Fixed Linux
This commit is contained in:
parent
dc3650e118
commit
c12f97feb7
8 changed files with 25 additions and 15 deletions
2
.gitmodules
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2
.gitmodules
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@ -15,4 +15,4 @@
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url = https://github.com/skypjack/entt
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url = https://github.com/skypjack/entt
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[submodule "Dependencies/ShaderConductor"]
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[submodule "Dependencies/ShaderConductor"]
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path = Dependencies/ShaderConductor
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path = Dependencies/ShaderConductor
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url = https://github.com/microsoft/shaderconductor
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url = https://github.com/Light3039/shaderconductor
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@ -2,8 +2,10 @@ cmake_minimum_required(VERSION 3.14)
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project(Light VERSION 1.0.0)
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project(Light VERSION 1.0.0)
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set(CMAKE_CXX_STANDARD 14)
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set(SPIRV_CROSS_ENABLE_TESTS OFF)
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set(SPIRV_CROSS_ENABLE_TESTS OFF)
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set(INSTALL_GTEST OFF)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-error")
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add_subdirectory(Dependencies/ShaderConductor) # <-- this project should not use "cxx_standard 17"
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add_subdirectory(Dependencies/ShaderConductor) # <-- this project should not use "cxx_standard 17"
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# directories
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# directories
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@ -16,8 +18,13 @@ set(ENGINE_DIR ${CMAKE_BINARY_DIR}/../Engine/)
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set(DEPENDENCIES_DIR ${CMAKE_BINARY_DIR}/../Dependencies/)
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set(DEPENDENCIES_DIR ${CMAKE_BINARY_DIR}/../Dependencies/)
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# projects
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# projects
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD 20)
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if(WIN32)
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add_compile_definitions(LIGHT_PLATFORM_WINDOWS)
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add_compile_definitions(LIGHT_PLATFORM_WINDOWS)
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elseif(UNIX)
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add_compile_definitions(LIGHT_PLATFORM_LINUX)
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endif()
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add_subdirectory(${ENGINE_DIR}/)
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add_subdirectory(${ENGINE_DIR}/)
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add_subdirectory(${MIRROR_DIR}/)
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add_subdirectory(${MIRROR_DIR}/)
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2
Dependencies/ShaderConductor
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2
Dependencies/ShaderConductor
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@ -1 +1 @@
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Subproject commit 30a77c78d24fa08f4fe5fc4428f10dbfc92717a6
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Subproject commit 9420a9b06a059e7def5e5da15e357281f4382015
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@ -62,8 +62,10 @@ endif()
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message(BINARY DIRECTORY IS IN ${CMAKE_BINARY_DIR})
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message(BINARY DIRECTORY IS IN ${CMAKE_BINARY_DIR})
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if(WIN32)
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add_custom_command(
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add_custom_command(
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TARGET Engine
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TARGET Engine
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POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
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POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_BINARY_DIR}/Dependencies/ShaderConductor/Bin/Debug/ShaderConductor.dll
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${CMAKE_BINARY_DIR}/Dependencies/ShaderConductor/Bin/Debug/ShaderConductor.dll
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${CMAKE_BINARY_DIR}/bin/Debug)
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${CMAKE_BINARY_DIR}/bin/Debug)
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endif()
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@ -35,7 +35,6 @@ namespace Light {
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void GameLoop();
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void GameLoop();
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// To be defined in client project
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// To be defined in client project
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friend Application* CreateApplication();
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protected:
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protected:
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Application();
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Application();
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@ -46,4 +45,6 @@ namespace Light {
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void LogDebugData();
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void LogDebugData();
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};
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};
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Application* CreateApplication();
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}
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}
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@ -5,7 +5,7 @@
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namespace Light { namespace Math {
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namespace Light { namespace Math {
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float Math::Rand(int min, int max, int decimals /* = 0 */)
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float Rand(int min, int max, int decimals /* = 0 */)
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{
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{
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const int dec = std::pow(10, decimals);
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const int dec = std::pow(10, decimals);
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min *= dec;
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min *= dec;
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@ -14,7 +14,7 @@ namespace Light { namespace Math {
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return (min + (rand() % (max)-min)) / (float)dec;
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return (min + (rand() % (max)-min)) / (float)dec;
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}
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}
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glm::vec2 Math::RandVec2(int min, int max, int decimals /* = 0 */)
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glm::vec2 RandVec2(int min, int max, int decimals /* = 0 */)
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{
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{
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const int dec = std::pow(10, decimals);
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const int dec = std::pow(10, decimals);
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min *= dec;
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min *= dec;
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@ -26,7 +26,7 @@ namespace Light { namespace Math {
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return glm::vec2(r1, r2);
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return glm::vec2(r1, r2);
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}
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}
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glm::vec3 Math::RandVec3(int min, int max, int decimals /* = 0 */)
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glm::vec3 RandVec3(int min, int max, int decimals /* = 0 */)
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{
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{
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const int dec = std::pow(10, decimals);
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const int dec = std::pow(10, decimals);
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min *= dec;
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min *= dec;
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@ -84,7 +84,7 @@ namespace Light {
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const glm::vec4 tint = glm::vec4(Math::RandVec3(0, 1, 2), 1.0f);
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const glm::vec4 tint = glm::vec4(Math::RandVec3(0, 1, 2), 1.0f);
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auto& entity = m_Scene->CreateEntity("quad" + std::to_string(i), { translation, scale, rotation });
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auto entity = m_Scene->CreateEntity("quad" + std::to_string(i), { translation, scale, rotation });
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entity.AddComponent<SpriteRendererComponent>(texture, tint);
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entity.AddComponent<SpriteRendererComponent>(texture, tint);
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}
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}
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}
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}
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