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No commits in common. "e150b153b9a8e19606919d624f2c8bc40f781d26" and "a2c218f69040a6b309ccf1e44563db828c4c2a3c" have entirely different histories.

5 changed files with 76 additions and 155 deletions

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

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@ -61,17 +61,6 @@ cmake -B build-win .
cmake --build build-win --config Release
```
只构建某个 App
```bash
cmake --build build-win --config Release --target IMX6U-Game
cmake --build build-win --config Release --target IMX6U-Demo
```
如果 Tom 的 `.sprite` 资源缺失,先运行资源转换目标:
```bash
cmake --build build-win --config Release --target ConvertTomSprites
```
运行:
```bash
./build-win/Release/IMX6U-Game.exe
@ -91,7 +80,7 @@ cmake --build build-win --config Release --target ConvertTomSprites
需要系统 SDL2
```bash
sudo apt-get install libsdl2-dev libsdl2-image-dev cmake g++
sudo apt-get install libsdl2-dev cmake g++
```
构建:
@ -100,17 +89,6 @@ cmake -B build-linux .
cmake --build build-linux
```
只构建某个 App
```bash
cmake --build build-linux --target IMX6U-Game
cmake --build build-linux --target IMX6U-Demo
```
如果 Tom 的 `.sprite` 资源缺失,先运行资源转换目标:
```bash
cmake --build build-linux --target ConvertTomSprites
```
运行:
```bash
./build-linux/IMX6U-Game

View File

@ -1,5 +0,0 @@
add_executable(IMX6U-Demo
main.cpp
)
imx6u_configure_app_target(IMX6U-Demo)

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@ -1,76 +0,0 @@
set(TOM_GAME_TARGET IMX6U-Game)
add_executable(${TOM_GAME_TARGET}
Main.cpp
)
imx6u_configure_app_target(${TOM_GAME_TARGET})
if(NOT USE_FRAMEBUFFER)
set(SPRITE_ASSET_TOOL_SOURCES
tools/asset_pipeline/SpriteAssetTool.cpp
${PROJECT_SOURCE_DIR}/src/Core/Asset/SpriteAssetLoader.cpp
)
if(WIN32)
add_executable(TomSpriteAssetTool ${SPRITE_ASSET_TOOL_SOURCES})
set_target_properties(TomSpriteAssetTool PROPERTIES OUTPUT_NAME SpriteAssetTool)
target_include_directories(TomSpriteAssetTool PRIVATE
${PROJECT_SOURCE_DIR}/src/Core/Asset
${PROJECT_SOURCE_DIR}/src/Core/RenderData
${PROJECT_SOURCE_DIR}/libs/Win/SDL2/include
${PROJECT_SOURCE_DIR}/libs/Win/SDL_image/include
)
target_link_directories(TomSpriteAssetTool PRIVATE
${SDL2_LIB_DIR}
${SDL2_IMAGE_LIB_DIR}
)
target_link_libraries(TomSpriteAssetTool PRIVATE SDL2main SDL2 SDL2_image)
add_custom_command(TARGET TomSpriteAssetTool POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL2_DLL}"
"$<TARGET_FILE_DIR:TomSpriteAssetTool>"
)
add_custom_command(TARGET TomSpriteAssetTool POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL2_IMAGE_DLL}"
"$<TARGET_FILE_DIR:TomSpriteAssetTool>"
)
elseif(SDL2_image_FOUND)
add_executable(TomSpriteAssetTool ${SPRITE_ASSET_TOOL_SOURCES})
set_target_properties(TomSpriteAssetTool PROPERTIES OUTPUT_NAME SpriteAssetTool)
target_include_directories(TomSpriteAssetTool PRIVATE
${PROJECT_SOURCE_DIR}/src/Core/Asset
${PROJECT_SOURCE_DIR}/src/Core/RenderData
${SDL2_image_INCLUDE_DIRS}
${SDL2_IMAGE_INCLUDE_DIRS}
)
target_link_libraries(TomSpriteAssetTool PRIVATE SDL2::SDL2)
if(TARGET SDL2_image::SDL2_image)
target_link_libraries(TomSpriteAssetTool PRIVATE SDL2_image::SDL2_image)
else()
target_link_libraries(TomSpriteAssetTool PRIVATE
${SDL2_image_LIBRARIES}
${SDL2_IMAGE_LIBRARIES}
)
endif()
else()
message(STATUS "SpriteAssetTool disabled: SDL2_image was not found")
endif()
if(TARGET TomSpriteAssetTool)
add_custom_target(ConvertTomSprites
COMMAND $<TARGET_FILE:TomSpriteAssetTool>
--batch
"${CMAKE_CURRENT_SOURCE_DIR}/assets/raw"
"${CMAKE_CURRENT_SOURCE_DIR}/assets/sprites"
--preset tom-800x480
WORKING_DIRECTORY "${PROJECT_SOURCE_DIR}"
DEPENDS TomSpriteAssetTool
COMMENT "Converting Tom PNG assets to board-ready .sprite files"
VERBATIM
)
endif()
endif()

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@ -25,8 +25,8 @@
namespace
{
const int32_t ScreenWidth = 1024;
const int32_t ScreenHeight = 600;
const int32_t ScreenWidth = 800;
const int32_t ScreenHeight = 480;
struct ProgramOptions
{