Merge branch 'cmake'

This commit is contained in:
Dominic Szablewski
2023-09-04 15:50:11 +02:00
56 changed files with 3478 additions and 2192 deletions
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The Wipeout rewrite supports two different platform-backends:
[SDL2](https://github.com/libsdl-org/SDL) and
[Sokol](https://github.com/floooh/sokol).
The only difference in features is that the SDL2 backend supports game
controllers (joysticks, gamepads), while the Sokol backend does not.
The Sokol backend is also only supported on macOS, Linux, Windows and Emscripten.
## Building For Your Platform
This project requires [CMake](https://cmake.org) to build and platform-specific
libraries to run.
Consult the following sections for how to acquire them for your platform:
## *NIX
Building on *NIX should be as simple as installing CMake, GLEW, and the
necessary platform libraries from your package manager.
For brevity, this guide assumes that the necessary development tools (i.e. a C
complier, make) have already been installed.
The SDL2 platform should only require the `sdl2` library and headers, whilst the
Sokol platform requires the library/headers for:
- `X11`
- `Xi`
- `Xcursor`
- `ALSA`
The following snippets list the specific package manager invocations for
popluar *NIX OSs:
**Debian/Ubuntu**
```sh
apt install cmake libglew-dev
# For SDL2
apt install libsdl2-dev
# For Sokol
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
```
**Fedora**
```sh
dnf install cmake glew-devel
# For SDL2
dnf install SDL2-devel
# For Sokol
dnf install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
```
**Arch Linux**
```sh
pacman -S cmake glew
# For SDL2
pacman -S sdl2
# For Sokol
pacman install libx11 libxcursor libxi alsa-lib
```
**OpenSUSE**
```sh
zypper install cmake glew-devel
# For SDL2
zypper install SDL2-devel
# For Sokol
zypper install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel
```
**FreeBSD**
```sh
pkg install cmake sdl2
```
**OpenBSD**
```sh
pkg_add cmake sdl2
```
Note that the Sokol platform is not supported on the BSDs, since the Sokol
headers themselves do not support these Operating Systems.
With the packages installed, you can now setup and build:
```sh
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
cmake --build path/to/build-dir
```
## macOS
Currently only the SDL2 platform works.
macOS is very picky about the GLSL shader version when compiling with Sokol and
OpenGL3.3; it shouldn't be too difficult to get it working, but will probably
require a bunch of `#ifdefs` for SDL and WASM.
Pull-requests welcome!
It is recommended to use [Homebrew](https://brew.sh) to fetch the required
software, other solutions (e.g. MacPorts) may work but have not been tested.
Using homebrew, you can install the required software with the following:
```sh
brew install cmake
# For SDL2
brew install sdl2
# Nothing extra needed for Sokol
```
With the packages installed, you can now setup and build:
```sh
cmake -S path/to/wipeout-rewrite -B path/to/build-dir \
-DCMAKE_PREFIX_PATH="$(brew --prefix sdl2)"
cmake --build path/to/build-dir
```
## Windows
### clang-cl
Building natively on Windows requires a more complicated setup. The source code
relies on GCC extensions that are not supported by `msvc`, which requires the
use of `clang-cl`.
The simplest way to get a build environment with `clang-cl` is to download and
install [Visual Studio](https://visualstudio.microsoft.com/downloads/) (2022 at
the time of writing) with the "Desktop development with C++" option selected.
Also make sure to select "Clang C++ compiler for Windows" in "Individual
Components" if it hasn't been already.
The next step is to acquire development versions of SDL2 and GLEW.
The easiest way is to install [vcpkg](https://vcpkg.io) and let Visual Studio's
integration build and install it for you.
Follow the [vcpkg "Getting Started" guide](https://vcpkg.io/en/getting-started)
and integrate it with Visual Studio.
Finally, open Visual Studio, select "Open a local folder", and navigate to the
directory where you have cloned this repo.
Visual Studio should automatically configure itself to build with CMake, and
build the necessary libraries using vcpkg.
Since this repository contains a `CMakeSettings.json` file, there should already
be CMake configurations listed in the menubar dropdown.
When adding a new configuration, make sure to use the `clang_cl` toolsets.
Select the config you want from the list and build using `F7`, the build
artifacts should be under `path\to\wipeout-rewrite\build`.
### MSYS2
Building with [MSYS2](https://www.msys2.org/) is sightly easier but still
involves a bit of configuration.
Download and install MSYS2 using the installer, and enter a MSYS2 environment
using the start menu. For this guide we're using the `UCRT` environment, but the
others work just as well.
Install the following packages using `pacman`:
```sh
pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew}
```
With the packages installed, you can now setup and build:
```sh
cmake -S path/to/wipeout-rewrite -B path/to/build-dir
cmake --build path/to/build-dir
```
## Emscripten
Download and install the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html),
so that `emcc` and `emcmake` is in your path.
Linux users may find it easier to install using their distro's package manager
if it is available.
Note that only the Sokol platform will work for WebAssembly builds, so make sure
to select it at compile time using `-DPLATFORM=Sokol`.
With the SDK installed, you can now setup and build:
```sh
emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir
emcmake cmake --build path/to/build-dir
```
## Build Flags
The following is a table for project specific build flags using CMake:
| Flag | Description | Options | Default |
|------------------|-----------------------------------------------------------------|--------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------|
| `PLATFORM` | The platform to build for. | `SDL2`, `Sokol` | `SDL2` |
| `RENDERER` | Graphics renderer. | `GL` for OpenGL 3, `GLES2` for OpenGL ES 2, `Software` for a pure software renderer. | `GL` |
| `USE_GLVND` | Link against the OpenGL Vendor Neutral Dispatch libraries. | `On`, `Off` | `On`, falling back to `Off` if the libraries aren't found or an OpenGL renderer isn't used. |
| `MINIMAL_BUNDLE` | Do not include the music/intro video when building for the web. | `On`, `Off` | `Off` |
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cmake_minimum_required(VERSION 3.13 FATAL_ERROR)
project(wipeout-rewrite)
include(GNUInstallDirs)
include(CMakeDependentOption)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake")
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Emscripten")
set(EMSCRIPTEN true)
endif()
set(platform_options "SDL2" "Sokol")
set(PLATFORM "SDL2" CACHE STRING "Graphics platform to handle input/output")
set_property(CACHE PLATFORM PROPERTY STRINGS "${platform_options}")
if(NOT PLATFORM IN_LIST platform_options)
message(FATAL_ERROR "PLATFORM must be one of ${platform_options}")
endif()
set(renderer_options "GL" "GLES2" "SOFTWARE")
set(gl_renderers "GL" "GLES2")
set(RENDERER "GL" CACHE STRING "Graphics rendering backend")
set_property(CACHE RENDERER PROPERTY STRINGS "${renderer_options}")
if(NOT RENDERER IN_LIST renderer_options)
message(FATAL_ERROR "RENDERER must be one of ${renderer_options}")
endif()
if(RENDERER IN_LIST gl_renderers)
set(using_gl true)
endif()
cmake_dependent_option(USE_GLVND "Link against modern GLVND ABIs" OFF "using_gl;LINUX" ON)
cmake_dependent_option(MINIMAL_BUNDLE "Do not include music/movies for web builds" OFF "EMSCRIPTEN" OFF)
find_package(OpenGL)
find_package(GLEW)
find_package(SDL2)
set(common_src
src/wipeout/camera.c
src/wipeout/camera.h
src/wipeout/droid.c
src/wipeout/droid.h
src/wipeout/game.c
src/wipeout/game.h
src/wipeout/hud.c
src/wipeout/hud.h
src/wipeout/image.c
src/wipeout/image.h
src/wipeout/ingame_menus.c
src/wipeout/ingame_menus.h
src/wipeout/intro.c
src/wipeout/intro.h
src/wipeout/main_menu.c
src/wipeout/main_menu.h
src/wipeout/menu.c
src/wipeout/menu.h
src/wipeout/object.c
src/wipeout/object.h
src/wipeout/particle.c
src/wipeout/particle.h
src/wipeout/race.c
src/wipeout/race.h
src/wipeout/scene.c
src/wipeout/scene.h
src/wipeout/sfx.c
src/wipeout/sfx.h
src/wipeout/ship.c
src/wipeout/ship.h
src/wipeout/ship_ai.c
src/wipeout/ship_ai.h
src/wipeout/ship_player.c
src/wipeout/ship_player.h
src/wipeout/title.c
src/wipeout/title.h
src/wipeout/track.c
src/wipeout/track.h
src/wipeout/ui.c
src/wipeout/ui.h
src/wipeout/weapon.c
src/wipeout/weapon.h
src/input.c
src/input.h
src/mem.c
src/mem.h
src/platform.h
src/render.h
src/system.c
src/system.h
src/types.c
src/types.h
src/utils.c
src/utils.h
packaging/windows/wipeout.exe.manifest
packaging/windows/wipeout.rc
)
add_executable(wipeout WIN32 ${common_src})
set_property(TARGET wipeout PROPERTY C_STANDARD 11)
target_include_directories(wipeout PRIVATE src)
target_include_directories(wipeout SYSTEM PRIVATE src/libs)
target_compile_options(wipeout PRIVATE
$<$<CXX_COMPILER_ID:MSVC>:/W4>
$<$<NOT:$<CXX_COMPILER_ID:MSVC>>:-Wall -Wextra>
)
if(WIN32)
target_compile_definitions(wipeout PRIVATE
"NOMINMAX"
"_USE_MATH_DEFINES"
"_CRT_SECURE_NO_WARNINGS"
)
elseif(APPLE)
target_compile_definitions(wipeout PRIVATE
"_THREAD_SAFE"
"GL_SILENCE_DEPRECATION"
)
target_link_libraries(wipeout PUBLIC "-framework Foundation")
set_source_files_properties(src/platform_sokol.c PROPERTIES COMPILE_FLAGS "-x objective-c")
if("${PLATFORM}" STREQUAL Sokol)
target_link_libraries(wipeout PUBLIC
"-framework Cocoa"
"-framework QuartzCore"
"-framework AudioToolbox"
)
endif()
elseif(EMSCRIPTEN)
# Emscripten's CMake modules don't define targets like the standard
# ones do, so we define them ourselves here.
add_library(GLEW::GLEW INTERFACE IMPORTED)
add_library(OpenGL::GL INTERFACE IMPORTED)
if (NOT TARGET SDL2::Main)
add_library(SDL2::Main INTERFACE IMPORTED)
endif()
set_target_properties(OpenGL::GL PROPERTIES
IMPORTED_LIBNAME "GL"
)
set_target_properties(GLEW::GLEW PROPERTIES
IMPORTED_LIBNAME "GLEW"
)
set_target_properties(SDL2::Main PROPERTIES
IMPORTED_LIBNAME "SDL2"
INTERFACE_COMPILE_OPTIONS "SHELL:-s USE_SDL=2"
INTERFACE_LINK_LIBRARIES "SHELL:-s USE_SDL=2"
)
target_link_options(wipeout PRIVATE
"SHELL:-s ALLOW_MEMORY_GROWTH=1"
"SHELL:-s ENVIRONMENT=web"
"SHELL:-s FORCE_FILESYSTEM"
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/wipeout/@/wipeout"
)
if(MINIMAL_BUNDLE)
target_link_options(wipeout PRIVATE
"SHELL:--exclude-file ${CMAKE_SOURCE_DIR}/wipeout/music"
"SHELL:--exclude-file ${CMAKE_SOURCE_DIR}/intro.mpeg"
)
endif()
configure_file("${CMAKE_SOURCE_DIR}/src/wasm-index.html" "game.html" COPYONLY)
elseif(UNIX)
target_link_libraries(wipeout PUBLIC m)
if (PLATFORM STREQUAL "Sokol" AND LINUX)
find_package(Threads REQUIRED)
find_package(X11 REQUIRED)
find_package(ALSA REQUIRED)
target_link_libraries(wipeout PUBLIC
X11::X11
X11::Xcursor
Threads::Threads
X11::Xi
dl
ALSA::ALSA
)
endif()
endif()
if(using_gl)
target_compile_definitions(wipeout PRIVATE "RENDERER_GL")
target_sources(wipeout PRIVATE src/render_gl.c)
target_include_directories(wipeout PUBLIC ${OPENGL_INCLUDE_DIR})
if (USE_GLES2)
target_compile_definitions(wipeout PRIVATE "USE_GLES2")
if (TARGET OpenGL::GLES2)
target_link_libraries(wipeout PUBLIC OpenGL::GLES2)
endif()
endif()
if(USE_GLVND AND TARGET OpenGL::OpenGL)
target_link_libraries(wipeout PUBLIC OpenGL::OpenGL)
else()
target_link_libraries(wipeout PUBLIC OpenGL::GL)
endif()
if(NOT APPLE)
target_include_directories(wipeout PRIVATE ${GLEW_INCLUDE_DIRS})
target_link_libraries(wipeout PRIVATE GLEW::GLEW)
endif()
elseif("${RENDERER}" STREQUAL "SOFTWARE")
target_compile_definitions(wipeout PRIVATE "RENDERER_SOFTWARE")
target_sources(wipeout PRIVATE src/render_software.c)
endif()
if("${PLATFORM}" STREQUAL SDL2)
target_sources(wipeout PRIVATE src/platform_sdl.c)
target_link_libraries(wipeout PUBLIC SDL2::Main)
elseif("${PLATFORM}" STREQUAL Sokol)
target_sources(wipeout PRIVATE src/platform_sokol.c)
endif()
install(TARGETS wipeout)
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{
"configurations": [
{
"name": "x64-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
"intelliSenseMode": "windows-clang-x64"
},
{
"name": "x64-Clang-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x64_x64" ],
},
{
"name": "x86-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x86" ]
},
{
"name": "x86-Clang-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_x86" ]
},
{
"name": "arm64-Clang-Debug",
"generator": "Ninja",
"configurationType": "Debug",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_arm64_x64" ]
},
{
"name": "arm64-Clang-Release",
"generator": "Ninja",
"configurationType": "RelWithDebInfo",
"buildRoot": "${projectDir}\\build\\${name}",
"installRoot": "${projectDir}install\\${name}",
"cmakeCommandArgs": "",
"buildCommandArgs": "",
"ctestCommandArgs": "",
"inheritEnvironments": [ "clang_cl_arm64_x64" ]
}
]
}
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@@ -6,72 +6,11 @@ Play here: https://phoboslab.org/wipegame/
More info in my blog: https://phoboslab.org/log/2023/08/rewriting-wipeout
⚠️ Work in progress. Expect bugs.
## Building
The game currently supports two different platform-backends: [SDL2](https://github.com/libsdl-org/SDL) and [Sokol](https://github.com/floooh/sokol). The only difference in features is that the SDL2 backend supports game controllers (joysticks, gamepads), while the Sokol backend does not.
### Linux
#### Ubuntu
```
# for SDL2 backend
apt install libsdl2-dev libglew-dev
make sdl
```
```
# for Sokol backend
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev
make sokol
```
#### Fedora
```
# for SDL2 backend
dnf install SDL2-devel glew-devel
make sdl
```
```
# for Sokol backend
dnf install libX11-devel libXi-devel alsa-lib-devel glew-devel libXcursor-devel
make sokol
```
### macOS
Currently only the SDL2 backend works. macOS is very picky about the GLSL shader version when compiling with Sokol and OpenGL3.3; it shouldn't be too difficult to get it working, but will probably require a bunch of `#ifdefs` for SDL and WASM. PRs welcome!
```
brew install sdl2 glew
make sdl
```
### Windows
In theory both backends should work on Windows, but the Makefile is missing the proper compiler flags. Please send a PR!
_todo_
### WASM
Install [emscripten](https://emscripten.org/) and activate emsdk, so that `emcc` is in your `PATH`. The WASM version automatically
selects the Sokol backend. I'm not sure what needs to be done to make the SDL2 backend work with WASM.
```
make wasm
```
This builds the minimal version (no music, no intro) as well as the full version.
See [Building.md](Building.md) for more info.
### Flags
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# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.
# Copyright 2019 Amine Ben Hassouna <amine.benhassouna@gmail.com>
# Copyright 2000-2019 Kitware, Inc. and Contributors
# All rights reserved.
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
# * Neither the name of Kitware, Inc. nor the names of Contributors
# may be used to endorse or promote products derived from this
# software without specific prior written permission.
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#[=======================================================================[.rst:
FindSDL2
--------
Locate SDL2 library
This module defines the following 'IMPORTED' targets:
::
SDL2::Core
The SDL2 library, if found.
Libraries should link to SDL2::Core
SDL2::Main
The SDL2main library, if found.
Applications should link to SDL2::Main instead of SDL2::Core
This module will set the following variables in your project:
::
SDL2_LIBRARIES, the name of the library to link against
SDL2_INCLUDE_DIRS, where to find SDL.h
SDL2_FOUND, if false, do not try to link to SDL2
SDL2MAIN_FOUND, if false, do not try to link to SDL2main
SDL2_VERSION_STRING, human-readable string containing the version of SDL2
This module responds to the following cache variables:
::
SDL2_PATH
Set a custom SDL2 Library path (default: empty)
SDL2_NO_DEFAULT_PATH
Disable search SDL2 Library in default path.
If SDL2_PATH (default: ON)
Else (default: OFF)
SDL2_INCLUDE_DIR
SDL2 headers path.
SDL2_LIBRARY
SDL2 Library (.dll, .so, .a, etc) path.
SDL2MAIN_LIBRAY
SDL2main Library (.a) path.
SDL2_BUILDING_LIBRARY
This flag is useful only when linking to SDL2_LIBRARIES insead of
SDL2::Main. It is required only when building a library that links to
SDL2_LIBRARIES, because only applications need main() (No need to also
link to SDL2main).
If this flag is defined, then no SDL2main will be added to SDL2_LIBRARIES
and no SDL2::Main target will be created.
Don't forget to include SDLmain.h and SDLmain.m in your project for the
OS X framework based version. (Other versions link to -lSDL2main which
this module will try to find on your behalf.) Also for OS X, this
module will automatically add the -framework Cocoa on your behalf.
Additional Note: If you see an empty SDL2_LIBRARY in your project
configuration, it means CMake did not find your SDL2 library
(SDL2.dll, libsdl2.so, SDL2.framework, etc). Set SDL2_LIBRARY to point
to your SDL2 library, and configure again. Similarly, if you see an
empty SDL2MAIN_LIBRARY, you should set this value as appropriate. These
values are used to generate the final SDL2_LIBRARIES variable and the
SDL2::Core and SDL2::Main targets, but when these values are unset,
SDL2_LIBRARIES, SDL2::Core and SDL2::Main does not get created.
$SDL2DIR is an environment variable that would correspond to the
./configure --prefix=$SDL2DIR used in building SDL2. l.e.galup 9-20-02
Created by Amine Ben Hassouna:
Adapt FindSDL.cmake to SDL2 (FindSDL2.cmake).
Add cache variables for more flexibility:
SDL2_PATH, SDL2_NO_DEFAULT_PATH (for details, see doc above).
Mark 'Threads' as a required dependency for non-OSX systems.
Modernize the FindSDL2.cmake module by creating specific targets:
SDL2::Core and SDL2::Main (for details, see doc above).
Original FindSDL.cmake module:
Modified by Eric Wing. Added code to assist with automated building
by using environmental variables and providing a more
controlled/consistent search behavior. Added new modifications to
recognize OS X frameworks and additional Unix paths (FreeBSD, etc).
Also corrected the header search path to follow "proper" SDL
guidelines. Added a search for SDLmain which is needed by some
platforms. Added a search for threads which is needed by some
platforms. Added needed compile switches for MinGW.
On OSX, this will prefer the Framework version (if found) over others.
People will have to manually change the cache value of SDL2_LIBRARY to
override this selection or set the SDL2_PATH variable or the CMake
environment CMAKE_INCLUDE_PATH to modify the search paths.
Note that the header path has changed from SDL/SDL.h to just SDL.h
This needed to change because "proper" SDL convention is #include
"SDL.h", not <SDL/SDL.h>. This is done for portability reasons
because not all systems place things in SDL/ (see FreeBSD).
#]=======================================================================]
# Define options for searching SDL2 Library in a custom path
set(SDL2_PATH "" CACHE STRING "Custom SDL2 Library path")
set(_SDL2_NO_DEFAULT_PATH OFF)
if(SDL2_PATH)
set(_SDL2_NO_DEFAULT_PATH ON)
endif()
set(SDL2_NO_DEFAULT_PATH ${_SDL2_NO_DEFAULT_PATH}
CACHE BOOL "Disable search SDL2 Library in default path")
unset(_SDL2_NO_DEFAULT_PATH)
set(SDL2_NO_DEFAULT_PATH_CMD)
if(SDL2_NO_DEFAULT_PATH)
set(SDL2_NO_DEFAULT_PATH_CMD NO_DEFAULT_PATH)
endif()
# Search for the SDL2 include directory
find_path(SDL2_INCLUDE_DIR SDL.h
HINTS
ENV SDL2DIR
${SDL2_NO_DEFAULT_PATH_CMD}
PATH_SUFFIXES SDL2
# path suffixes to search inside ENV{SDL2DIR}
include/SDL2 include
PATHS ${SDL2_PATH}
DOC "Where the SDL2 headers can be found"
)
set(SDL2_INCLUDE_DIRS "${SDL2_INCLUDE_DIR}")
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()
# SDL-2.0 is the name used by FreeBSD ports...
# don't confuse it for the version number.
find_library(SDL2_LIBRARY
NAMES SDL2 SDL-2.0
HINTS
ENV SDL2DIR
${SDL2_NO_DEFAULT_PATH_CMD}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
PATHS ${SDL2_PATH}
DOC "Where the SDL2 Library can be found"
)
set(SDL2_LIBRARIES "${SDL2_LIBRARY}")
if(NOT SDL2_BUILDING_LIBRARY)
if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
if(SDL2_PATH)
set(SDL2MAIN_LIBRARY_PATHS "${SDL2_PATH}")
endif()
if(NOT SDL2_NO_DEFAULT_PATH)
set(SDL2MAIN_LIBRARY_PATHS
/sw
/opt/local
/opt/csw
/opt
"${SDL2MAIN_LIBRARY_PATHS}"
)
endif()
find_library(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
ENV SDL2DIR
${SDL2_NO_DEFAULT_PATH_CMD}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
PATHS ${SDL2MAIN_LIBRARY_PATHS}
DOC "Where the SDL2main library can be found"
)
unset(SDL2MAIN_LIBRARY_PATHS)
endif()
endif()
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
if(NOT APPLE)
find_package(Threads QUIET)
if(NOT Threads_FOUND)
set(SDL2_THREADS_NOT_FOUND "Could NOT find Threads (Threads is required by SDL2).")
if(SDL2_FIND_REQUIRED)
message(FATAL_ERROR ${SDL2_THREADS_NOT_FOUND})
else()
if(NOT SDL2_FIND_QUIETLY)
message(STATUS ${SDL2_THREADS_NOT_FOUND})
endif()
return()
endif()
unset(SDL2_THREADS_NOT_FOUND)
endif()
endif()
# MinGW needs an additional link flag, -mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows
if(MINGW)
set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
endif()
if(SDL2_LIBRARY)
# For SDL2main
if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
list(FIND SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" _SDL2_MAIN_INDEX)
if(_SDL2_MAIN_INDEX EQUAL -1)
set(SDL2_LIBRARIES "${SDL2MAIN_LIBRARY}" ${SDL2_LIBRARIES})
endif()
unset(_SDL2_MAIN_INDEX)
endif()
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
if(APPLE)
set(SDL2_LIBRARIES ${SDL2_LIBRARIES} -framework Cocoa)
endif()
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
if(NOT APPLE)
set(SDL2_LIBRARIES ${SDL2_LIBRARIES} ${CMAKE_THREAD_LIBS_INIT})
endif()
# For MinGW library
if(MINGW)
set(SDL2_LIBRARIES ${MINGW32_LIBRARY} ${SDL2_LIBRARIES})
endif()
endif()
# Read SDL2 version
if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL_version.h")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL_MINOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_INCLUDE_DIR}/SDL_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL_PATCHLEVEL[ \t]+[0-9]+$")
string(REGEX REPLACE "^#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
unset(SDL2_VERSION_MAJOR_LINE)
unset(SDL2_VERSION_MINOR_LINE)
unset(SDL2_VERSION_PATCH_LINE)
unset(SDL2_VERSION_MAJOR)
unset(SDL2_VERSION_MINOR)
unset(SDL2_VERSION_PATCH)
endif()
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2
REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
VERSION_VAR SDL2_VERSION_STRING)
if(SDL2MAIN_LIBRARY)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2main
REQUIRED_VARS SDL2MAIN_LIBRARY SDL2_INCLUDE_DIR
VERSION_VAR SDL2_VERSION_STRING)
endif()
mark_as_advanced(SDL2_PATH
SDL2_NO_DEFAULT_PATH
SDL2_LIBRARY
SDL2MAIN_LIBRARY
SDL2_INCLUDE_DIR
SDL2_BUILDING_LIBRARY)
# SDL2:: targets (SDL2::Core and SDL2::Main)
if(SDL2_FOUND)
# SDL2::Core target
if(SDL2_LIBRARY AND NOT TARGET SDL2::Core)
add_library(SDL2::Core UNKNOWN IMPORTED)
set_target_properties(SDL2::Core PROPERTIES
IMPORTED_LOCATION "${SDL2_LIBRARY}"
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INCLUDE_DIR}")
if(APPLE)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# For more details, please see above.
set_property(TARGET SDL2::Core APPEND PROPERTY
INTERFACE_LINK_OPTIONS -framework Cocoa)
else()
# For threads, as mentioned Apple doesn't need this.
# For more details, please see above.
set_property(TARGET SDL2::Core APPEND PROPERTY
INTERFACE_LINK_LIBRARIES Threads::Threads)
endif()
endif()
# SDL2::Main target
# Applications should link to SDL2::Main instead of SDL2::Core
# For more details, please see above.
if(NOT SDL2_BUILDING_LIBRARY AND NOT TARGET SDL2::Main)
if(SDL2_INCLUDE_DIR MATCHES ".framework" OR NOT SDL2MAIN_LIBRARY)
add_library(SDL2::Main INTERFACE IMPORTED)
set_property(TARGET SDL2::Main PROPERTY
INTERFACE_LINK_LIBRARIES SDL2::Core)
elseif(SDL2MAIN_LIBRARY)
# MinGW requires that the mingw32 library is specified before the
# libSDL2main.a static library when linking.
# The SDL2::MainInternal target is used internally to make sure that
# CMake respects this condition.
add_library(SDL2::MainInternal UNKNOWN IMPORTED)
set_property(TARGET SDL2::MainInternal PROPERTY
IMPORTED_LOCATION "${SDL2MAIN_LIBRARY}")
set_property(TARGET SDL2::MainInternal PROPERTY
INTERFACE_LINK_LIBRARIES SDL2::Core)
add_library(SDL2::Main INTERFACE IMPORTED)
if(MINGW)
# MinGW needs an additional link flag '-mwindows' and link to mingw32
set_property(TARGET SDL2::Main PROPERTY
INTERFACE_LINK_LIBRARIES "mingw32" "-mwindows")
endif()
set_property(TARGET SDL2::Main APPEND PROPERTY
INTERFACE_LINK_LIBRARIES SDL2::MainInternal)
endif()
endif()
endif()
+8
View File
@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8" ?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3">
<asmv3:application>
<asmv3:windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
</assembly>
Binary file not shown.

After

Width:  |  Height:  |  Size: 766 B

+3
View File
@@ -0,0 +1,3 @@
#define MANIFEST_RESOURCE_ID 1
MANIFEST_RESOURCE_ID RT_MANIFEST "wipeout.exe.manifest"
IDI_ICON1 ICON DISCARDABLE "wipeout.ico"
+4 -4
View File
@@ -159,16 +159,16 @@ static void *capture_user;
static int32_t mouse_x;
static int32_t mouse_y;
void input_init() {
void input_init(void) {
input_unbind_all(INPUT_LAYER_SYSTEM);
input_unbind_all(INPUT_LAYER_USER);
}
void input_cleanup() {
void input_cleanup(void) {
}
void input_clear() {
void input_clear(void) {
clear(actions_pressed);
clear(actions_released);
}
@@ -274,7 +274,7 @@ bool input_released(uint8_t action) {
return actions_released[action];
}
vec2_t input_mouse_pos() {
vec2_t input_mouse_pos(void) {
return vec2(mouse_x, mouse_y);
}
+4 -4
View File
@@ -156,9 +156,9 @@ typedef enum {
typedef void(*input_capture_callback_t)
(void *user, button_t button, int32_t ascii_char);
void input_init();
void input_cleanup();
void input_clear();
void input_init(void);
void input_cleanup(void);
void input_clear(void);
void input_bind(input_layer_t layer, button_t button, uint8_t action);
void input_unbind(input_layer_t layer,button_t button);
@@ -175,7 +175,7 @@ void input_capture(input_capture_callback_t cb, void *user);
float input_state(uint8_t action);
bool input_pressed(uint8_t action);
bool input_released(uint8_t action);
vec2_t input_mouse_pos();
vec2_t input_mouse_pos(void);
button_t input_name_to_button(const char *name);
const char *input_button_to_name(button_t button);
+2366 -1905
View File
File diff suppressed because it is too large Load Diff
+8 -13
View File
@@ -61,6 +61,8 @@
The main purpose of this function is to remove jitter/inaccuracies from
measured frame times, and instead use the display refresh rate as
frame duration.
NOTE: for more robust frame timing, consider using the
sokol_app.h function sapp_frame_duration()
Use the following functions to convert a duration in ticks into
useful time units:
@@ -77,7 +79,7 @@
Windows: QueryPerformanceFrequency() / QueryPerformanceCounter()
MacOS/iOS: mach_absolute_time()
emscripten: performance.now()
emscripten: emscripten_get_now()
Linux+others: clock_gettime(CLOCK_MONOTONIC)
zlib/libpng license
@@ -199,19 +201,13 @@ static _stm_state_t _stm;
see https://gist.github.com/jspohr/3dc4f00033d79ec5bdaf67bc46c813e3
*/
#if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__))
_SOKOL_PRIVATE int64_t int64_muldiv(int64_t value, int64_t numer, int64_t denom) {
_SOKOL_PRIVATE int64_t _stm_int64_muldiv(int64_t value, int64_t numer, int64_t denom) {
int64_t q = value / denom;
int64_t r = value % denom;
return q * numer + r * numer / denom;
}
#endif
#if defined(__EMSCRIPTEN__)
EM_JS(double, stm_js_perfnow, (void), {
return performance.now();
});
#endif
SOKOL_API_IMPL void stm_setup(void) {
memset(&_stm, 0, sizeof(_stm));
_stm.initialized = 0xABCDABCD;
@@ -222,7 +218,7 @@ SOKOL_API_IMPL void stm_setup(void) {
mach_timebase_info(&_stm.timebase);
_stm.start = mach_absolute_time();
#elif defined(__EMSCRIPTEN__)
_stm.start = stm_js_perfnow();
_stm.start = emscripten_get_now();
#else
struct timespec ts;
clock_gettime(CLOCK_MONOTONIC, &ts);
@@ -236,13 +232,12 @@ SOKOL_API_IMPL uint64_t stm_now(void) {
#if defined(_WIN32)
LARGE_INTEGER qpc_t;
QueryPerformanceCounter(&qpc_t);
now = (uint64_t) int64_muldiv(qpc_t.QuadPart - _stm.start.QuadPart, 1000000000, _stm.freq.QuadPart);
now = (uint64_t) _stm_int64_muldiv(qpc_t.QuadPart - _stm.start.QuadPart, 1000000000, _stm.freq.QuadPart);
#elif defined(__APPLE__) && defined(__MACH__)
const uint64_t mach_now = mach_absolute_time() - _stm.start;
now = (uint64_t) int64_muldiv((int64_t)mach_now, (int64_t)_stm.timebase.numer, (int64_t)_stm.timebase.denom);
now = (uint64_t) _stm_int64_muldiv((int64_t)mach_now, (int64_t)_stm.timebase.numer, (int64_t)_stm.timebase.denom);
#elif defined(__EMSCRIPTEN__)
double js_now = stm_js_perfnow() - _stm.start;
SOKOL_ASSERT(js_now >= 0.0);
double js_now = emscripten_get_now() - _stm.start;
now = (uint64_t) (js_now * 1000000.0);
#else
struct timespec ts;
+2 -2
View File
@@ -18,7 +18,7 @@ static uint32_t temp_objects_len;
// These allocations persist for many frames. The allocator level is reset
// whenever we load a new race track or menu in game_set_scene()
void *mem_mark() {
void *mem_mark(void) {
return &hunk[bump_len];
}
@@ -76,6 +76,6 @@ void mem_temp_free(void *p) {
temp_len = remaining_max;
}
void mem_temp_check() {
void mem_temp_check(void) {
error_if(temp_len != 0, "Temp memory not free: %d object(s)", temp_objects_len);
}
+2 -2
View File
@@ -7,11 +7,11 @@
#define MEM_HUNK_BYTES (4 * 1024 * 1024)
void *mem_bump(uint32_t size);
void *mem_mark();
void *mem_mark(void);
void mem_reset(void *p);
void *mem_temp_alloc(uint32_t size);
void mem_temp_free(void *p);
void mem_temp_check();
void mem_temp_check(void);
#endif
+4 -4
View File
@@ -3,10 +3,10 @@
#include "types.h"
void platform_exit();
vec2i_t platform_screen_size();
double platform_now();
bool platform_get_fullscreen();
void platform_exit(void);
vec2i_t platform_screen_size(void);
double platform_now(void);
bool platform_get_fullscreen(void);
void platform_set_fullscreen(bool fullscreen);
void platform_set_audio_mix_cb(void (*cb)(float *buffer, uint32_t len));
+16 -16
View File
@@ -48,11 +48,11 @@ uint8_t platform_sdl_axis_map[] = {
};
void platform_exit() {
void platform_exit(void) {
wants_to_exit = true;
}
SDL_GameController *platform_find_gamepad() {
SDL_GameController *platform_find_gamepad(void) {
for (int i = 0; i < SDL_NumJoysticks(); i++) {
if (SDL_IsGameController(i)) {
return SDL_GameControllerOpen(i);
@@ -63,7 +63,7 @@ SDL_GameController *platform_find_gamepad() {
}
void platform_pump_events() {
void platform_pump_events(void) {
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
// Detect ALT+Enter press to toggle fullscreen
@@ -188,12 +188,12 @@ void platform_pump_events() {
}
}
double platform_now() {
double platform_now(void) {
uint64_t perf_counter = SDL_GetPerformanceCounter();
return (double)perf_counter / (double)perf_freq;
}
bool platform_get_fullscreen() {
bool platform_get_fullscreen(void) {
return SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN;
}
@@ -251,7 +251,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
#define PLATFORM_WINDOW_FLAGS SDL_WINDOW_OPENGL
SDL_GLContext platform_gl;
void platform_video_init() {
void platform_video_init(void) {
#if defined(USE_GLES2)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
@@ -262,19 +262,19 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
SDL_GL_SetSwapInterval(1);
}
void platform_prepare_frame() {
void platform_prepare_frame(void) {
// nothing
}
void platform_video_cleanup() {
void platform_video_cleanup(void) {
SDL_GL_DeleteContext(platform_gl);
}
void platform_end_frame() {
void platform_end_frame(void) {
SDL_GL_SwapWindow(window);
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
return vec2i(width, height);
@@ -291,18 +291,18 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
static vec2i_t screen_size = vec2i(0, 0);
void platform_video_init() {
void platform_video_init(void) {
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}
void platform_video_cleanup() {
void platform_video_cleanup(void) {
if (screenbuffer) {
SDL_DestroyTexture(screenbuffer);
}
SDL_DestroyRenderer(renderer);
}
void platform_prepare_frame() {
void platform_prepare_frame(void) {
if (screen_size.x != screenbuffer_size.x || screen_size.y != screenbuffer_size.y) {
if (screenbuffer) {
SDL_DestroyTexture(screenbuffer);
@@ -313,7 +313,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
SDL_LockTexture(screenbuffer, NULL, &screenbuffer_pixels, &screenbuffer_pitch);
}
void platform_end_frame() {
void platform_end_frame(void) {
screenbuffer_pixels = NULL;
SDL_UnlockTexture(screenbuffer);
SDL_RenderCopy(renderer, screenbuffer, NULL, NULL);
@@ -325,7 +325,7 @@ uint32_t platform_store_userdata(const char *name, void *bytes, int32_t len) {
return screenbuffer_pixels;
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
int width, height;
SDL_GetWindowSize(window, &width, &height);
@@ -343,7 +343,7 @@ int main(int argc, char *argv[]) {
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
// Figure out the absolute asset and userdata paths. These may either be
// supplied at build time through -DPATH_ASSETS=.. and -DPATH_USERDATA=..
// supplied at build time through -DPATH_ASSETS=.. and -DPATH_USERDATA=..
// or received at runtime from SDL. Note that SDL may return NULL for these.
// We fall back to the current directory (i.e. just "") in this case.
+7 -7
View File
@@ -5,7 +5,7 @@
#if defined(RENDERER_GL)
#ifdef __EMSCRIPTEN__
#define SOKOL_GLES2
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE33
#endif
@@ -14,9 +14,9 @@
#endif
#define SOKOL_IMPL
#include "libs/sokol_audio.h"
#include "libs/sokol_time.h"
#include "libs/sokol_app.h"
#include <sokol_audio.h>
#include <sokol_time.h>
#include <sokol_app.h>
#include "input.h"
// FIXME: we should figure out the actual path where the executabe resides,
@@ -161,15 +161,15 @@ static const uint8_t keyboard_map[] = {
static void (*audio_callback)(float *buffer, uint32_t len) = NULL;
void platform_exit() {
void platform_exit(void) {
sapp_quit();
}
vec2i_t platform_screen_size() {
vec2i_t platform_screen_size(void) {
return vec2i(sapp_width(), sapp_height());
}
double platform_now() {
double platform_now(void) {
return stm_sec(stm_now());
}
+6 -6
View File
@@ -28,18 +28,18 @@ typedef enum {
extern uint16_t RENDER_NO_TEXTURE;
void render_init(vec2i_t screen_size);
void render_cleanup();
void render_cleanup(void);
void render_set_screen_size(vec2i_t size);
void render_set_resolution(render_resolution_t res);
void render_set_post_effect(render_post_effect_t post);
vec2i_t render_size();
vec2i_t render_size(void);
void render_frame_prepare();
void render_frame_end();
void render_frame_prepare(void);
void render_frame_end(void);
void render_set_view(vec3_t pos, vec3_t angles);
void render_set_view_2d();
void render_set_view_2d(void);
void render_set_model_mat(mat4_t *m);
void render_set_depth_write(bool enabled);
void render_set_depth_test(bool enabled);
@@ -57,7 +57,7 @@ void render_push_2d_tile(vec2i_t pos, vec2i_t uv_offset, vec2i_t uv_size, vec2i_
uint16_t render_texture_create(uint32_t width, uint32_t height, rgba_t *pixels);
vec2i_t render_texture_size(uint16_t texture_index);
void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels);
uint16_t render_textures_len();
uint16_t render_textures_len(void);
void render_textures_reset(uint16_t len);
void render_textures_dump(const char *path);
+21 -25
View File
@@ -11,23 +11,19 @@
// Linux
#elif defined(__unix__)
#include <GL/glew.h>
#elif defined(__MSYS__)
#include <GL/glew.h>
// WINDOWS
#else
// Windows
#elif defined(WIN32)
#include <windows.h>
#define GL3_PROTOTYPES 1
#include <glew.h>
#pragma comment(lib, "glew32.lib")
#include <gl/GL.h>
#pragma comment(lib, "opengl32.lib")
#include <GL/glew.h>
#include <GL/gl.h>
#endif
#include "libs/stb_image_write.h"
#include <stb_image_write.h>
#include "system.h"
#include "render.h"
@@ -137,7 +133,7 @@ static const char * const SHADER_GAME_VS = SHADER_SOURCE(
uniform vec2 fade;
uniform float time;
void main() {
void main(void) {
gl_Position = projection * view * model * vec4(pos, 1.0);
gl_Position.xy += screen.xy * gl_Position.w;
v_color = color;
@@ -154,7 +150,7 @@ static const char * const SHADER_GAME_FS = SHADER_SOURCE(
varying vec2 v_uv;
uniform sampler2D texture;
void main() {
void main(void) {
vec4 tex_color = texture2D(texture, v_uv);
vec4 color = tex_color * v_color;
if (color.a == 0.0) {
@@ -184,7 +180,7 @@ typedef struct {
} attribute;
} prg_game_t;
prg_game_t *shader_game_init() {
prg_game_t *shader_game_init(void) {
prg_game_t *s = mem_bump(sizeof(prg_game_t));
s->program = create_program(SHADER_GAME_VS, SHADER_GAME_FS);
@@ -228,7 +224,7 @@ static const char * const SHADER_POST_VS = SHADER_SOURCE(
uniform vec2 screen_size;
uniform float time;
void main() {
void main(void) {
gl_Position = projection * vec4(pos, 1.0);
v_uv = uv;
}
@@ -240,7 +236,7 @@ static const char * const SHADER_POST_FS_DEFAULT = SHADER_SOURCE(
uniform sampler2D texture;
uniform vec2 screen_size;
void main() {
void main(void) {
gl_FragColor = texture2D(texture, v_uv);
}
);
@@ -332,14 +328,14 @@ void shader_post_general_init(prg_post_t *s) {
bind_va_f(s->attribute.uv, vertex_t, uv, 0);
}
prg_post_t *shader_post_default_init() {
prg_post_t *shader_post_default_init(void) {
prg_post_t *s = mem_bump(sizeof(prg_post_t));
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_DEFAULT);
shader_post_general_init(s);
return s;
}
prg_post_t *shader_post_crt_init() {
prg_post_t *shader_post_crt_init(void) {
prg_post_t *s = mem_bump(sizeof(prg_post_t));
s->program = create_program(SHADER_POST_VS, SHADER_POST_FS_CRT);
shader_post_general_init(s);
@@ -383,7 +379,7 @@ prg_post_t *prg_post;
prg_post_t *prg_post_effects[NUM_RENDER_POST_EFFCTS] = {};
static void render_flush();
static void render_flush(void);
// static void gl_message_callback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) {
@@ -464,7 +460,7 @@ void render_init(vec2i_t screen_size) {
render_set_screen_size(screen_size);
}
void render_cleanup() {
void render_cleanup(void) {
// TODO
}
@@ -572,11 +568,11 @@ void render_set_post_effect(render_post_effect_t post) {
prg_post = prg_post_effects[post];
}
vec2i_t render_size() {
vec2i_t render_size(void) {
return backbuffer_size;
}
void render_frame_prepare() {
void render_frame_prepare(void) {
use_program(prg_game);
glBindFramebuffer(GL_FRAMEBUFFER, backbuffer);
glViewport(0, 0, backbuffer_size.x, backbuffer_size.y);
@@ -591,7 +587,7 @@ void render_frame_prepare() {
glEnable(GL_DEPTH_TEST);
}
void render_frame_end() {
void render_frame_end(void) {
render_flush();
use_program(prg_post);
@@ -625,7 +621,7 @@ void render_frame_end() {
render_flush();
}
void render_flush() {
void render_flush(void) {
if (tris_len == 0) {
return;
}
@@ -662,7 +658,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
glUniform2f(prg_game->uniform.fade, RENDER_FADEOUT_NEAR, RENDER_FADEOUT_FAR);
}
void render_set_view_2d() {
void render_set_view_2d(void) {
render_flush();
render_set_depth_test(false);
render_set_depth_write(false);
@@ -959,7 +955,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
glTexSubImage2D(GL_TEXTURE_2D, 0, t->offset.x, t->offset.y, t->size.x, t->size.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
uint16_t render_textures_len() {
uint16_t render_textures_len(void) {
return textures_len;
}
+6 -6
View File
@@ -43,7 +43,7 @@ void render_init(vec2i_t screen_size) {
RENDER_NO_TEXTURE = render_texture_create(2, 2, white_pixels);
}
void render_cleanup() {}
void render_cleanup(void) {}
void render_set_screen_size(vec2i_t size) {
screen_size = size;
@@ -63,12 +63,12 @@ void render_set_screen_size(vec2i_t size) {
void render_set_resolution(render_resolution_t res) {}
void render_set_post_effect(render_post_effect_t post) {}
vec2i_t render_size() {
vec2i_t render_size(void) {
return screen_size;
}
void render_frame_prepare() {
void render_frame_prepare(void) {
screen_buffer = platform_get_screenbuffer(&screen_pitch);
screen_ppr = screen_pitch / sizeof(rgba_t);
@@ -80,7 +80,7 @@ void render_frame_prepare() {
}
}
void render_frame_end() {}
void render_frame_end(void) {}
void render_set_view(vec3_t pos, vec3_t angles) {
view_mat = mat4_identity();
@@ -92,7 +92,7 @@ void render_set_view(vec3_t pos, vec3_t angles) {
render_set_model_mat(&mat4_identity());
}
void render_set_view_2d() {
void render_set_view_2d(void) {
float near = -1;
float far = 1;
float left = 0;
@@ -227,7 +227,7 @@ void render_texture_replace_pixels(int16_t texture_index, rgba_t *pixels) {
// memcpy(t->pixels, pixels, t->size.x * t->size.y * sizeof(rgba_t));
}
uint16_t render_textures_len() {
uint16_t render_textures_len(void) {
return textures_len;
}

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