mirror of https://github.com/axmolengine/axmol.git
parent
def3f8220b
commit
9b3a02f350
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@ -414,20 +414,20 @@ bool GLProgram::compileShader(GLuint * shader, GLenum type, const GLchar* source
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}
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GLchar lightStruct[] = {
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"#define MAX_LIGHT 6 \n"
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"#define CC_MAX_LIGHT 6 \n"
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"struct LightSource \n"
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"{ \n"
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" vec4 color; \n"
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" vec3 position; \n"
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" vec3 direction; \n"
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" float range; \n"
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" float range2; \n"
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" float innerAngle; \n"
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" float outerAngle; \n"
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" float type; \n"
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" float use; \n"
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" float none; \n"
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"}; \n"
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"uniform LightSource CC_LightSource[MAX_LIGHT];\n"
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"uniform LightSource CC_LightSource[CC_MAX_LIGHT];\n"
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};
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const GLchar *sources[] = {
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@ -905,8 +905,8 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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mvInverse.transpose();
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GLfloat normalMat[9];
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normalMat[0] = mvInverse.m[0];normalMat[1] = mvInverse.m[1];normalMat[2] = mvInverse.m[2];
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normalMat[3] = mvInverse.m[3];normalMat[4] = mvInverse.m[4];normalMat[5] = mvInverse.m[5];
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normalMat[6] = mvInverse.m[6];normalMat[7] = mvInverse.m[7];normalMat[8] = mvInverse.m[8];
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normalMat[3] = mvInverse.m[4];normalMat[4] = mvInverse.m[5];normalMat[5] = mvInverse.m[6];
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normalMat[6] = mvInverse.m[8];normalMat[7] = mvInverse.m[9];normalMat[8] = mvInverse.m[10];
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setUniformLocationWithMatrix3fv(_builtInUniforms[UNIFORM_NORMAL_MATRIX], normalMat, 1);
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}
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@ -947,11 +947,11 @@ void GLProgram::setUniformsForBuiltins(const Mat4 &matrixMV)
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lightSources[4 + idx] = pos.x;lightSources[5 + idx] = pos.y;lightSources[6 + idx] = pos.z;
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lightSources[7 + idx] = dir.x;lightSources[8 + idx] = dir.y;lightSources[9 + idx] = dir.z;
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lightSources[10 + idx] = iter->getRange();
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lightSources[11 + idx] = iter->getInnerAngle();
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lightSources[12 + idx] = iter->getOuterAngle();
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lightSources[13 + idx] = static_cast<float>(iter->getLightType());
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lightSources[14 + idx] = static_cast<float>(iter->getEnabled());
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lightSources[15 + idx] = -1;
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lightSources[11 + idx] = iter->getRange() * iter->getRange();
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lightSources[12 + idx] = iter->getInnerAngle();
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lightSources[13 + idx] = iter->getOuterAngle();
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lightSources[14 + idx] = static_cast<float>(iter->getLightType());
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lightSources[15 + idx] = static_cast<float>(iter->getEnabled());
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idx += 16;
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}
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@ -3,13 +3,18 @@ const char* cc3D_ColorTex_frag = STRINGIFY(
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\n#ifdef GL_ES\n
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varying mediump vec2 TextureCoordOut;
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varying mediump vec4 LightIntensityOut;
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\n#else\n
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varying vec2 TextureCoordOut;
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varying vec4 LightIntensityOut;
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\n#endif\n
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uniform vec4 u_color;
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void main(void)
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{
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if (LightIntensityOut.w == 0.0)
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color;
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else
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gl_FragColor = texture2D(CC_Texture0, TextureCoordOut) * u_color * LightIntensityOut;
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}
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);
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@ -3,14 +3,39 @@ const char* cc3D_PositionTex_vert = STRINGIFY(
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attribute vec4 a_position;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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varying vec2 TextureCoordOut;
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varying vec4 LightIntensityOut;
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vec4 PointLight(int n, vec4 ePosition, vec3 eNormal)
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{
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vec4 intensity = vec4(0.0);
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if (0.0 < CC_LightSource[n].use)
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{
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vec4 p = vec4(CC_LightSource[n].position, 1.0) * CC_MVMatrix;
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p -= ePosition;
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intensity.xyz = CC_LightSource[n].color * max(0.0, dot(normalize(p.xyz), eNormal));
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intensity.w = 1.0;
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}
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return intensity;
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}
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void main(void)
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{
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gl_Position = CC_MVPMatrix * a_position;
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vec4 ePosition = CC_MVMatrix * a_position;
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vec3 eNormal = CC_NormalMatrix * a_normal;
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vec4 intensity = vec4(0.0);
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for (int i = 0; i < CC_MAX_LIGHT; ++i)
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{
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intensity += PointLight(i, ePosition, eNormal);
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}
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LightIntensityOut = intensity;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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}
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);
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@ -22,14 +47,31 @@ attribute vec4 a_blendIndex;
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attribute vec2 a_texCoord;
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attribute vec3 a_normal;
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const int SKINNING_JOINT_COUNT = 60;
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// Uniforms
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uniform vec4 u_matrixPalette[SKINNING_JOINT_COUNT * 3];
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// Varyings
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varying vec2 TextureCoordOut;
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varying vec4 LightIntensityOut;
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vec4 getPosition()
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vec4 PointLight(int n, vec4 ePosition, vec3 eNormal)
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{
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vec4 intensity = vec4(0.0);
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if (0.0 < CC_LightSource[n].use)
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{
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vec4 p = vec4(CC_LightSource[n].position, 1.0) * CC_MVMatrix;
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p -= ePosition;
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intensity.xyz = CC_LightSource[n].color * max(0.0, dot(normalize(p.xyz), eNormal));
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intensity.w = 1.0;
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}
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return intensity;
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}
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void getPositionAndNormal(out vec4 position, out vec3 normal)
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{
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float blendWeight = a_blendWeight[0];
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@ -69,23 +111,36 @@ vec4 getPosition()
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}
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vec4 _skinnedPosition;
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vec4 postion = vec4(a_position, 1.0);
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_skinnedPosition.x = dot(postion, matrixPalette1);
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_skinnedPosition.y = dot(postion, matrixPalette2);
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_skinnedPosition.z = dot(postion, matrixPalette3);
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_skinnedPosition.w = postion.w;
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vec4 p = vec4(a_position, 1.0);
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position.x = dot(p, matrixPalette1);
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position.y = dot(p, matrixPalette2);
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position.z = dot(p, matrixPalette3);
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position.w = p.w;
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return _skinnedPosition;
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vec4 n = vec4(a_normal, 0.0);
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normal.x = dot(n, matrixPalette1);
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normal.y = dot(n, matrixPalette2);
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normal.z = dot(n, matrixPalette3);
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}
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void main()
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{
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vec4 position = getPosition();
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gl_Position = CC_MVPMatrix * position;
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vec4 position;
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vec3 normal;
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getPositionAndNormal(position, normal);
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vec4 ePosition = CC_MVMatrix * position;
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vec3 eNormal = CC_NormalMatrix * normal;
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vec4 intensity = vec4(0.0);
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for (int i = 0; i < CC_MAX_LIGHT; ++i)
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{
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intensity += PointLight(i, ePosition, eNormal);
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}
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LightIntensityOut = intensity;
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TextureCoordOut = a_texCoord;
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TextureCoordOut.y = 1.0 - TextureCoordOut.y;
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gl_Position = CC_PMatrix * ePosition;
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}
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);
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@ -0,0 +1,134 @@
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#include "LightTestDemo.h"
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#include "3d/CCLight.h"
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static int sceneIdx = -1;
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static std::function<Layer*()> createFunctions[] =
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{
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CL(LightTestDemo)
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};
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#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
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static Layer* nextSpriteTestAction()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* backSpriteTestAction()
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{
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sceneIdx--;
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int total = MAX_LAYER;
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if( sceneIdx < 0 )
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sceneIdx += total;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* restartSpriteTestAction()
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{
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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LightTestDemo::LightTestDemo()
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{
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addSprite();
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addLights();
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}
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LightTestDemo::~LightTestDemo()
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{
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}
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std::string LightTestDemo::title() const
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{
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return "Point Light";
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}
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std::string LightTestDemo::subtitle() const
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{
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return "";
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}
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void LightTestDemo::restartCallback( Ref* sender )
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{
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auto s = new LightTestScene();
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s->addChild(restartSpriteTestAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void LightTestDemo::nextCallback( Ref* sender )
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{
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auto s = new LightTestScene();
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s->addChild( nextSpriteTestAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void LightTestDemo::backCallback( Ref* sender )
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{
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auto s = new LightTestScene();
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s->addChild( backSpriteTestAction() );
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void LightTestDemo::addSprite()
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{
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auto s = Director::getInstance()->getWinSize();
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std::string fileName = "Sprite3DTest/orc.c3b";
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auto sprite = Sprite3D::create(fileName);
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sprite->setScale(5.0f);
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sprite->setRotation3D(Vec3(0,180,0));
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sprite->setPosition(Vec2(s.width/2, s.height/2));
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addChild(sprite);
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auto sp = Sprite3D::create("Sprite3DTest/axe.c3b");
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sprite->getAttachNode("Bip001 R Hand")->addChild(sp);
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auto animation = Animation3D::create(fileName);
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if (animation)
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{
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auto animate = Animate3D::create(animation);
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sprite->runAction(RepeatForever::create(animate));
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}
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}
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void LightTestDemo::onEnter()
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{
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BaseTest::onEnter();
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}
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void LightTestDemo::onExit()
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{
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BaseTest::onExit();
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}
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void LightTestDemo::addLights()
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{
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auto s = Director::getInstance()->getWinSize();
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auto light1 = Light3D::Create(Light3D::POINT);
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light1->setEnabled(true);
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light1->setPosition(Vec2(s.width/2, s.height));
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light1->setColor(Color3B(255, 255, 255));
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addChild(light1);
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}
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void LightTestScene::runThisTest()
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{
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auto layer = nextSpriteTestAction();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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@ -0,0 +1,62 @@
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/****************************************************************************
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Copyright (c) 2013 cocos2d-x.org
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _LIGHT_TEST_H_
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#define _LIGHT_TEST_H_
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#include "../testBasic.h"
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#include "../BaseTest.h"
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class LightTestDemo : public BaseTest
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{
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public:
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CREATE_FUNC(LightTestDemo);
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LightTestDemo();
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virtual ~LightTestDemo();
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virtual std::string title() const;
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virtual std::string subtitle() const;
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virtual void restartCallback(Ref* sender);
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virtual void nextCallback(Ref* sender);
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virtual void backCallback(Ref* sender);
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virtual void onEnter() override;
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virtual void onExit() override;
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private:
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void addSprite();
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void addLights();
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};
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class LightTestScene : public TestScene
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{
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public:
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virtual void runThisTest();
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};
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#endif
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@ -77,6 +77,7 @@ Controller g_aTestNames[] = {
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{ "Node: Sprite", [](){return new SpriteTestScene(); } },
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{ "Node: Sprite3D", [](){ return new Sprite3DTestScene(); }},
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{ "Node: Camera 3D Test", [](){ return new Camera3DTestScene(); }},
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{ "Node: Light Test", [](){ return new LightTestScene(); }},
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{ "Node: TileMap", [](){return new TileMapTestScene(); } },
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#if CC_TARGET_PLATFORM != CC_PLATFORM_WP8
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{ "Node: FastTileMap", [](){return new TileMapTestSceneNew(); } },
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@ -70,5 +70,6 @@
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#include "Sprite3DTest/Sprite3DTest.h"
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#include "Camera3DTest/Camera3DTest.h"
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#include "LightTest/LightTestDemo.h"
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#endif
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@ -171,6 +171,7 @@
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<ClCompile Include="..\Classes\FileUtilsTest\FileUtilsTest.cpp" />
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<ClCompile Include="..\Classes\InputTest\MouseTest.cpp" />
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<ClCompile Include="..\Classes\LabelTest\LabelTestNew.cpp" />
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<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp" />
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<ClCompile Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.cpp" />
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<ClCompile Include="..\Classes\NewRendererTest\NewRendererTest.cpp" />
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<ClCompile Include="..\Classes\PerformanceTest\PerformanceAllocTest.cpp" />
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@ -358,6 +359,7 @@
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<ClInclude Include="..\Classes\FileUtilsTest\FileUtilsTest.h" />
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<ClInclude Include="..\Classes\InputTest\MouseTest.h" />
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<ClInclude Include="..\Classes\LabelTest\LabelTestNew.h" />
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<ClInclude Include="..\Classes\LightTest\LightTestDemo.h" />
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<ClInclude Include="..\Classes\NewEventDispatcherTest\NewEventDispatcherTest.h" />
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<ClInclude Include="..\Classes\NewRendererTest\NewRendererTest.h" />
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<ClInclude Include="..\Classes\PerformanceTest\PerformanceAllocTest.h" />
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@ -331,6 +331,9 @@
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<Filter Include="Classes\Camera3DTest">
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<UniqueIdentifier>{7f85be1c-98c5-4412-afc5-6f39ae1452a7}</UniqueIdentifier>
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</Filter>
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<Filter Include="Classes\LightTest">
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<UniqueIdentifier>{7cfec1ae-5766-4913-8f3c-3b4ad4745ce4}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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@ -864,6 +867,9 @@
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<ClCompile Include="..\Classes\Camera3DTest\Camera3DTest.cpp">
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<Filter>Classes\Camera3DTest</Filter>
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</ClCompile>
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<ClCompile Include="..\Classes\LightTest\LightTestDemo.cpp">
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<Filter>Classes\LightTest</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="main.h">
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@ -1595,5 +1601,8 @@
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<ClInclude Include="..\Classes\Camera3DTest\Camera3DTest.h">
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<Filter>Classes\Camera3DTest</Filter>
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</ClInclude>
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<ClInclude Include="..\Classes\LightTest\LightTestDemo.h">
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<Filter>Classes\LightTest</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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