moved over to cmake

This commit is contained in:
Warwick 2022-01-12 12:17:53 +00:00
parent ba2f426fe0
commit f1d0f03ae4
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GPG key ID: A063045576839DB7
6 changed files with 150 additions and 79 deletions

37
CMakeLists.txt Normal file
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@ -0,0 +1,37 @@
cmake_minimum_required(VERSION 3.21 FATAL_ERROR)
project(Game)
file(GLOB_RECURSE SOURCE_FILES
${CMAKE_SOURCE_DIR}/src/*.c
${CMAKE_SOURCE_DIR}/src/*.cpp)
file(GLOB_RECURSE HEADER_FILES
${CMAKE_SOURCE_DIR}/src/*.h
${CMAKE_SOURCE_DIR}/src/*.hpp)
configure_file(src/helpers/RootDir.h.in src/helpers/RootDir.h)
include_directories(${CMAKE_BINARY_DIR}/src)
link_directories(${CMAKE_SOURCE_DIR}/lib)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/")
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
include_directories(
${SDL2_INCLUDE_DIRS}
${SDL2_IMAGE_DIRS}
${OPENGL_INCLUDE_DIRS}
${GLEW_INCLUDE_DIRS})
add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES})
target_link_libraries(${PROJECT_NAME}
${SDL2_LIBRARIES}
${SDL2_IMAGE_LIBRARIES}
${OPENGL_LIBRARIES}
${GLEW_LIBRARIES})

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@ -1,38 +0,0 @@
# Allow directory manangement of source
AUTOMAKE_OPTIONS = subdir-objects
# Use m4 directory (modern best practice)
ACLOCAL_AMFLAGS = -I m4 --install
bin_PROGRAMS = Game
dist_pkgdata_DATA = \
data/shaders/vertex.glsl \
data/shaders/fragment.glsl \
data/container.jpg
Game_SOURCES = \
src/main.cpp \
src/Error.h \
src/Error.cpp \
src/ShaderLoader.h \
src/ShaderLoader.cpp
# Generate final path locations based on configuration at compile time
CLEANFILES = config_file_paths.h
DISTCLEANFILES = config_file_paths.h
BUILT_SOURCES = config_file_paths.h
config_file_paths.h:
echo '#define DATADIR "$(pkgdatadir)"' >$@
Game_CPPFLAGS = @sdl2_CFLAGS@ \
@glew_CFLAGS@ \
@opengl_CFLAGS@ \
@glm_CFLAGS@ \
@sdl2_image_CFLAGS@
Game_LDFLAGS = @sdl2_LIBS@ \
@glew_LIBS@ \
@opengl_LIBS@ \
@glm_LIBS@ \
@sdl2_image_LIBS@

100
cmake/FindSDL2_image.cmake Normal file
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@ -0,0 +1,100 @@
# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
# file Copyright.txt or https://cmake.org/licensing for details.
#.rst:
# FindSDL2_image
# -------------
#
# Locate SDL2_image library
#
# This module defines:
#
# ::
#
# SDL2_IMAGE_LIBRARIES, the name of the library to link against
# SDL2_IMAGE_INCLUDE_DIRS, where to find the headers
# SDL2_IMAGE_FOUND, if false, do not try to link against
# SDL2_IMAGE_VERSION_STRING - human-readable string containing the
# version of SDL2_image
#
#
#
# For backward compatibility the following variables are also set:
#
# ::
#
# SDL2IMAGE_LIBRARY (same value as SDL2_IMAGE_LIBRARIES)
# SDL2IMAGE_INCLUDE_DIR (same value as SDL2_IMAGE_INCLUDE_DIRS)
# SDL2IMAGE_FOUND (same value as SDL2_IMAGE_FOUND)
#
#
#
# $SDLDIR is an environment variable that would correspond to the
# ./configure --prefix=$SDLDIR used in building SDL.
#
# Created by Eric Wing. This was influenced by the FindSDL.cmake
# module, but with modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
if(NOT SDL2_IMAGE_INCLUDE_DIR AND SDL2IMAGE_INCLUDE_DIR)
set(SDL2_IMAGE_INCLUDE_DIR ${SDL2IMAGE_INCLUDE_DIR} CACHE PATH "directory cache entry initialized from old variable name")
endif()
find_path(SDL2_IMAGE_INCLUDE_DIR SDL_image.h
HINTS
ENV SDL2IMAGEDIR
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES SDL2
# path suffixes to search inside ENV{SDL2DIR}
include/SDL2 include
)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(VC_LIB_PATH_SUFFIX lib/x64)
else()
set(VC_LIB_PATH_SUFFIX lib/x86)
endif()
if(NOT SDL2_IMAGE_LIBRARY AND SDL2IMAGE_LIBRARY)
set(SDL2_IMAGE_LIBRARY ${SDL2IMAGE_LIBRARY} CACHE FILEPATH "file cache entry initialized from old variable name")
endif()
find_library(SDL2_IMAGE_LIBRARY
NAMES SDL2_image
HINTS
ENV SDL2IMAGEDIR
ENV SDL2DIR
${SDL2_DIR}
PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
)
if(SDL2_IMAGE_INCLUDE_DIR AND EXISTS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+[0-9]+$")
file(STRINGS "${SDL2_IMAGE_INCLUDE_DIR}/SDL2_image.h" SDL2_IMAGE_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+[0-9]+$")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MAJOR "${SDL2_IMAGE_VERSION_MAJOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_MINOR "${SDL2_IMAGE_VERSION_MINOR_LINE}")
string(REGEX REPLACE "^#define[ \t]+SDL2_IMAGE_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_IMAGE_VERSION_PATCH "${SDL2_IMAGE_VERSION_PATCH_LINE}")
set(SDL2_IMAGE_VERSION_STRING ${SDL2_IMAGE_VERSION_MAJOR}.${SDL2_IMAGE_VERSION_MINOR}.${SDL2_IMAGE_VERSION_PATCH})
unset(SDL2_IMAGE_VERSION_MAJOR_LINE)
unset(SDL2_IMAGE_VERSION_MINOR_LINE)
unset(SDL2_IMAGE_VERSION_PATCH_LINE)
unset(SDL2_IMAGE_VERSION_MAJOR)
unset(SDL2_IMAGE_VERSION_MINOR)
unset(SDL2_IMAGE_VERSION_PATCH)
endif()
set(SDL2_IMAGE_LIBRARIES ${SDL2_IMAGE_LIBRARY})
set(SDL2_IMAGE_INCLUDE_DIRS ${SDL2_IMAGE_INCLUDE_DIR})
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2_image
REQUIRED_VARS SDL2_IMAGE_LIBRARIES SDL2_IMAGE_INCLUDE_DIRS
VERSION_VAR SDL2_IMAGE_VERSION_STRING)
# for backward compatibility
set(SDL2IMAGE_LIBRARY ${SDL2_IMAGE_LIBRARIES})
set(SDL2IMAGE_INCLUDE_DIR ${SDL2_IMAGE_INCLUDE_DIRS})
set(SDL2IMAGE_FOUND ${SDL2_IMAGE_FOUND})
mark_as_advanced(SDL2_IMAGE_LIBRARY SDL2_IMAGE_INCLUDE_DIR)

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@ -1,34 +0,0 @@
# -*- Autoconf -*-
# Process this file with autoconf to produce a configure script.
AC_PREREQ([2.69])
AC_INIT([Game], [0.0.1], [wytau@sdf.org])
AC_CONFIG_SRCDIR([src/main.cpp])
AC_CONFIG_HEADERS([config.h])
# This is actually defined in Makefile.am
# But this stops intellisense like software from complaining
#AC_DEFINE_UNQUOTED([DATAPATH], ["$pkgdatadir"],"DData Directory Path")
AM_INIT_AUTOMAKE([-Wall -Werror foreign])
AC_CONFIG_MACRO_DIR([m4])
# Checks for programs.
AC_PROG_CXX
# Checks for libraries.
PKG_CHECK_MODULES([sdl2], sdl2, [], AC_MSG_ERROR([Failed to find sdl2]))
PKG_CHECK_MODULES([sdl2_image], SDL2_image, [], AC_MSG_ERROR([Failed to find sdl2_image]))
PKG_CHECK_MODULES([glm], glm, [], AC_MSG_ERROR([Failed to find glm - OpenGL Mathmatics]))
PKG_CHECK_MODULES([glew], glew, [], AC_MSG_ERROR([Failed to find glew - OpenGL Extention Wrangler]))
PKG_CHECK_MODULES([opengl], gl, [], AC_MSG_ERROR([Failed to find OpenGL]))
# Checks for header files.
# Checks for typedefs, structures, and compiler characteristics.
AC_CHECK_HEADER_STDBOOL
# Checks for library functions.
AC_CONFIG_FILES([Makefile])
AC_OUTPUT

2
src/helpers/RootDir.h.in Normal file
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@ -0,0 +1,2 @@
#pragma once
#define ROOT_DIR "@SMAKE_SOURCE_DIR@/"

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@ -1,6 +1,6 @@
// Include Config header generated by GNU autotools
#include "../config.h"
#include "../config_file_paths.h"
//#include "../config.h"
//#include "../config_file_paths.h"
#include <GL/glew.h>
// Make sure Glew is loaded first
#include <GL/gl.h>
@ -40,9 +40,9 @@ int main(int argc, char **argv) {
// SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
// Create Window
SDL_Window *window = SDL_CreateWindow(PACKAGE_STRING, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 800, 600,
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
SDL_Window *window =
SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
if (window == NULL) {
error.crash("Unable to initialise SDL Window: ", SDL_GetError());
return 1;
@ -67,7 +67,10 @@ int main(int argc, char **argv) {
// Create event handling struct
SDL_Event input;
ShaderLoader shader(DATADIR "/vertex.glsl", DATADIR "/fragment.glsl");
ShaderLoader shader("../data/shaders"
"/vertex.glsl",
"../data/shaders"
"/fragment.glsl");
float vertices[] = {
// positions // texture Co-ords
@ -122,7 +125,8 @@ int main(int argc, char **argv) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Load texture image
SDL_Surface *image = IMG_Load(DATADIR "/container.jpg");
SDL_Surface *image = IMG_Load("../data"
"/container.jpg");
if (image == nullptr) {
error.crash("SDL2_image was unable to load a texture", IMG_GetError());
}