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engine.h
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182 lines (137 loc) · 5.74 KB
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#pragma once
////////////////////////////////////////////////////////////////////////////////////
// This source file is part of v71's engine
//
// Copyright (c) 2011-2050 v71
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
////////////////////////////////////////////////////////////////////////////////////
#pragma warning(disable:6386)
#pragma warning(disable:26451)
#define _CRT_SECURE_NO_WARNINGS
// debug_new.cpp
// compile by using: cl /EHsc /W4 /D_DEBUG /MDd debug_new.cpp
#define _CRTDBG_MAP_ALLOC
#include <cstdlib>
#include <crtdbg.h>
#ifdef _DEBUG
#define DBG_NEW new ( _NORMAL_BLOCK , __FILE__ , __LINE__ )
// Replace _NORMAL_BLOCK with _CLIENT_BLOCK if you want the
// allocations to be of _CLIENT_BLOCK type
#else
#define DBG_NEW new
#endif
////////////////////////////////////////////////////////////////////////////////////
// include directories
#include <vml3.0/os/common.h>
////////////////////////////////////////////////////////////////////////////////////
// host system
#ifdef _WIN32
#include <windows.h>
#include <mmsystem.h>
#pragma comment(lib,"winmm.lib")
#include <vml3.0/os/errormsg.h> // error/warning/trace messaging , platform dependent
#include <vml3.0/os/cpuinfo2.h> // system info detection class ,platform dependent
#include <vml3.0/os/timer.h> // timer class ,platform dependent
#endif
////////////////////////////////////////////////////////////////////////////////////
// bits utils
#include <vml3.0/utils/bitarray8.h>
#include <vml3.0/utils/bitarray16.h>
#include <vml3.0/utils/bitarray32.h>
#include <vml3.0/utils/uniqueid.h>
////////////////////////////////////////////////////////////////////////////////////
// os
#include <vml3.0/os/internalflags.h>
#include <vml3.0/os/preferencesflags.h>
////////////////////////////////////////////////////////////////////////////////////
// string utils
#include <vml3.0/strings/stringconverter.h>
#include <vml3.0/strings/stringutils.h>
#include <vml3.0/strings/stringpath.h>
////////////////////////////////////////////////////////////////////////////////////
// logger
#include <vml3.0/utils/logger.h>
////////////////////////////////////////////////////////////////////////////////////
// assetstore
#include <vml3.0/utils/assetstore.h>
////////////////////////////////////////////////////////////////////////////////////
// session
#include <vml3.0/utils/globalpaths.h>
////////////////////////////////////////////////////////////////////////////////////
// json
#include <vml3.0/utils/json.hpp>
////////////////////////////////////////////////////////////////////////////////////
// math
#include <vml3.0/math/mathutils.h>
#include <vml3.0/mesh/procedural.h>
#include <vml3.0/math/2d/geometry2d.h>
#include <vml3.0/math/3d/geometry3d.h>
////////////////////////////////////////////////////////////////////////////////////
// rendering context
#include <vml3.0/opengl/opengl.h>
#include <vml3.0/opengl/debugrendering/rgbutils.h>
#include <vml3.0/libs/stb/stb_image.h>
#include <vml3.0/opengl/textures/texture.h>
/////////////////////////////////////////////////////////////////////////////////////
// stores
namespace vml
{
namespace stores
{
extern vml::utils::SharedResourceStore* ShaderStore; // shader stores
extern vml::utils::SharedResourceStore* MeshStore; // mesh stores
extern vml::utils::SharedResourceStore* TextureStore; // texture stores
}
}
////////////////////////////////////////////////////////////////////////////////////
// meshes
#include <vml3.0/mesh/mesh.h>
#include <vml3.0/mesh/model.h>
#include <vml3.0/mesh/object.h>
////////////////////////////////////////////////////////////////////////////////////
// debug rendering
#include <vml3.0/opengl/debugrendering/debugrendering.h>
////////////////////////////////////////////////////////////////////////////////////
// core
#include <vml3.0/os/core.h>
////////////////////////////////////////////////////////////////////////////////////
// handelrs
#include <vml3.0/handlers/objectshandler.h>
#include <vml3.0/handlers/scenehandler.h>
////////////////////////////////////////////////////////////////////////////////////
// meshes
/*
#include <vml2.0/core/mesh/removeduplicates.h>
#include <vml2.0/core/mesh/meshbuilder.h>
#include <vml2.0/libs/assimpimporter/importer.h>
#include <vml2.0/opengl/view/frustum3d.h>
#include <vml2.0/core/mesh/objectmanager2.h>
////////////////////////////////////////////////////////////////////////////////////
// texture
#include <vml2.0\libs\stb\stb_image.h>
#include <vml2.0\opengl\textures\texture.h>
#include <vml2.0\opengl\textures\texturestore.h>
namespace vml { extern vml::textures::TextureStore* TextureStore; }
*/
/*
////////////////////////////////////////////////////////////////////////////////////
#include <vml2.0/core/octree/meshcollider.h>
#include <vml2.0/core/octree/octree.h>
*/