiMaterial *mat = scene->mMaterials[i_mat];
aiColor3D color(0.f, 0.f, 0.f);
aiString name;
mat->Get(AI_MATKEY_COLOR_DIFFUSE, color);
mat->Get(AI_MATKEY_NAME, name);
std::string mat_name = filename + std::to_string(i_mat);
aiTexture diffuse_tex;
uint32_t diffuse_tex_count = mat->GetTextureCount(aiTextureType::aiTextureType_DIFFUSE);
// have to do something here for multiple diffuse textures at some point.
aiString texture_path;
aiTextureMapping texture_mapping;
uint32_t uv_index;
if (diffuse_tex_count > 0)
{
mat->GetTexture(aiTextureType::aiTextureType_DIFFUSE, 0, &texture_path, &texture_mapping, &uv_index);
std::string path = std::string(texture_path.C_Str());
uint32_t texture_index = atoi(path.substr(1).c_str());
HydraID texture_id = texture_lookup[texture_index];
material.diffuse_texture = texture_id;
material.texture_types += static_cast<uint32_t>(HYDRA_TEXTURE_TYPE::DIFFUSE_TEXTURE);
}
material.diffuse_colour = glm::vec4(color.r, color.g, color.b, 1);
HydraID material_id = GetEngine()->MaterialManager()->CreateMaterial(mat_name, material);
material_lookup[i_mat] = material_id;
if (material_id == INVALID_HYDRA_ID)
{
throw std::runtime_error("Could not create material");
}
}
}
*/
HydraID HydraActorManager::_SaveActor(HydraActor *actor)
{
@@ -427,18 +245,7 @@ void HydraActorManager::TranslateActor(HydraID actorID, glm::dvec3 translation)
ecs->GetSystem<HydraTransformSystem>()->UpdateTransform(actorID);
}
void HydraActorManager::AddComponentType(HydraID actorID, uint32_t component_type)
{
if (actorID < m_actors.size())
{
HydraActor *actor = m_actors[actorID];
if (actor != nullptr)
{
actor->m_component_types.push_back(component_type);
actor->m_components_waiting++;
}
}
}
glm::mat4 HydraActorManager::GetActorPose(HydraID actorID)
{
@@ -474,40 +281,6 @@ glm::dvec3 HydraActorManager::GetActorPosition(HydraID actorID)
return pos_comp.position;
}
bool HydraActorManager::HasComponentType(HydraID actorID, uint32_t component_type)
{
if (actorID < m_actors.size())
{
HydraActor *actor = m_actors[actorID];
if (actor != nullptr)
{
for (int i = 0; i < actor->m_component_types.size(); i++)
{
if (actor->m_component_types[i] == component_type)
{
return true;
}
}
}
}
return false;
}
void HydraActorManager::RemoveComponentType(HydraID actorID, uint32_t component_type)
{
if (actorID < m_actors.size())
{
HydraActor *actor = m_actors[actorID];
if (actor != nullptr)
{
uint32_t comp_type = static_cast<uint32_t>(component_type);
if (actor->m_component_types.size() > comp_type)
{
actor->m_component_types.erase(actor->m_component_types.begin() + comp_type);
}
}
}
}
HydraID HydraActorManager::GetParent(HydraID actor_id)
{
+4 -3
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@@ -32,6 +32,7 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
public:
void Initialise(size_t max_actors);
template<class T> HydraID CreateActor();
HydraID LoadActor(std::string filename);
void DeleteActor(HydraID actorID);
@@ -52,9 +53,9 @@ class CLASS_DEFINE HydraActorManager : public HydraObject
void TranslateActor(HydraID actorID, glm::dvec3 translation);
void SetRelationship(HydraID parent_id, HydraID child_id);
void AddComponentType(HydraID actorID, uint32_t component_type);
bool HasComponentType(HydraID actorID, uint32_t component_type);
void RemoveComponentType(HydraID actorID, uint32_t component_type);
// void AddComponentType(HydraID actorID, uint32_t component_type);
// bool HasComponentType(HydraID actorID, uint32_t component_type);
// void RemoveComponentType(HydraID actorID, uint32_t component_type);
HydraID GetParent(HydraID actor_id);
HydraID GetRoot(HydraID actor_id);
@@ -0,0 +1,214 @@
#include "HydraPlanetActor.h"
#include "../../engine/HydraEngine.h"
#include "../../actor/HydraActorManager.h"
#include "../../task/HydraTask.h"
#include "../../ecs/HydraECS.h"
#include "../../ecs/components/HydraPositionComponent.h"
#include "../../ecs/components/HydraMeshComponent.h"
#include "../../ecs/components/HydraRenderableComponent.h"
#include "../../ecs/components/HydraMaterialComponent.h"
#include "../../buffer/HydraMaterialBufferManager.h"
#include "../../buffer/HydraTextureBufferManager.h"
#include "../../buffer/HydraMaterialBuffer.h"
#include "../../mesh/HydraMeshManager.h"
#include "../../mesh/HydraMesh.h"
void HydraPlanetActor::InitialiseComponents()
{
// HydraECS* ecs = GetEngine()->ECS();
// HydraID entity_id = ecs->CreateEntity();
_CreatePosition();
// _CreatePhysics();
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
_CreateQuads();
}
void HydraPlanetActor::DeferredInitialiseComponents()
{
}
void HydraPlanetActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent position_component;
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
}
void HydraPlanetActor::_CreateMesh()
{
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
HydraID mesh_id = mesh_manager->CreateMesh();
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
mesh->vertexes.resize(24);
mesh->indexes.resize(36);
float scale_x = 10000.0f;
float scale_y = 10000.0f;
float scale_z = 10000.0f;
float min_x = -0.5f * scale_x;
float min_y = -0.5f * scale_y;
float min_z = -0.5f * scale_z;
float max_x = 0.5f * scale_x;
float max_y = 0.5f * scale_y;
float max_z = 0.5f * scale_z;
float min_u = 100;
float min_v = 100;
float max_u = 0;
float max_v = 0;
// 1---2 5---6
//| / | | / |
// 0---3 4---7
HydraID actor_id = GetID();
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
// Face 0
mesh->indexes[0] = 0;
mesh->indexes[1] = 1;
mesh->indexes[2] = 2;
mesh->indexes[3] = 0;
mesh->indexes[4] = 2;
mesh->indexes[5] = 3;
mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[6] = 4;
mesh->indexes[7] = 5;
mesh->indexes[8] = 6;
mesh->indexes[9] = 4;
mesh->indexes[10] = 6;
mesh->indexes[11] = 7;
// Back Face
mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[12] = 8;
mesh->indexes[13] = 9;
mesh->indexes[14] = 10;
mesh->indexes[15] = 8;
mesh->indexes[16] = 10;
mesh->indexes[17] = 11;
mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[18] = 12;
mesh->indexes[19] = 13;
mesh->indexes[20] = 14;
mesh->indexes[21] = 12;
mesh->indexes[22] = 14;
mesh->indexes[23] = 15;
mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[24] = 16;
mesh->indexes[25] = 17;
mesh->indexes[26] = 18;
mesh->indexes[27] = 16;
mesh->indexes[28] = 18;
mesh->indexes[29] = 19;
mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[30] = 20;
mesh->indexes[31] = 21;
mesh->indexes[32] = 22;
mesh->indexes[33] = 20;
mesh->indexes[34] = 22;
mesh->indexes[35] = 23;
mesh_manager->CalculateNormals(mesh->mesh_id);
HydraECS *ecs = GetEngine()->ECS();
HydraMeshComponent mesh_comp;
mesh_comp.mesh_id = mesh_id;
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
}
void HydraPlanetActor::_CreateMaterial()
{
HydraEngine *engine = GetEngine();
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo_white.png");
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
HydraMaterialBuffer material = {};
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
mat_comp.material_id = mat_id;
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
}
void HydraPlanetActor::_CreatePhysics()
{
// HydraECSPhysicsComponent physics_component;
// physics_component.physics_state = Hydra_State::Waiting;
// physics_component.physics_definition.actor_id = GetID();
// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
// physics_component.physics_definition.mass = 100000.0f;
// physics_component.physics_definition.extent_x = 1000.0f;
// physics_component.physics_definition.extent_y = 0.5f;
// physics_component.physics_definition.extent_z = 1000.0f;
// physics_component.physics_definition.dynamic_friction = 0.5f;
// physics_component.physics_definition.restitution = 0.5f;
// HydraECS* ecs = GetEngine()->ECS();
// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
}
void HydraPlanetActor::_CreateRenderableComponent()
{
HydraRenderableComponent render_comp;
HydraECS *ecs = GetEngine()->ECS();
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
}
void HydraPlanetActor::_CreateQuads()
{
}
@@ -0,0 +1,31 @@
#ifndef HYDRAPLANETACTOR
#define HYDRAPLANETACTOR
#include "../HydraActor.h"
class CLASS_DEFINE HydraPlanetActor : public HydraActor
{
private:
double m_scale = 1.0;
double m_widthscale = 1000.0f;
HydraID m_material_component = INVALID_HYDRA_ID;
HydraID m_position_component = INVALID_HYDRA_ID;
HydraID m_mesh_component = INVALID_HYDRA_ID;
protected:
void _CreatePosition();
void _CreateMesh();
void _CreateMaterial();
void _CreatePhysics();
void _CreateRenderableComponent();
void _CreateQuads();
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
virtual void Destroy(){}
};
#endif /* HYDRAPLANETACTOR */
@@ -0,0 +1,208 @@
#include "HydraPlanetQuadActor.h"
#include "../../engine/HydraEngine.h"
#include "../../actor/HydraActorManager.h"
#include "../../task/HydraTask.h"
#include "../../ecs/HydraECS.h"
#include "../../ecs/components/HydraPositionComponent.h"
#include "../../ecs/components/HydraMeshComponent.h"
#include "../../ecs/components/HydraRenderableComponent.h"
#include "../../ecs/components/HydraMaterialComponent.h"
#include "../../buffer/HydraMaterialBufferManager.h"
#include "../../buffer/HydraTextureBufferManager.h"
#include "../../buffer/HydraMaterialBuffer.h"
#include "../../mesh/HydraMeshManager.h"
#include "../../mesh/HydraMesh.h"
void HydraPlanetQuadActor::InitialiseComponents()
{
// HydraECS* ecs = GetEngine()->ECS();
// HydraID entity_id = ecs->CreateEntity();
_CreatePosition();
// _CreatePhysics();
_CreateMaterial();
_CreateMesh();
_CreateRenderableComponent();
}
void HydraPlanetQuadActor::DeferredInitialiseComponents()
{
}
void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent position_component;
ecs->AddComponent<HydraPositionComponent>(GetID(), position_component);
}
void HydraPlanetQuadActor::_CreateMesh()
{
HydraMeshManager *mesh_manager = GetEngine()->MeshManager();
HydraID mesh_id = mesh_manager->CreateMesh();
HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
mesh->vertexes.resize(24);
mesh->indexes.resize(36);
float scale_x = 10000.0f;
float scale_y = 10000.0f;
float scale_z = 10000.0f;
float min_x = -0.5f * scale_x;
float min_y = -0.5f * scale_y;
float min_z = -0.5f * scale_z;
float max_x = 0.5f * scale_x;
float max_y = 0.5f * scale_y;
float max_z = 0.5f * scale_z;
float min_u = 100;
float min_v = 100;
float max_u = 0;
float max_v = 0;
// 1---2 5---6
//| / | | / |
// 0---3 4---7
HydraID actor_id = GetID();
mesh->vertexes[0] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[1] = {min_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[2] = {max_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[3] = {max_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
// Face 0
mesh->indexes[0] = 0;
mesh->indexes[1] = 1;
mesh->indexes[2] = 2;
mesh->indexes[3] = 0;
mesh->indexes[4] = 2;
mesh->indexes[5] = 3;
mesh->vertexes[4] = {max_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[5] = {max_x, max_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[6] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[7] = {max_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[6] = 4;
mesh->indexes[7] = 5;
mesh->indexes[8] = 6;
mesh->indexes[9] = 4;
mesh->indexes[10] = 6;
mesh->indexes[11] = 7;
// Back Face
mesh->vertexes[8] = {max_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[9] = {max_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[10] = {min_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[11] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[12] = 8;
mesh->indexes[13] = 9;
mesh->indexes[14] = 10;
mesh->indexes[15] = 8;
mesh->indexes[16] = 10;
mesh->indexes[17] = 11;
mesh->vertexes[12] = {min_x, min_y, max_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[13] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[14] = {min_x, max_y, min_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[15] = {min_x, min_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[18] = 12;
mesh->indexes[19] = 13;
mesh->indexes[20] = 14;
mesh->indexes[21] = 12;
mesh->indexes[22] = 14;
mesh->indexes[23] = 15;
mesh->vertexes[16] = {min_x, max_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[17] = {min_x, max_y, max_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[18] = {max_x, max_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[19] = {max_x, max_y, min_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[24] = 16;
mesh->indexes[25] = 17;
mesh->indexes[26] = 18;
mesh->indexes[27] = 16;
mesh->indexes[28] = 18;
mesh->indexes[29] = 19;
mesh->vertexes[20] = {min_x, min_y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[21] = {max_x, min_y, min_z, min_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[22] = {max_x, min_y, max_z, max_u, max_v, actor_id, mat_comp.material_id, 0};
mesh->vertexes[23] = {min_x, min_y, max_z, max_u, min_v, actor_id, mat_comp.material_id, 0};
mesh->indexes[30] = 20;
mesh->indexes[31] = 21;
mesh->indexes[32] = 22;
mesh->indexes[33] = 20;
mesh->indexes[34] = 22;
mesh->indexes[35] = 23;
mesh_manager->CalculateNormals(mesh->mesh_id);
HydraECS *ecs = GetEngine()->ECS();
HydraMeshComponent mesh_comp;
mesh_comp.mesh_id = mesh_id;
mesh_comp.mesh_state = HYDRA_STATE::Waiting;
ecs->AddComponent<HydraMeshComponent>(GetID(), mesh_comp);
}
void HydraPlanetQuadActor::_CreateMaterial()
{
HydraEngine *engine = GetEngine();
std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo_white.png");
HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename);
HydraMaterialBuffer material = {};
material.diffuse_texture_id = tex_id;
material.diffuse_colour = glm::vec4(1, 1, 1, 1);
material.metalic_rough = glm::vec4(0, 0.5, 0.3, 1);
HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material);
HydraMaterialComponent mat_comp = {};
mat_comp.material_id = mat_id;
engine->ECS()->AddComponent<HydraMaterialComponent>(GetID(), mat_comp);
}
void HydraPlanetQuadActor::_CreatePhysics()
{
// HydraECSPhysicsComponent physics_component;
// physics_component.physics_state = Hydra_State::Waiting;
// physics_component.physics_definition.actor_id = GetID();
// physics_component.physics_definition.physics_type = HydraPhyicsType::Static;
// physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape;
// physics_component.physics_definition.mass = 100000.0f;
// physics_component.physics_definition.extent_x = 1000.0f;
// physics_component.physics_definition.extent_y = 0.5f;
// physics_component.physics_definition.extent_z = 1000.0f;
// physics_component.physics_definition.dynamic_friction = 0.5f;
// physics_component.physics_definition.restitution = 0.5f;
// HydraECS* ecs = GetEngine()->ECS();
// ecs->AddComponent<HydraECSPhysicsComponent>(GetID(), physics_component);
}
void HydraPlanetQuadActor::_CreateRenderableComponent()
{
HydraRenderableComponent render_comp;
HydraECS *ecs = GetEngine()->ECS();
render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true);
ecs->AddComponent<HydraRenderableComponent>(GetID(), render_comp);
}
@@ -0,0 +1,33 @@
#ifndef HYDRAPLANETQUADACTOR
#define HYDRAPLANETQUADACTOR
#include "../HydraActor.h"
class CLASS_DEFINE HydraPlanetQuadActor : public HydraActor
{
private:
double m_scale = 1.0;
double m_widthscale = 1000.0f;
HydraID m_material_component = INVALID_HYDRA_ID;
HydraID m_position_component = INVALID_HYDRA_ID;
HydraID m_mesh_component = INVALID_HYDRA_ID;
protected:
void _CreatePosition();
void _CreateMesh();
void _CreateMaterial();
void _CreatePhysics();
void _CreateRenderableComponent();
public:
virtual void InitialiseComponents();
virtual void DeferredInitialiseComponents();
virtual void Destroy(){}
};
#endif /* HYDRAPLANETQUADACTOR */
@@ -17,6 +17,7 @@ class HydraBufferManager : public HydraObject
uint32_t buffer_size_bytes,
uint32_t binding,
HYDRA_BUFFER_TYPE buffer_type);
void DeleteBuffer(HydraID buffer_id);
void UpdatePartialBuffer(HydraID buffer_id, uint32_t start, uint32_t size, void *data);
void UpdateWholeBuffer(HydraID buffer_id, void* data);
@@ -6,6 +6,8 @@
#include "../task/buffer/HydraCreateUnBoundTextureTask.hpp"
#include "../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
#include "../task/renderer/HydraCreateShadowFrameBuffer.hpp"
#include "../task/renderer/HydraDeleteShadowFrameBufferTask.hpp"
#include "../ecs/components/HydraDirectionalShadowSourceComponent.h"
void HydraShadowBufferManager::Initialise()
{
@@ -118,17 +120,42 @@ void HydraShadowBufferManager::UpdatePointShadow(HydraID shadow_id, HydraPointSh
}
}
void HydraShadowBufferManager::RemoveDirectionalShadow(HydraID shadow_id)
void HydraShadowBufferManager::DeleteDirectionalShadow(HydraID shadow_id)
{
HydraECS* ecs = GetEngine()->ECS();
HydraTaskScheduler* task_scheduler = GetEngine()->TaskScheduler();
HydraDirectionalShadowSourceComponent shadow_comp = m_directional_shadow_buffer[shadow_id];
HydraID delete_frame_buffer_task_id = task_scheduler->CreateTask<HydraDeleteShadowFrameBufferTask>(HydraThreadAffinity::Render);
HydraDeleteShadowFrameBufferTask *fb_task = static_cast<HydraDeleteShadowFrameBufferTask *>(task_scheduler->GetTask(delete_frame_buffer_task_id));
fb_task->Initialise(shadow_comp.shadow_texture_id, shadow_comp.frame_buffer_id);
task_scheduler->WaitForTask(delete_frame_buffer_task_id);
}
void HydraShadowBufferManager::RemoveSpotShadow(HydraID shadow_id)
void HydraShadowBufferManager::DeleteSpotShadow(HydraID shadow_id)
{
HydraECS* ecs = GetEngine()->ECS();
HydraTaskScheduler* task_scheduler = GetEngine()->TaskScheduler();
HydraSpotShadowSourceComponent shadow_comp = m_spot_shadow_buffer[shadow_id];
HydraID delete_frame_buffer_task_id = task_scheduler->CreateTask<HydraDeleteShadowFrameBufferTask>(HydraThreadAffinity::Render);
HydraDeleteShadowFrameBufferTask *fb_task = static_cast<HydraDeleteShadowFrameBufferTask *>(task_scheduler->GetTask(delete_frame_buffer_task_id));
fb_task->Initialise(shadow_comp.shadow_texture_id, shadow_comp.frame_buffer_id);
task_scheduler->WaitForTask(delete_frame_buffer_task_id);
}
void HydraShadowBufferManager::RemovePointShadow(HydraID shadow_id)
void HydraShadowBufferManager::DeletePointShadow(HydraID shadow_id)
{
HydraECS* ecs = GetEngine()->ECS();
HydraTaskScheduler* task_scheduler = GetEngine()->TaskScheduler();
HydraPointShadowSourceComponent shadow_comp = m_point_shadow_buffer[shadow_id];
HydraID delete_frame_buffer_task_id = task_scheduler->CreateTask<HydraDeleteShadowFrameBufferTask>(HydraThreadAffinity::Render);
HydraDeleteShadowFrameBufferTask *fb_task = static_cast<HydraDeleteShadowFrameBufferTask *>(task_scheduler->GetTask(delete_frame_buffer_task_id));
fb_task->Initialise(shadow_comp.shadow_texture_id, shadow_comp.frame_buffer_id);
task_scheduler->WaitForTask(delete_frame_buffer_task_id);
}
void HydraShadowBufferManager::UpdateShadowBuffer()
@@ -23,9 +23,9 @@ class HydraShadowBufferManager : public HydraObject
void UpdateSpotShadow(HydraID shadow_id, HydraSpotShadowSourceComponent shadow);
void UpdatePointShadow(HydraID shadow_id, HydraPointShadowSourceComponent shadow);
void RemoveDirectionalShadow(HydraID shadow_id);
void RemoveSpotShadow(HydraID shadow_id);
void RemovePointShadow(HydraID shadow_id);
void DeleteDirectionalShadow(HydraID shadow_id);
void DeleteSpotShadow(HydraID shadow_id);
void DeletePointShadow(HydraID shadow_id);
void UpdateShadowBuffer();
private:
@@ -196,7 +196,6 @@ HydraID HydraTextureBufferManager::CreateTexture(std::string texture_name,
glBindTexture(GL_TEXTURE_2D, gl_tex_id);
glTextureStorage2D(gl_tex_id,1+ mip_levels, internal_format, width, height);
if (data != nullptr)
{
glTextureSubImage2D(
@@ -264,4 +263,5 @@ void HydraTextureBufferManager::DeleteTexture(HydraID texture_id)
{
UnbindTexture(m_bindless_texture_ids[texture_id]);
}
glDeleteTextures(1, &m_textures[texture_id].gl_tex_id);
}
+1
View File
@@ -9,6 +9,7 @@ void HydraECS::Init()
void HydraECS::Shutdown()
{
m_system_manager->Shutdown();
m_component_manager.release();
m_entity_manager.release();
+2 -1
View File
@@ -23,9 +23,10 @@ public:
}
void DestroyEntity(HydraID entity_id)
{
m_system_manager->EntityDeleted(entity_id);
m_entity_manager->DeleteEntity(entity_id);
m_component_manager->EntityDeleted(entity_id);
m_system_manager->EntityDeleted(entity_id);
}
template <typename T>
+18 -1
View File
@@ -6,7 +6,14 @@ void HydraSystem::Update(float delta_t_seconds)
UpdateSystem(delta_t_seconds);
}
void HydraSystem::Shutdown()
{
for(HydraID entity_id : Entities)
{
DestroyComponents(entity_id);
}
FreeSystemResources();
}
void HydraSystem::InitialiseComponents()
{
for(auto it = EntitiesToCreate.begin(); it != EntitiesToCreate.end(); ++it)
@@ -16,3 +23,13 @@ void HydraSystem::InitialiseComponents()
}
EntitiesToCreate.clear();
}
void HydraSystem::DestroyComponents(HydraID actor_id)
{
auto it = std::find(Entities.begin(), Entities.end(), actor_id);
if(it == Entities.end())
{
return;
}
DestroyComponent(actor_id);
}
+4 -2
View File
@@ -13,13 +13,15 @@ class HydraSystem : public HydraObject
void Update(float delta_t_seconds);
void InitialiseComponents();
virtual void Shutdown() {};
void DestroyComponents(HydraID actor_id);
virtual void Shutdown();
virtual void Initialise(){};
protected:
virtual void UpdateSystem(float delta_t_seconds) = 0;
virtual void InitialiseComponent(HydraID actor_id) {};
virtual void DestroyComponent(HydraID actor_id) {};
virtual void FreeSystemResources(){};
};
#endif /* HYDRASYSTEM */
@@ -72,6 +72,7 @@ public:
// Entity signature does not match system signature - erase from set
else
{
system->DestroyComponents(entity_id);
system->Entities.erase(entity_id);
system->EntitiesToCreate.erase(entity_id);
}
@@ -82,6 +83,7 @@ public:
for (auto const& pair : m_systems)
{
auto const& system = pair.second;
system->DestroyComponents(entity_id);
system->Entities.erase(entity_id);
system->EntitiesToCreate.erase(entity_id);
}
@@ -15,6 +15,7 @@
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
#include "../../task/buffer/HydraDeleteTextureTask.hpp"
#include "../../task/renderer/HydraCreateCascadeShadowFrameBuffer.hpp"
#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
#include "../../actor/HydraActorManager.h"
@@ -42,10 +43,15 @@ void HydraDirectionalShadowSourceSystem::InitialiseComponent(HydraID entity_id)
light_comp.shadow_caster = 1;
shadow_comp.shadow_id = shadow_id;
_InitialiseShadowMap(entity_id);
}
void HydraDirectionalShadowSourceSystem::DestroyComponent(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraDirectionalShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraDirectionalShadowSourceComponent>(entity_id);
GetEngine()->ShadowBufferManager()->DeleteDirectionalShadow(shadow_comp.shadow_id);
// m_shadow_actor_id = GetEngine()->ActorManager()->CreateActor<HydraTestCubeActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_shadow_actor_id);
// GetEngine()->ActorManager()->SetPosition(m_shadow_actor_id, glm::dvec3(0, 0, 0));
}
void HydraDirectionalShadowSourceSystem::UpdateSystem(float delta_t_seconds)
@@ -119,7 +125,7 @@ void HydraDirectionalShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
uint32_t depth_texture_id = 0;
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCascadeShadowFrameBuffer>(HydraThreadAffinity::Render);
HydraCreateCascadeShadowFrameBuffer *fb_task = static_cast<HydraCreateCascadeShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
fb_task->Initialise(&depth_texture_id, &shad_comp.frame_buffer_id);
task_scheduler->WaitForTask(create_framebuffer_task_id);
shad_comp.shadow_texture_id = depth_texture_id;
@@ -14,9 +14,11 @@ class HydraDirectionalShadowSourceSystem : public HydraSystem
virtual void Initialise() override;
protected:
void InitialiseComponent(HydraID entity_id) override;
void DestroyComponent(HydraID entity_id) override;
void UpdateSystem(float delta_t_seconds) override;
private:
void _UpdateShadowMap(HydraID entity_id);
void _InitialiseShadowMap(HydraID entity_id);
HydraID m_shadow_actor_id = INVALID_HYDRA_ID;
std::mutex m_mutex;
@@ -8,6 +8,7 @@
#include "../../scheduler/HydraTaskScheduler.h"
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
#include "../../task/buffer/HydraDeleteGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
#include "../../actor/HydraActorManager.h"
#include <GLMIncludes.h>
@@ -38,6 +39,15 @@ void HydraLightSystem::InitialiseComponent(HydraID entity_id)
m_lights.push_back(light_comp);
}
void HydraLightSystem::FreeSystemResources()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
HydraDeleteGPUBufferTask *task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_light_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
}
void HydraLightSystem::UpdateSystem(float delta_t_seconds)
{
_WriteToGPU();
@@ -17,6 +17,7 @@ class HydraLightSystem : public HydraSystem
uint32_t GetLightCount();
protected:
void InitialiseComponent(HydraID entity_id) override;
void FreeSystemResources() override;
virtual void UpdateSystem(float delta_t_seconds);
private:
void _WriteToGPU();
@@ -8,6 +8,7 @@
#include "../../scheduler/HydraTaskScheduler.h"
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
#include "../../task/buffer/HydraDeleteGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
#include "../../actor/HydraActorManager.h"
@@ -32,6 +33,21 @@ void HydraMaterialSystem::InitialiseComponent(HydraID entity_id)
{
}
void HydraMaterialSystem::FreeSystemResources()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
HydraDeleteGPUBufferTask *task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_material_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_texture_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
}
void HydraMaterialSystem::UpdateSystem(float delta_t_seconds)
{
_WriteToGPU();
@@ -15,7 +15,10 @@ class HydraMaterialSystem : public HydraSystem
void Initialise() override;
protected:
void InitialiseComponent(HydraID entity_id) override;
void FreeSystemResources() override;
virtual void UpdateSystem(float delta_t_seconds);
private:
void _WriteToGPU();
HydraID m_material_buffer_id = INVALID_HYDRA_ID;
@@ -5,7 +5,7 @@
#include "../../buffer/HydraBufferManager.h"
#include "../../scheduler/HydraTaskScheduler.h"
#include "../../task/buffer/HydraCreateVertexBufferTask.hpp"
#include "../../task/buffer/HydraDeleteVertexBufferTask.hpp"
#include "../../task/buffer/HydraUpdateVertexBufferTask.hpp"
#include "../../mesh/HydraMeshManager.h"
void HydraMeshSystem::Initialise()
@@ -13,6 +13,8 @@ void HydraMeshSystem::Initialise()
}
void HydraMeshSystem::InitialiseComponent(HydraID entity_id)
{
HydraECS* ecs = GetEngine()->ECS();
@@ -42,3 +44,19 @@ void HydraMeshSystem::InitialiseComponent(HydraID entity_id)
task_scheduler->WaitForTask(update_buffer_task_id);
mesh_comp.mesh_state = HYDRA_STATE::Ready;
}
void HydraMeshSystem::DestroyComponent(HydraID entity_id)
{
HydraECS* ecs = GetEngine()->ECS();
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraBufferManager *buffer_manager = GetEngine()->BufferManager();
HydraMeshComponent mesh_comp = ecs->GetComponent<HydraMeshComponent>(entity_id);
HydraID delete_vertex_task_id = task_scheduler->CreateTask<HydraDeleteVertexBufferTask>(HydraThreadAffinity::Render);
HydraDeleteVertexBufferTask *vertex_task = static_cast<HydraDeleteVertexBufferTask *>(task_scheduler->GetTask(delete_vertex_task_id));
vertex_task->Intialise(mesh_comp.vertex_buffer_id);
task_scheduler->WaitForTask(delete_vertex_task_id);
GetEngine()->MeshManager()->DeleteMesh(mesh_comp.mesh_id);
}
@@ -11,8 +11,11 @@ class HydraMeshSystem : public HydraSystem
public:
void Initialise() override;
protected:
void InitialiseComponent(HydraID entity_id) override;
void DestroyComponent(HydraID entity_id) override;
virtual void UpdateSystem(float delta_t_seconds){}
};
@@ -49,6 +49,14 @@ void HydraPointShadowSourceSystem::UpdateSystem(float delta_t_seconds)
}
}
void HydraPointShadowSourceSystem::DestroyComponent(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraPointShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
GetEngine()->ShadowBufferManager()->DeletePointShadow(shadow_comp.shadow_id);
}
void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
@@ -16,6 +16,7 @@ class HydraPointShadowSourceSystem : public HydraSystem
protected:
void InitialiseComponent(HydraID entity_id) override;
void UpdateSystem(float delta_t_seconds) override;
void DestroyComponent(HydraID entity_id) override;
private:
void _UpdateShadowMap(HydraID entity_id);
void _InitialiseShadowMap(HydraID entity_id);
@@ -56,6 +56,14 @@ void HydraSpotShadowSourceSystem::UpdateSystem(float delta_t_seconds)
}
void HydraSpotShadowSourceSystem::DestroyComponent(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraSpotShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraSpotShadowSourceComponent>(entity_id);
GetEngine()->ShadowBufferManager()->DeleteSpotShadow(shadow_comp.shadow_id);
}
void HydraSpotShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
@@ -17,6 +17,7 @@ class HydraSpotShadowSourceSystem : public HydraSystem
protected:
void InitialiseComponent(HydraID entity_id) override;
void UpdateSystem(float delta_t_seconds) override;
void DestroyComponent(HydraID entity_id) override;
private:
void _UpdateShadowMap(HydraID entity_id);
void _InitialiseShadowMap(HydraID entity_id);
@@ -4,6 +4,7 @@
#include "../components/HydraPositionComponent.h"
#include "../../scheduler/HydraTaskScheduler.h"
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
#include "../../task/buffer/HydraDeleteGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
#include "../../actor/HydraActorManager.h"
@@ -27,6 +28,16 @@ void HydraTransformSystem::Initialise()
m_model_matrix.resize(MAX_ACTORS);
}
void HydraTransformSystem::FreeSystemResources()
{
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
HydraID delete_gpu_buffer_task_id = task_scheduler->CreateTask<HydraDeleteGPUBufferTask>(HydraThreadAffinity::Render);
HydraDeleteGPUBufferTask *task = static_cast<HydraDeleteGPUBufferTask *>(task_scheduler->GetTask(delete_gpu_buffer_task_id));
task->Intialise(m_transform_buffer_id);
task_scheduler->WaitForTask(delete_gpu_buffer_task_id);
}
void HydraTransformSystem::UpdateSystem(float delta_t_seconds)
{
HydraECS *ecs = GetEngine()->ECS();
@@ -15,6 +15,7 @@ class HydraTransformSystem : public HydraSystem
virtual void UpdateSystem(float delta_t_seconds) override;
void InitialiseComponent(HydraID actor_id) override;
void FreeSystemResources() override;
private:
void _UpdateChild(HydraID parent_id, HydraID actor_id, glm::mat4 parent_transform);
void _WriteToGPU();
@@ -432,6 +432,7 @@ void HydraEngine::_Shutdown()
m_ecs->Shutdown();
//Shutdown the buffer and vertex buffer managers
HydraID shutdown_buffer_mgr_id = m_task_scheduler->CreateTask<HydraShutdownBufferManagerTask>(HydraThreadAffinity::Render);
m_task_scheduler->WaitForTask(shutdown_buffer_mgr_id);
@@ -0,0 +1,33 @@
#ifndef HYDRADELETEGPUBUFFERTASK
#define HYDRADELETEGPUBUFFERTASK
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../buffer/HydraBufferManager.h"
#include <string>
class HydraDeleteGPUBufferTask : public HydraTask
{
private:
HydraID m_buffer_id;
protected:
public:
virtual void Process() override
{
GetEngine()->BufferManager()->DeleteBuffer(m_buffer_id);
}
void Intialise(uint32_t buffer_id)
{
m_buffer_id = buffer_id;
}
};
#endif /* HYDRADELETEGPUBUFFERTASK */
@@ -0,0 +1,32 @@
#ifndef HYDRADELETETEXTURETASK
#define HYDRADELETETEXTURETASK
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../buffer/HydraTextureBufferManager.h"
class HydraDeleteTextureTask : public HydraTask
{
private:
HydraID m_texture_id;
protected:
public:
virtual void Process() override
{
GetEngine()->TextureBufferManager()->DeleteTexture(m_texture_id);
}
void Initialise(HydraID texture_id)
{
m_texture_id = texture_id;
}
};
#endif /* HYDRADELETETEXTURETASK */
@@ -0,0 +1,26 @@
#ifndef HYDRADELETEVERTEXBUFFERTASK
#define HYDRADELETEVERTEXBUFFERTASK
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../buffer/HydraVertexBufferManager.h"
class HydraDeleteVertexBufferTask : public HydraTask
{
private:
HydraID m_buffer_id;
protected:
public:
virtual void Process() override
{
GetEngine()->VertexBufferManager()->DeleteVertexBuffer(m_buffer_id);
}
void Intialise(uint32_t buffer_id)
{
m_buffer_id = buffer_id;
}
};
#endif /* HYDRADELETEVERTEXBUFFERTASK */
@@ -11,7 +11,6 @@
class HydraCreateCascadeShadowFrameBuffer : public HydraTask
{
private:
uint32_t *m_texture_id = 0;
uint32_t *m_depth_texture_id = 0;
uint32_t *m_frame_buffer_id = nullptr;
@@ -24,15 +23,6 @@ public:
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
HydraRenderSettings render_settings = engine->RenderSettings();
*m_texture_id = tex_buffer_manager->CreateTextureArray("shadow_FB",
DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE,
GL_RGBA8,
GL_NEAREST,
GL_NEAREST,
6);
HydraTextureBuffer texture = tex_buffer_manager->GetTexture(*m_texture_id);
*m_depth_texture_id = tex_buffer_manager->CreateTextureArray("shadow_depth_buffer",
DIRECTIONAL_SHADOW_MAP_SIZE, DIRECTIONAL_SHADOW_MAP_SIZE,
GL_DEPTH_COMPONENT32F,
@@ -44,10 +34,6 @@ public:
glGenFramebuffers(1, m_frame_buffer_id);
glBindFramebuffer(GL_FRAMEBUFFER, *m_frame_buffer_id);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTextureParameteri(texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// FIX 1: Set explicit filters for the depth texture to prevent incomplete attachment
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -57,14 +43,13 @@ public:
glTextureParameteri(depth_texture.gl_tex_id, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTextureParameterfv(depth_texture.gl_tex_id, GL_TEXTURE_BORDER_COLOR, &border[0]);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texture.gl_tex_id, 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depth_texture.gl_tex_id, 0);
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_COLOR_ATTACHMENT0);
glNamedFramebufferDrawBuffer(*m_frame_buffer_id, GL_NONE);
glNamedFramebufferReadBuffer(*m_frame_buffer_id, GL_NONE);
GLenum draw_buffers[] = {GL_COLOR_ATTACHMENT0};
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 1, draw_buffers);
glNamedFramebufferDrawBuffers(*m_frame_buffer_id, 0, nullptr);
GLenum status = glCheckNamedFramebufferStatus(*m_frame_buffer_id, GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
@@ -76,9 +61,8 @@ public:
tex_buffer_manager->BindTexture(*m_depth_texture_id, GL_TEXTURE_2D_ARRAY);
}
void Initialise(uint32_t *texture_id, uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
void Initialise( uint32_t *depth_texture_id, uint32_t *frame_buffer_id)
{
m_texture_id = texture_id;
m_frame_buffer_id = frame_buffer_id;
m_depth_texture_id = depth_texture_id;
}
@@ -0,0 +1,36 @@
#ifndef HYDRADELETESHADOWFRAMEBUFFERTASK
#define HYDRADELETESHADOWFRAMEBUFFERTASK
#include "../HydraTask.h"
#include "../../engine/HydraEngine.h"
#include "../../renderer/HydraRenderer.h"
#include <GLMIncludes.h>
#include "../../GlewIncludes.h"
#include "../../buffer/HydraTextureBufferManager.h"
class HydraDeleteShadowFrameBufferTask : public HydraTask
{
private:
uint32_t m_depth_texture_id = 0;
uint32_t m_frame_buffer_id = 0;
protected:
public:
void Process() override
{
HydraEngine *engine = GetEngine();
HydraTextureBufferManager *tex_buffer_manager = engine->TextureBufferManager();
tex_buffer_manager->DeleteTexture(m_depth_texture_id);
glDeleteFramebuffers(0, &m_frame_buffer_id);
}
void Initialise( uint32_t depth_texture_id, uint32_t frame_buffer_id)
{
m_frame_buffer_id = frame_buffer_id;
m_depth_texture_id = depth_texture_id;
}
};
#endif /* HYDRADELETESHADOWFRAMEBUFFERTASK */
@@ -0,0 +1,606 @@
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ClCompile:
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Build FAILED.
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-ladxj9\\cmTC_d0be4.vcxproj" (default target) (1) ->
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-1vadka\\cmTC_dd693.vcxproj" (default target) (1) ->
(ClCompile target) ->
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C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-1vadka\\src.cxx(1,10): error C1083: Cannot open include file: 'pthread.h': No such file or directory [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-1vadka\\cmTC_dd693.vcxproj]
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exitCode: 1
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Copyright (C) Microsoft Corporation. All rights reserved.
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_71e3f.dir\\Debug\\\\" /Fd"cmTC_71e3f.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\CheckFunctionExists.cxx"
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_5e399.dir\\Debug\\\\" /Fd"cmTC_5e399.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\CheckFunctionExists.cxx"
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Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj" (default targets) -- FAILED.
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\link.exe /OUT:"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\Debug\\cmTC_5e399.exe" /INCREMENTAL /ILK:"cmTC_5e399.dir\\Debug\\cmTC_5e399.ilk" /NOLOGO pthreads.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-8m4rhk/Debug/cmTC_5e399.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /IMPLIB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-8m4rhk/Debug/cmTC_5e399.lib" /MACHINE:X64 /machine:x64 cmTC_5e399.dir\\Debug\\CheckFunctionExists.obj
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\cmTC_5e399.vcxproj]
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\cmTC_5e399.vcxproj" (default targets) -- FAILED.
Build FAILED.
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj" (default target) (1) ->
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\cmTC_5e399.vcxproj" (default target) (1) ->
(Link target) ->
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-xp6u87\\cmTC_71e3f.vcxproj]
LINK : fatal error LNK1104: cannot open file 'pthreads.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-8m4rhk\\cmTC_5e399.vcxproj]
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Time Elapsed 00:00:00.34
exitCode: 1
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directories:
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Run Build Command(s): "C:/Program Files/Microsoft Visual Studio/2022/Professional/MSBuild/Current/Bin/amd64/MSBuild.exe" cmTC_62230.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=17.0 /v:n
Run Build Command(s): "C:/Program Files/Microsoft Visual Studio/2022/Professional/MSBuild/Current/Bin/amd64/MSBuild.exe" cmTC_81a97.vcxproj /p:Configuration=Debug /p:Platform=x64 /p:VisualStudioVersion=17.0 /v:n
MSBuild version 17.14.40+3e7442088 for .NET Framework
Build started 05/08/2026 14:49:35.
Build started 17/08/2026 20:45:28.
Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" on node 1 (default targets).
Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\cmTC_81a97.vcxproj" on node 1 (default targets).
PrepareForBuild:
Structured output is enabled. The formatting of compiler diagnostics will reflect the error hierarchy. See https://aka.ms/cpp/structured-output for more details.
Creating directory "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\Debug\\".
Creating directory "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\".
Creating directory "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\Debug\\".
Creating directory "cmTC_81a97.dir\\Debug\\cmTC_81a97.tlog\\".
InitializeBuildStatus:
Creating "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
Touching "cmTC_62230.dir\\Debug\\cmTC_62230.tlog\\unsuccessfulbuild".
Creating "cmTC_81a97.dir\\Debug\\cmTC_81a97.tlog\\unsuccessfulbuild" because "AlwaysCreate" was specified.
Touching "cmTC_81a97.dir\\Debug\\cmTC_81a97.tlog\\unsuccessfulbuild".
ClCompile:
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Copyright (C) Microsoft Corporation. All rights reserved.
cl /c /Zi /W1 /WX- /diagnostics:column /Od /Ob0 /D _MBCS /D WIN32 /D _WINDOWS /D CHECK_FUNCTION_EXISTS=pthread_create /D _MBCS /D "CMAKE_INTDIR=\\"Debug\\"" /EHsc /RTC1 /MDd /std:c++17 /Fo"cmTC_62230.dir\\Debug\\\\" /Fd"cmTC_62230.dir\\Debug\\vc143.pdb" /external:W1 /TP /errorReport:queue "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\CheckFunctionExists.cxx"
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LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj]
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" (default targets) -- FAILED.
C:\\Program Files\\Microsoft Visual Studio\\2022\\Professional\\VC\\Tools\\MSVC\\14.44.35207\\bin\\HostX64\\x64\\link.exe /OUT:"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\Debug\\cmTC_81a97.exe" /INCREMENTAL /ILK:"cmTC_81a97.dir\\Debug\\cmTC_81a97.ilk" /NOLOGO pthread.lib kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-jfjvjg/Debug/cmTC_81a97.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /IMPLIB:"C:/Code/HydraV3/build/CMakeFiles/CMakeScratch/TryCompile-jfjvjg/Debug/cmTC_81a97.lib" /MACHINE:X64 /machine:x64 cmTC_81a97.dir\\Debug\\CheckFunctionExists.obj
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\cmTC_81a97.vcxproj]
Done Building Project "C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\cmTC_81a97.vcxproj" (default targets) -- FAILED.
Build FAILED.
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj" (default target) (1) ->
"C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\cmTC_81a97.vcxproj" (default target) (1) ->
(Link target) ->
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-0eom9k\\cmTC_62230.vcxproj]
LINK : fatal error LNK1104: cannot open file 'pthread.lib' [C:\\Code\\HydraV3\\build\\CMakeFiles\\CMakeScratch\\TryCompile-jfjvjg\\cmTC_81a97.vcxproj]
0 Warning(s)
1 Error(s)
Time Elapsed 00:00:00.36
Time Elapsed 00:00:00.33
exitCode: 1
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C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\RENESAS-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\SCO-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\SUNPRO-CXX-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\TI-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\TICLANG-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\TASKING-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\VISUALAGE-CXX-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\WATCOM-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\XL-CXX-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\XLCLANG-CXX-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\ZOS-CXX-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILERID\VS-10.VCXPROJ.IN
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\INTERNAL\CMAKECXXLINKERINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\INTERNAL\CMAKECOMMONLINKERINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\INTERNAL\CMAKEDETERMINELINKERID.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\INTERNAL\CMAKEINSPECTCXXLINKER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\INTERNAL\FEATURETESTING.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\LINKER\MSVC-CXX.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\LINKER\MSVC.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\LINKER\WINDOWS-MSVC-CXX.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\LINKER\WINDOWS-MSVC.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\WINDOWS-DETERMINE-CXX.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\WINDOWS-INITIALIZE.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\WINDOWS-MSVC-CXX.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\PLATFORM\WINDOWS-MSVC.CMAKE
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@@ -11,6 +11,8 @@ C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp;C:\Code\HydraV3
C:\Code\HydraV3\HydraEngine\source\actor\HydraTestCubeActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTestCubeActor.obj
C:\Code\HydraV3\HydraEngine\source\actor\HydraTestLightActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTestLightActor.obj
C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraTextureDebugActor.obj
C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPlanetActor.obj
C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetQuadActor.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraPlanetQuadActor.obj
C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraBufferManager.obj
C:\Code\HydraV3\HydraEngine\source\buffer\HydraLightBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraLightBufferManager.obj
C:\Code\HydraV3\HydraEngine\source\buffer\HydraMaterialBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMaterialBufferManager.obj
@@ -1,4 +1,4 @@
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTCUBEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREDEBUGACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
^C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\CMAKECXXCOMPILERID.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAACTORMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRABUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRACAMERA.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADEFERREDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRADIRECTIONALSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAECS.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAENGINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAFORWARDPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGAMEPROXY.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAGLTFLOADER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAINPUTMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRALIGHTSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMATERIALSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAMESHSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOBJECT.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAOUTPUTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANETACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLANETQUADACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPLAYERACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAPOINTSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSTAGE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRARENDERSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASHADOWPIPELINE.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASPOTSHADOWSOURCESYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRASYSTEMMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASK.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKBARRIER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATASKSCHEDULER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTCUBEACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATESTLIGHTACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATEXTUREDEBUGACTOR.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATHREAD.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRATRANSFORMSYSTEM.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAVERTEXBUFFERMANAGER.OBJ|C:\CODE\HYDRAV3\BUILD\HYDRAENGINE\HYDRAENGINE.DIR\DEBUG\HYDRAWINDOWMANAGER.OBJ
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.lib
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.EXP
C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.ilk
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+4
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@@ -454,6 +454,10 @@ if %errorlevel% neq 0 goto :VCEnd</Command>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTestLightActor.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetActor.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetActor.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetQuadActor.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetQuadActor.h" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.h" />
@@ -40,6 +40,12 @@
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetActor.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetQuadActor.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@@ -195,6 +201,12 @@
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraTextureDebugActor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetActor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\PlanetActor\HydraPlanetQuadActor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h">
<Filter>Header Files</Filter>
</ClInclude>
File diff suppressed because one or more lines are too long
+3 -3
View File
@@ -1,8 +1,8 @@
================================================================================
Linker Errors
Generated: 2026-08-17T09:12:08.024Z
Generated: 2026-08-17T20:34:28.218Z
Total Errors: 1
================================================================================
[LNK1201] (MSVC)
error writing to program database 'C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.pdb'; check for insufficient disk space, invalid path, or insufficient privilege [C:\Code\HydraV3\build\HydraEngine\HydraEngine.vcxproj]
[LNK1168] (MSVC)
cannot open C:\Code\HydraV3\build\Debug\HydraClient.exe for writing [C:\Code\HydraV3\build\HydraClient.vcxproj]
@@ -2,23 +2,88 @@
C:\CODE\HYDRAV3\BUILD\CMAKEFILES\4.3.3\CMAKECXXCOMPILER.CMAKE
C:\CODE\HYDRAV3\BUILD\CMAKEFILES\4.3.3\CMAKERCCOMPILER.CMAKE
C:\CODE\HYDRAV3\BUILD\CMAKEFILES\4.3.3\CMAKESYSTEM.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKECXXCOMPILER.CMAKE.IN
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKECXXCOMPILERABI.CPP
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKECXXINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKECOMMONLANGUAGEINCLUDE.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKECOMPILERIDDETECTION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINECXXCOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINECOMPILERABI.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINECOMPILERID.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINECOMPILERSUPPORT.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINERCCOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEDETERMINESYSTEM.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEFINDBINUTILS.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEGENERICSYSTEM.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEINITIALIZECONFIGS.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKELANGUAGEINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEPARSEIMPLICITINCLUDEINFO.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEPARSEIMPLICITLINKINFO.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKEPARSELIBRARYARCHITECTURE.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKERCCOMPILER.CMAKE.IN
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKERCINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKESYSTEM.CMAKE.IN
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKESYSTEMSPECIFICINFORMATION.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKESYSTEMSPECIFICINITIALIZE.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKETESTCXXCOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKETESTCOMPILERCOMMON.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\CMAKETESTRCCOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\ADSP-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\ARMCC-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\ARMCLANG-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\APPLECLANG-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\BORLAND-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\CMAKECOMMONCOMPILERMACROS.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\CLANG-DETERMINECOMPILER.CMAKE
C:\PROGRAM FILES\CMAKE\SHARE\CMAKE-4.3\MODULES\COMPILER\CLANG-DETERMINECOMPILERINTERNAL.CMAKE
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