spot light

This commit is contained in:
Confideo-IOM
2026-07-24 19:03:34 +01:00
parent 120f18b1f9
commit 3be84d07de
42 changed files with 311 additions and 265 deletions
+8 -8
View File
@@ -9,15 +9,15 @@ bool HydraGame::Initialise()
// GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f); // 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)); // GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f));
m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>(); m_sun_light_id = GetEngine()->ActorManager()->CreateActor<HydraSpotLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id); GetEngine()->ActorManager()->InitialiseActor(m_sun_light_id);
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.5f, 0.0f, 0.0f); GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.25f, 0.0f, 0.0f);
GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 4.0f, 10.0f)); GetEngine()->ActorManager()->SetPosition(m_sun_light_id, glm::dvec3(0.0f, 5.0f, 10.0f));
m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>(); // m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraPointLightActor>();
GetEngine()->ActorManager()->InitialiseActor(m_other_light_id); // GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, 0.0f, 0.0f); // GetEngine()->ActorManager()->SetOrientation(m_other_light_id, -0.5f, 0.0f, 0.0f);
GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(5.0f, 4.0f, 5.0f)); // GetEngine()->ActorManager()->SetPosition(m_other_light_id, glm::dvec3(5.0f, 4.0f, 5.0f));
// m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>(); // m_other_light_id = GetEngine()->ActorManager()->CreateActor<HydraDirectionalLightActor>();
// GetEngine()->ActorManager()->InitialiseActor(m_other_light_id); // GetEngine()->ActorManager()->InitialiseActor(m_other_light_id);
// GetEngine()->ActorManager()->SetOrientation(m_other_light_id, 0.4f, 0.5f, 0.0f); // GetEngine()->ActorManager()->SetOrientation(m_other_light_id, 0.4f, 0.5f, 0.0f);
@@ -61,7 +61,7 @@ void HydraGame::Update(float delta_t_seconds)
// } // }
m_angle += m_diff; m_angle += m_diff;
GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0); //GetEngine()->ActorManager()->SetOrientation(m_sun_light_id, -0.2, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_gltf_id, 0, m_angle, 0);
// GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0); // GetEngine()->ActorManager()->SetOrientation(m_plane_actor_id, 0, m_angle, 0);
} }
+1
View File
@@ -9,6 +9,7 @@
#include "../source/actor/HydraPlayerActor.h" #include "../source/actor/HydraPlayerActor.h"
#include "../source/actor/HydraDirectionalLightActor.h" #include "../source/actor/HydraDirectionalLightActor.h"
#include "../source/actor/HydraPointLightActor.h" #include "../source/actor/HydraPointLightActor.h"
#include "../source/actor/HydraSpotLightActor.h"
#include "../source/camera/HydraCamera.h" #include "../source/camera/HydraCamera.h"
#include <GLMIncludes.h> #include <GLMIncludes.h>
@@ -25,8 +25,8 @@ struct light_structure
float constant; float constant;
float linear; float linear;
float quadratic; float quadratic;
float falloff; float cutoff;
float falloff_smooth; float cutoff_outer;
uint entity_id; uint entity_id;
uint light_type; uint light_type;
}; };
@@ -166,51 +166,12 @@ vec3 DirectionalShading(vec3 normal,
vec3 view_pos) vec3 view_pos)
{ {
// vec3 N = normalize(normal);
// vec3 V = normalize(vieview_pos - world_pos);
// // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
// vec3 F0 = vec3(0.04);
// F0 = mix(F0, diffuse, metallic);
// // reflectance equation
// vec3 Lo = vec3(0.0);
// // calculate per-light radiance
// vec3 L = normalize(lightDir);
// vec3 H = normalize(V + L);
float distance = length(light_pos - world_pos); float distance = length(light_pos - world_pos);
float attenuation = 1.0; float attenuation = 1.0;
vec3 radiance = diffuse * attenuation; vec3 radiance = diffuse * attenuation;
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic); vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
// // Cook-Torrance BRDF
// float NDF = DistributionGGX(N, H, roughness);
// float G = GeometrySmith(N, V, L, roughness);
// vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
// vec3 numerator = NDF * G * F;
// float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
// vec3 specular = numerator / denominator;
// // kS is equal to Fresnel
// vec3 kS = F;
// // for energy conservation, the diffuse and specular light can't
// // be above 1.0 (unless the surface emits light); to preserve this
// // relationship the diffuse component (kD) should equal 1.0 - kS.
// vec3 kD = vec3(1.0) - kS;
// // multiply kD by the inverse metalness such that only non-metals
// // have diffuse lighting, or a linear blend if partly metal (pure metals
// // have no diffuse light).
// kD *= 1.0 - metallic;
// // scale light by NdotL
// float NdotL = max(dot(N, L), 0.0);
// // add to outgoing radiance Lo
// Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again
return Lo; return Lo;
} }
@@ -229,57 +190,58 @@ vec3 PointShading(vec3 normal,
vec3 view_pos) vec3 view_pos)
{ {
// vec3 N = normalize(normal);
// vec3 V = normalize(viewPos - worldPos);
// // calculate reflectance at normal incidence; if dia-electric (like plastic) use F0
// // of 0.04 and if it's a metal, use the albedo color as F0 (metallic workflow)
// vec3 F0 = vec3(0.04);
// F0 = mix(F0, diffuse, metallic);
// // reflectance equation
// vec3 Lo = vec3(0.0);
// // calculate per-light radiance
// vec3 L = normalize(lightPos - worldPos);
// vec3 H = normalize(V + L);
float distance = length(light_pos - world_pos); float distance = length(light_pos - world_pos);
float attenuation = 1.0; float attenuation = 1.0;
//attenuation = light_intensity / (distance * distance);
attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance)); attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
vec3 radiance = diffuse * attenuation; vec3 radiance = diffuse * attenuation;
vec3 light_dir = normalize(light_pos - world_pos); vec3 light_dir = normalize(light_pos - world_pos);
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic); vec3 Lo = CalculatePBR(normal, view_pos, world_pos, light_dir, diffuse, radiance, roughness, metallic);
// // Cook-Torrance BRDF return Lo;
// float NDF = DistributionGGX(N, H, roughness); }
// float G = GeometrySmith(N, V, L, roughness); vec3 SpotShading(vec3 normal,
// vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0); vec3 diffuse,
float roughness,
float metallic,
float light_intensity,
vec3 light_dir,
vec3 light_pos,
float cutoff,
float cutoff_outer,
float light_constant,
float light_linear,
float light_quadratic,
vec3 world_pos,
vec3 view_pos)
{
// vec3 numerator = NDF * G * F; vec3 direction_to_light = normalize(light_pos - world_pos);
// float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero float theta = dot(direction_to_light, light_dir);
// vec3 specular = (numerator / denominator) * attenuation; float falloff = 0.0f;
// // kS is equal to Fresnel
// vec3 kS = F;
// // for energy conservation, the diffuse and specular light can't
// // be above 1.0 (unless the surface emits light); to preserve this
// // relationship the diffuse component (kD) should equal 1.0 - kS.
// vec3 kD = vec3(1.0) - kS;
// // multiply kD by the inverse metalness such that only non-metals
// // have diffuse lighting, or a linear blend if partly metal (pure metals
// // have no diffuse light).
// kD *= 1.0 - metallic;
// // scale light by NdotL
// float NdotL = max(dot(N, L), 0.0);
// // add to outgoing radiance Lo
// Lo += (kD * diffuse / PI + specular) * radiance * NdotL; // note that we already multiplied the BRDF by the Fresnel (kS) so we won't multiply by kS again // if(theta > cutoff)
// {
float epsilon = cutoff - cutoff_outer;
falloff = clamp((theta - cutoff_outer) / epsilon, 0.0, 1.0);
//}
float distance = length(light_pos - world_pos);
float attenuation = 1.0;
attenuation = light_intensity / (light_constant + (light_linear * distance) + (light_quadratic * distance * distance));
vec3 radiance = diffuse * attenuation * falloff;
vec3 Lo = CalculatePBR(normal, view_pos, world_pos, direction_to_light, diffuse, radiance, roughness, metallic);
return Lo; return Lo;
} }
mat3 GetRotationOnlyMatrix(mat4 model_mat) mat3 GetRotationOnlyMatrix(mat4 model_mat)
{ {
mat3 rot_mat; mat3 rot_mat;
@@ -313,17 +275,17 @@ void main()
{ {
mat4 model = model_matrix[lights[i].entity_id]; mat4 model = model_matrix[lights[i].entity_id];
mat3 rot_mat = GetRotationOnlyMatrix(model); mat3 rot_mat = GetRotationOnlyMatrix(model);
vec3 light_direction = rot_mat * vec3(0,0,1); vec3 light_direction = normalize(rot_mat * vec3(0,0,1));
vec3 light_pos = model[3].xyz; vec3 light_pos = model[3].xyz;
if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL) if(lights[i].light_type == HYDRA_LIGHT_DIRECTIONAL)
{ {
Lo+= DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos); Lo += DirectionalShading(normal, diffuse.xyz, rough, metal, lights[i].intensity, light_direction, light_pos, world_pos, ubo_per_frame.viewer_pos);
} }
else if(lights[i].light_type == HYDRA_LIGHT_POINT) else if(lights[i].light_type == HYDRA_LIGHT_POINT)
{ {
Lo+= PointShading(normal, Lo += PointShading(normal,
diffuse.xyz, diffuse.xyz,
rough, rough,
metal, metal,
@@ -335,6 +297,23 @@ void main()
world_pos, world_pos,
ubo_per_frame.viewer_pos); ubo_per_frame.viewer_pos);
} }
else if(lights[i].light_type == HYDRA_LIGHT_SPOT)
{
Lo += SpotShading(normal,
diffuse.xyz,
rough,
metal,
lights[i].intensity,
light_direction,
light_pos,
lights[i].cutoff,
lights[i].cutoff_outer,
lights[i].constant,
lights[i].linear,
lights[i].quadratic,
world_pos,
ubo_per_frame.viewer_pos);
}
} }
@@ -347,7 +326,7 @@ void main()
float ao = 1; float ao = 1;
vec3 ambient = vec3(0.05) * diffuse.xyz * ao; vec3 ambient = vec3(0.05) * diffuse.xyz * ao;
vec3 output_color = Lo; vec3 output_color = Lo + ambient;
// HDR tonemapping // HDR tonemapping
output_color = output_color / (output_color + vec3(1.0)); output_color = output_color / (output_color + vec3(1.0));
@@ -21,9 +21,10 @@ void HydraSpotLightActor::InitialiseComponents()
HydraECS *ecs = GetEngine()->ECS(); HydraECS *ecs = GetEngine()->ECS();
light_comp.diffuse = glm::vec4(1,1,1,1); light_comp.diffuse = glm::vec4(1,1,1,1);
light_comp.intensity = 100.0f; light_comp.intensity = 1000.0f;
light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_SPOT); light_comp.light_type = static_cast<uint32_t>(HYDRA_LIGHT_TYPE::HYDRA_LIGHT_SPOT);
light_comp.cutoff = glm::cos(glm::radians(10.0f));
light_comp.cutoff_outer = glm::cos(glm::radians(25.0f));
light_comp.entity_id = GetID(); light_comp.entity_id = GetID();
ecs->AddComponent<HydraLightComponent>(GetID(), light_comp); ecs->AddComponent<HydraLightComponent>(GetID(), light_comp);
@@ -11,8 +11,8 @@ struct HydraLightComponent
float constant = 1.0f; float constant = 1.0f;
float linear = 0.7; float linear = 0.7;
float quadratic = 1.8; float quadratic = 1.8;
float falloff = 1.5; float cutoff = 0.5f;
float falloff_smooth = 0.0f; float cutoff_outer = 0.75f;
HydraID entity_id; HydraID entity_id;
uint32_t light_type; uint32_t light_type;
}; };
@@ -161,28 +161,28 @@
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@@ -27,7 +27,7 @@
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@@ -100,7 +100,7 @@
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@@ -22,10 +22,10 @@
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@@ -25,10 +25,10 @@
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@@ -22,10 +22,10 @@
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C:\Code\HydraV3\HydraEngine\source\buffer\HydraMaterialBufferManager.cpp;C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraMaterialBufferManager.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\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\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\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\HYDRATEXTUREBUFFERMANAGER.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\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\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\HYDRASPOTLIGHTACTOR.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\HYDRATEXTUREBUFFERMANAGER.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.lib
C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.EXP C:\Code\HydraV3\build\HydraEngine\Debug\HydraEngine.EXP
C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.ilk C:\Code\HydraV3\build\HydraEngine\HydraEngine.dir\Debug\HydraEngine.ilk
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+2
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@@ -446,6 +446,8 @@ if %errorlevel% neq 0 goto :VCEnd</Command>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPlayerActor.h" /> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPlayerActor.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp" /> <ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.h" /> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.h" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h" /> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h" />
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp" /> <ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp" />
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.h" /> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.h" />
@@ -28,6 +28,9 @@
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp"> <ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp"> <ClCompile Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBufferManager.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@@ -156,6 +159,9 @@
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.h"> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraPointLightActor.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\actor\HydraSpotLightActor.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h"> <ClInclude Include="C:\Code\HydraV3\HydraEngine\source\buffer\HydraBuffer.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>