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)

This commit is contained in:
SepComet 2026-06-06 17:31:19 +08:00
parent e1a9a9770b
commit a051f6da4c
38 changed files with 24 additions and 24 deletions

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@ -7,34 +7,34 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
option(USE_FRAMEBUFFER "Use Linux framebuffer instead of SDL2" OFF)
set(SOURCES
src/main.cpp
src/Asset/ObjLoader.cpp
src/Core/DepthBuffer.cpp
src/Core/FrameBuffer.cpp
src/Core/Renderer.cpp
src/Rasterizer/Rasterizer.cpp
src/Rasterizer/TriangleRasterizer.cpp
src/Scene/Camera.cpp
src/Shading/BlinnPhongShader.cpp
src/Apps/Demo/main.cpp
src/Gfx/Asset/ObjLoader.cpp
src/Gfx/Core/DepthBuffer.cpp
src/Gfx/Core/FrameBuffer.cpp
src/Gfx/Core/Renderer.cpp
src/Gfx/Rasterizer/Rasterizer.cpp
src/Gfx/Rasterizer/TriangleRasterizer.cpp
src/Gfx/Scene/Camera.cpp
src/Gfx/Shading/BlinnPhongShader.cpp
)
if(USE_FRAMEBUFFER)
list(APPEND SOURCES src/Platform/FBDisplay.cpp)
list(APPEND SOURCES src/Gfx/Platform/FBDisplay.cpp)
else()
list(APPEND SOURCES src/Platform/SDLDisplay.cpp)
list(APPEND SOURCES src/Gfx/Platform/SDLDisplay.cpp)
endif()
add_executable(IMX6U-Game ${SOURCES})
target_include_directories(IMX6U-Game PRIVATE
src/Platform
src/Asset
src/Core
src/Math
src/Rasterizer
src/RenderData
src/Scene
src/Shading
src/Gfx/Platform
src/Gfx/Asset
src/Gfx/Core
src/Gfx/Math
src/Gfx/Rasterizer
src/Gfx/RenderData
src/Gfx/Scene
src/Gfx/Shading
)
if(USE_FRAMEBUFFER)

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@ -8,11 +8,11 @@
本项目支持三套编译目标,分别对应开发流程的不同阶段:
| 目标平台 | 显示后端 | 验证目的 |
|-------------------|-----------------|---------------------------------|
| Windows (x86/x64) | SDL2 窗口 | 验证渲染逻辑、算法正确性、快速迭代调试 |
| Linux x86_64 | SDL2 窗口 | 验证 Linux 兼容性、CMake 构建、SDL2 系统依赖 |
| 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 |
| 目标平台 | 显示后端 | 验证目的 |
|-------------------|-------------------|-------------------------------------|
| Windows (x86/x64) | SDL2 窗口 | 验证渲染逻辑、算法正确性、快速迭代调试 |
| Linux x86_64 | SDL2 窗口 | 验证 Linux 兼容性、CMake 构建、SDL2 系统依赖 |
| 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 |
**为什么分三套?**