将CMakeLists分成主CMakeLists和分游戏CMakeLists;README里补了单独构建Tom/Demo和资源转换的命令;把残留的Gfx文案改成Core。
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+47
-71
@@ -17,12 +17,28 @@ set(CORE_SOURCES
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src/Core/Core/FrameBuffer.cpp
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src/Core/Core/Renderer.cpp
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src/Core/Draw2D/DrawContext.cpp
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src/Core/Platform/AlsaAudioInput.cpp
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src/Core/Platform/AlsaAudioOutput.cpp
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src/Core/Platform/EvdevButtonInput.cpp
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src/Core/Rasterizer/Rasterizer.cpp
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src/Core/Rasterizer/TriangleRasterizer.cpp
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src/Core/Scene/Camera.cpp
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src/Core/Shading/BlinnPhongShader.cpp
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)
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if(USE_FRAMEBUFFER)
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list(APPEND CORE_SOURCES
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src/Core/Platform/FBDisplay.cpp
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)
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else()
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list(APPEND CORE_SOURCES
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src/Core/Platform/SDLDisplay.cpp
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src/Core/Platform/SdlAudioInput.cpp
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src/Core/Platform/SdlAudioOutput.cpp
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src/Core/Platform/SdlKeyboardButtonInput.cpp
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)
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endif()
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set(CORE_INCLUDE_DIRS
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src/Core/Platform
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src/Core/Asset
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@@ -37,22 +53,11 @@ set(CORE_INCLUDE_DIRS
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assets/sprite
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)
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set(SOURCES
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src/Apps/Game/Main.cpp
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${CORE_SOURCES}
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)
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add_library(imx6u_core STATIC ${CORE_SOURCES})
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target_include_directories(imx6u_core PUBLIC ${CORE_INCLUDE_DIRS})
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if(USE_FRAMEBUFFER)
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list(APPEND SOURCES src/Core/Platform/FBDisplay.cpp)
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else()
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list(APPEND SOURCES src/Core/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 ${CORE_INCLUDE_DIRS})
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if(USE_FRAMEBUFFER)
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target_compile_definitions(IMX6U-Game PRIVATE USE_FRAMEBUFFER)
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target_compile_definitions(imx6u_core PUBLIC USE_FRAMEBUFFER)
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else()
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if(WIN32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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@@ -67,76 +72,47 @@ else()
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set(SDL2_IMAGE_DLL "${CMAKE_CURRENT_SOURCE_DIR}/libs/Win/SDL_image/lib/x86/SDL2_image.dll")
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endif()
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target_include_directories(IMX6U-Game PRIVATE libs/Win/SDL2/include)
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target_link_directories(IMX6U-Game PRIVATE ${SDL2_LIB_DIR})
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target_link_libraries(IMX6U-Game PRIVATE SDL2main SDL2)
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add_custom_command(TARGET IMX6U-Game POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2_DLL}"
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"$<TARGET_FILE_DIR:IMX6U-Game>"
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)
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target_include_directories(imx6u_core PUBLIC libs/Win/SDL2/include)
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target_link_directories(imx6u_core PUBLIC ${SDL2_LIB_DIR})
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target_link_libraries(imx6u_core PUBLIC SDL2main SDL2)
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else()
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image QUIET)
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target_link_libraries(IMX6U-Game PRIVATE SDL2::SDL2)
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target_link_libraries(imx6u_core PUBLIC SDL2::SDL2)
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endif()
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endif()
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if(UNIX AND NOT APPLE)
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find_package(ALSA QUIET)
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if(ALSA_FOUND)
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target_compile_definitions(imx6u_core PUBLIC PLATFORM_HAS_ALSA)
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target_include_directories(imx6u_core PUBLIC ${ALSA_INCLUDE_DIRS})
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target_link_libraries(imx6u_core PUBLIC ${ALSA_LIBRARIES})
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else()
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message(STATUS "ALSA was not found; AlsaAudioInput and AlsaAudioOutput will be unavailable backends")
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endif()
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endif()
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if(MSVC)
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target_compile_options(IMX6U-Game PRIVATE /utf-8 /W3)
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set_property(TARGET IMX6U-Game PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE)
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target_compile_options(imx6u_core PRIVATE /utf-8 /W3)
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endif()
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if(NOT USE_FRAMEBUFFER)
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set(SPRITE_ASSET_TOOL_SOURCES
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src/Apps/Game/tools/asset_pipeline/SpriteAssetTool.cpp
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src/Core/Asset/SpriteAssetLoader.cpp
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)
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function(imx6u_configure_app_target target_name)
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target_link_libraries(${target_name} PRIVATE imx6u_core)
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if(WIN32)
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add_executable(SpriteAssetTool ${SPRITE_ASSET_TOOL_SOURCES})
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target_include_directories(SpriteAssetTool PRIVATE
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src/Core/Asset
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src/Core/RenderData
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libs/Win/SDL2/include
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libs/Win/SDL_image/include
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)
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target_link_directories(SpriteAssetTool PRIVATE ${SDL2_LIB_DIR} ${SDL2_IMAGE_LIB_DIR})
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target_link_libraries(SpriteAssetTool PRIVATE SDL2main SDL2 SDL2_image)
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add_custom_command(TARGET SpriteAssetTool POST_BUILD
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if(WIN32 AND NOT USE_FRAMEBUFFER)
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add_custom_command(TARGET ${target_name} POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2_DLL}"
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"$<TARGET_FILE_DIR:SpriteAssetTool>"
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"$<TARGET_FILE_DIR:${target_name}>"
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)
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add_custom_command(TARGET SpriteAssetTool POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${SDL2_IMAGE_DLL}"
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"$<TARGET_FILE_DIR:SpriteAssetTool>"
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)
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elseif(SDL2_image_FOUND)
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add_executable(SpriteAssetTool ${SPRITE_ASSET_TOOL_SOURCES})
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target_include_directories(SpriteAssetTool PRIVATE
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src/Core/Asset
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src/Core/RenderData
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)
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target_link_libraries(SpriteAssetTool PRIVATE SDL2::SDL2 SDL2_image::SDL2_image)
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else()
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message(STATUS "SpriteAssetTool disabled: SDL2_image was not found")
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endif()
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if(TARGET SpriteAssetTool)
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add_custom_target(ConvertTomSprites
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COMMAND $<TARGET_FILE:SpriteAssetTool>
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--batch
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"src/Apps/Game/assets/raw"
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"src/Apps/Game/assets/sprites"
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--preset tom-800x480
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WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
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DEPENDS SpriteAssetTool
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COMMENT "Converting PNG assets to board-ready .sprite files"
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VERBATIM
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)
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if(MSVC)
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target_compile_options(${target_name} PRIVATE /utf-8 /W3)
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set_property(TARGET ${target_name} PROPERTY INTERPROCEDURAL_OPTIMIZATION_RELEASE TRUE)
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endif()
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endif()
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endfunction()
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add_subdirectory(src/Apps/Game)
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add_subdirectory(src/Apps/Demo)
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