Mass refactoring part 2/2: fixing include paths and project files

This commit is contained in:
parax0
2015-12-14 19:07:22 -07:00
parent 8805baaee1
commit 824d23efc1
207 changed files with 662 additions and 1035 deletions

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@@ -1,10 +1,10 @@
#ifndef CBASICMODEL_H
#define CBASICMODEL_H
#include "../CResource.h"
#include "SSurface.h"
#include <Common/CAABox.h>
#include <OpenGL/CVertexBuffer.h>
#include "Core/Resource/CResource.h"
#include "Core/OpenGL/CVertexBuffer.h"
#include <Common/Math/CAABox.h>
class CBasicModel : public CResource
{

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@@ -1,7 +1,7 @@
#include "CModel.h"
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <OpenGL/GLCommon.h>
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include "Core/OpenGL/GLCommon.h"
CModel::CModel() : CBasicModel()
{

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@@ -3,11 +3,10 @@
#include "CBasicModel.h"
#include "SSurface.h"
#include "../CMaterialSet.h"
#include <Core/ERenderOptions.h>
#include <OpenGL/CIndexBuffer.h>
#include <OpenGL/GLCommon.h>
#include "Core/Resource/CMaterialSet.h"
#include "Core/OpenGL/CIndexBuffer.h"
#include "Core/OpenGL/GLCommon.h"
#include "Core/Render/ERenderOptions.h"
class CModel : public CBasicModel
{

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@@ -1,7 +1,7 @@
#include "CStaticModel.h"
#include <Core/CDrawUtil.h>
#include <Core/CRenderer.h>
#include <OpenGL/GLCommon.h>
#include "Core/Render/CDrawUtil.h"
#include "Core/Render/CRenderer.h"
#include "Core/OpenGL/GLCommon.h"
CStaticModel::CStaticModel() : CBasicModel()
{

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@@ -2,13 +2,12 @@
#define CSTATICMODEL_H
#include "CBasicModel.h"
#include <Core/ERenderOptions.h>
#include <OpenGL/CIndexBuffer.h>
// A CStaticModel is meant for meshes that don't move. It's built specifically with terrain in mind.
// It only links to one material, and what it does best is combining submeshes from different models
// into shared VBOs and IBOs. This allows for a significantly reduced number of draw calls.
#include "Core/Render/ERenderOptions.h"
#include "Core/OpenGL/CIndexBuffer.h"
/* A CStaticModel is meant for meshes that don't move. It's built specifically with terrain in mind.
* It only links to one material, and what it does best is combining submeshes from different models
* into shared VBOs and IBOs. This allows for a significantly reduced number of draw calls. */
class CStaticModel : public CBasicModel
{
CMaterial *mpMaterial;

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@@ -1,8 +1,8 @@
#ifndef CVERTEX_H
#define CVERTEX_H
#include <Common/CVector2f.h>
#include <Common/CVector3f.h>
#include <Common/Math/CVector2f.h>
#include <Common/Math/CVector3f.h>
#include <Common/CColor.h>
class CVertex

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@@ -1,7 +1,7 @@
#include "SSurface.h"
#include <Common/CRayCollisionTester.h>
#include <Common/Math.h>
#include <Core/CDrawUtil.h>
#include "Core/Render/CDrawUtil.h"
#include "Core/CRayCollisionTester.h"
#include <Common/Math/Math.h>
std::pair<bool,float> SSurface::IntersectsRay(const CRay& Ray, bool allowBackfaces, float LineThreshold)
{

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@@ -1,15 +1,15 @@
#ifndef SSURFACE_H
#define SSURFACE_H
#include "../CMaterialSet.h"
#include "CVertex.h"
#include "Core/Resource/CMaterialSet.h"
#include "Core/OpenGL/GLCommon.h"
#include "Core/SRayIntersection.h"
#include <Common/types.h>
#include <Common/CAABox.h>
#include <Common/CRay.h>
#include <Common/CTransform4f.h>
#include <Common/CVector3f.h>
#include <Common/SRayIntersection.h>
#include <OpenGL/GLCommon.h>
#include <Common/Math/CAABox.h>
#include <Common/Math/CRay.h>
#include <Common/Math/CTransform4f.h>
#include <Common/Math/CVector3f.h>
#include <vector>
struct SSurface