整理文件结构目录,Gfx 里放底层图形库相关函数,Apps 放上层的应用(启动器、游戏)
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@ -7,34 +7,34 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
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option(USE_FRAMEBUFFER "Use Linux framebuffer instead of SDL2" OFF)
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set(SOURCES
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src/main.cpp
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src/Asset/ObjLoader.cpp
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src/Core/DepthBuffer.cpp
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src/Core/FrameBuffer.cpp
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src/Core/Renderer.cpp
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src/Rasterizer/Rasterizer.cpp
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src/Rasterizer/TriangleRasterizer.cpp
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src/Scene/Camera.cpp
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src/Shading/BlinnPhongShader.cpp
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src/Apps/Demo/main.cpp
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src/Gfx/Asset/ObjLoader.cpp
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src/Gfx/Core/DepthBuffer.cpp
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src/Gfx/Core/FrameBuffer.cpp
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src/Gfx/Core/Renderer.cpp
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src/Gfx/Rasterizer/Rasterizer.cpp
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src/Gfx/Rasterizer/TriangleRasterizer.cpp
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src/Gfx/Scene/Camera.cpp
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src/Gfx/Shading/BlinnPhongShader.cpp
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)
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if(USE_FRAMEBUFFER)
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list(APPEND SOURCES src/Platform/FBDisplay.cpp)
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list(APPEND SOURCES src/Gfx/Platform/FBDisplay.cpp)
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else()
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list(APPEND SOURCES src/Platform/SDLDisplay.cpp)
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list(APPEND SOURCES src/Gfx/Platform/SDLDisplay.cpp)
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endif()
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add_executable(IMX6U-Game ${SOURCES})
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target_include_directories(IMX6U-Game PRIVATE
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src/Platform
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src/Asset
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src/Core
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src/Math
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src/Rasterizer
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src/RenderData
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src/Scene
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src/Shading
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src/Gfx/Platform
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src/Gfx/Asset
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src/Gfx/Core
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src/Gfx/Math
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src/Gfx/Rasterizer
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src/Gfx/RenderData
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src/Gfx/Scene
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src/Gfx/Shading
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)
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if(USE_FRAMEBUFFER)
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10
README.md
10
README.md
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@ -8,11 +8,11 @@
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本项目支持三套编译目标,分别对应开发流程的不同阶段:
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| 目标平台 | 显示后端 | 验证目的 |
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|-------------------|-----------------|---------------------------------|
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| Windows (x86/x64) | SDL2 窗口 | 验证渲染逻辑、算法正确性、快速迭代调试 |
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| Linux x86_64 | SDL2 窗口 | 验证 Linux 兼容性、CMake 构建、SDL2 系统依赖 |
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| ARM Linux (交叉编译) | SDL2 或 `/dev/fb0` | 最终在 IMX6U 开发板上运行的版本;优先目标以后续实际部署后端为准 |
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| 目标平台 | 显示后端 | 验证目的 |
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|-------------------|-------------------|-------------------------------------|
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| Windows (x86/x64) | SDL2 窗口 | 验证渲染逻辑、算法正确性、快速迭代调试 |
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| Linux x86_64 | SDL2 窗口 | 验证 Linux 兼容性、CMake 构建、SDL2 系统依赖 |
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| ARM Linux (交叉编译) | SDL2 或 `/dev/fb0` | 最终在 IMX6U 开发板上运行的版本;优先目标以后续实际部署后端为准 |
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**为什么分三套?**
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