Begin refactor, add documentation
This commit is contained in:
parent
cd20bc490d
commit
14ed96161d
@ -2,56 +2,20 @@ cmake_minimum_required(VERSION 3.13)
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project(Couch)
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set(CMAKE_MODULE_PATH, ${CMAKE_MODULE_PATH} ${CMAKE_SOURCE_DIR/cmake.})
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## Find OPENGL packages
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(glfw3 3.3 REQUIRED)
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## Find SWIG
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find_package(SWIG REQUIRED)
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## Find Bullet
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find_package(Bullet REQUIRED)
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include_directories(${BULLET_INCLUDE_DIRS})
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## Find Lua
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find_package(Lua REQUIRED)
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file(GLOB_RECURSE sources core/*.cpp core/*.h)
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add_compile_definitions(LUA_SCRIPTING)
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add_executable(couch ${sources})
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include_directories(core)
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if(NOT WIN32)
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target_link_libraries(couch glfw)
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endif()
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target_link_libraries(couch OpenGL::GL)
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target_link_libraries(couch GLEW::GLEW)
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target_link_libraries(couch ${LUA_LIBRARIES})
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target_link_libraries(couch ${BULLET_LIBRARIES})
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add_executable(couch core/couch.cpp)
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include(UseSWIG)
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set_property(SOURCE scripting/couch.i PROPERTY CPLUSPLUS ON)
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if (NOT WIN32)
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swig_add_library(couchlua
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TYPE SHARED
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LANGUAGE lua
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SOURCES scripting/couch.i scripting/lua/helpers.i)
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else()
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swig_add_library(couchlua
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TYPE STATIC
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LANGUAGE lua
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SOURCES scripting/couch.i scripting/lua/helpers.i)
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endif()
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add_subdirectory(core)
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target_link_libraries(couch couchlib)
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target_link_libraries(couchlua ${LUA_LIBRARIES})
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add_subdirectory(scripting)
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target_link_libraries(couch couchlua)
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add_subdirectory(thirdparty)
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add_subdirectory(shaders)
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add_dependencies(couch shader_headers)
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target_include_directories(couch
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add_dependencies(couchlib shader_headers)
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target_include_directories(couchlib
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PUBLIC "${CMAKE_CURRENT_BINARY_DIR}/shaders/")
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if(WIN32)
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@ -60,4 +24,4 @@ if(WIN32)
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set(CMAKE_EXE_LINKER_FLAGS "-static-libgcc -static-libstdc++")
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endif(WIN32)
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install(TARGETS couch couchlua)
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install(TARGETS couch couchlib couchlua)
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84
core/CMakeLists.txt
Normal file
84
core/CMakeLists.txt
Normal file
@ -0,0 +1,84 @@
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project(Couch)
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## Find OPENGL packages
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find_package(OpenGL REQUIRED)
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find_package(GLEW REQUIRED)
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find_package(glfw3 3.3 REQUIRED)
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## Find Bullet
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find_package(Bullet REQUIRED)
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## Find Lua
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find_package(Lua REQUIRED)
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add_library(couchlib SHARED)
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target_sources(couchlib PUBLIC
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Camera.h
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Camera.cpp
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CollisionShape.h
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CollisionShape.cpp
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constants.h
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Index.h
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Index.cpp
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Input.h
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Input.cpp
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Light.h
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Light.cpp
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Material.h
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Material.cpp
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Mesh.h
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Mesh.cpp
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Node.h
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Node.cpp
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Rigidbody.h
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Rigidbody.cpp
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Screen.h
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Screen.cpp
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Skybox.h
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Skybox.cpp
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Spatial.h
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Spatial.cpp
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Transform.h
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Transform.cpp
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types.h
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types.cpp
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Util.h
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Util.cpp
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Vertex.h
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Vertex.cpp
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World.h
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World.cpp
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Scripting/Lua.h
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Scripting/Lua.cpp
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Scripting/ScriptingLanguage.h
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Scripting/ScriptingLanguage.cpp
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Shaders/FlatShader.h
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Shaders/FlatShader.cpp
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Shaders/ScreenShader.h
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Shaders/ScreenShader.cpp
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Shaders/Shader.h
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Shaders/Shader.cpp
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Shaders/SkyboxShader.h
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Shaders/SkyboxShader.cpp)
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target_include_directories(couchlib
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PUBLIC
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${CMAKE_CURRENT_SOURCE_DIR})
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target_include_directories(couchlib
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PUBLIC
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${BULLET_INCLUDE_DIRS})
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if(NOT WIN32)
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target_link_libraries(couchlib glfw)
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endif()
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target_link_libraries(couchlib OpenGL::GL)
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target_link_libraries(couchlib GLEW::GLEW)
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target_link_libraries(couchlib ${LUA_LIBRARIES})
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target_link_libraries(couchlib ${BULLET_LIBRARIES})
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## Add documentation
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find_package(Doxygen REQUIRED
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OPTIONAL_COMPONENTS dot mscgen dia)
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doxygen_add_docs(Node.h)
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@ -1,18 +1,37 @@
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#include "Node.h"
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#include "Util.h"
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void NodeList::Append(Node *node) {
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if (this->isPrefabList and not node->isPrefab) {
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Util::Die("Attempt to add instanced node to prefab list!");
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}
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if (node->isPrefab and not this->isPrefabList) {
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Util::Die("Attempt to add prefab node to instanced list!");
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}
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push_back(node);
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}
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bool NodeList::IsPrefabList() {
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return isPrefabList;
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}
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Name Node::GetType() const {return "Node";}
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Node *Node::root = {Node().Instance()};
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bool Node::IsPrefab() {
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return isPrefab;
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}
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NodeList Node::GetChildren() {
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return children;
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}
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void Node::AddChild(Node *child) {
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children.Append(child);
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}
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Node *Node::GetRoot() {
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return root;
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}
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bool Node::IsDrawable() const {
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return false;
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}
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bool Node::IsTransformable() const {
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return false;
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}
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Node* Node::Create() {
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return new Node;
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@ -23,13 +42,13 @@ Node* Node::Duplicate() {
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}
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Node* Node::Instance() {
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if (not this->isPrefab) {
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if (not isPrefab) {
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Util::Die("Attempt to instance an instanced node!");
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}
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Node* instance = Duplicate();
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instance->isPrefab = false;
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instance->children = NodeList();
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instance->children.isPrefabList = false;
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// Instance the children to the instanced list
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for (Node *child : children) {
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instance->children.Append(child->Instance());
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}
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@ -37,12 +56,4 @@ Node* Node::Instance() {
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return instance;
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}
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void NodeList::Append(Node *node) {
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if (this->isPrefabList and not node->isPrefab) {
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Util::Die("Attempt to add instanced node to prefab list!");
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}
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if (node->isPrefab and not this->isPrefabList) {
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Util::Die("Attempt to add prefab node to instanced list!");
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}
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push_back(node);
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}
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Node *Node::root = {Node().Instance()};
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93
core/Node.h
93
core/Node.h
@ -1,3 +1,26 @@
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/**
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@file
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@author Dane Johnson <dane@danejohnson.org>
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@section LICENSE
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Couch Copyright (C) 2021 Dane Johnson
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This program comes with ABSOLUTELY NO WARRANTY; without event the
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implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public LICENSE for details at
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https://www.gnu.org/licenses/gpl-3.0.html
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This is free software, and you are welcome to redistribute it
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under the terms of the GNU General Public License as published
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by the Free Software Foundation; either version 3 of the License,
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or (at your option) any later version.
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@section DESCRIPTION
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Node is the parent class for all classes that would be in the scene
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tree. The root of the scene tree is always a node.
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*/
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#ifndef NODE_H
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#define NODE_H
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@ -6,26 +29,84 @@
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#include "types.h"
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class Node; // Forwards declare
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/**
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A list of nodes, tagged as either a list of prefabs
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or a list of instanced nodes.
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*/
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class NodeList : public std::vector<Node*> {
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public:
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/**
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Add a node to this list, will check if it is a prefab
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or an instance.
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@param node The node to add
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*/
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void Append(Node *node);
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/**
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Whether or not this is a list of prefabs
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@returns true if this is a prefab list,
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false if it is an instanced list.
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*/
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bool IsPrefabList();
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private:
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bool isPrefabList = true;
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friend class Node;
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};
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/**
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The parent class for any object that will go into the scene tree
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*/
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class Node {
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public:
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NodeList children;
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static Node *GetRoot();
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virtual bool IsDrawable() const;
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virtual void Draw() {};
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virtual bool IsTransformable() const;
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virtual Name GetType() const;
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/**
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Whether or not this object is a prefab, that is, if it is
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an object being set up to be instanced one or more times.
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The alternative to being a prefab is being instanced, in which
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case it will be drawn, added to the physics system, etc.
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@return true if the object is a prefab, false if it is instanced.
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*/
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bool IsPrefab();
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/**
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Returns the children of this node
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@return The list of children
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*/
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NodeList GetChildren();
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/**
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Adds a node to this nodes list of children
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@param child The node to add
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*/
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void AddChild(Node *child);
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/**
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Gets the root of the game scene tree
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@return The root node
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*/
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static Node *GetRoot();
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/**
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Allocates a new "default" version of this node.
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@return A reference to the node.
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*/
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virtual Node* Create();
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virtual Node* Instance();
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/**
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Copies the properties of this node to a newly allocated node,
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created via @ref Create. Subclasses should override this to copy
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additional class attributes
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@return A reference to the duplicate
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*/
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virtual Node* Duplicate();
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/**
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Creates an instanced version of this node, by calling @ref Duplicate.
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Subclasses should override this to perform neccesary tasks for
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instantiation, i.e. adding a physic object to the physics world.
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Any children of this node will also be instanced.
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@return an instanced version of this node.
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*/
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virtual Node* Instance();
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private:
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NodeList children;
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static Node *root;
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bool isPrefab = true;
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friend class NodeList;
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@ -1,4 +1,5 @@
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#include "Lua.h"
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#include "../Util.h"
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#ifdef LUA_SCRIPTING
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@ -1,8 +1,7 @@
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#ifndef LUA_H
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#define LUA_H
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#include "Input.h"
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#include "Util.h"
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#include "../Input.h"
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#ifdef LUA_SCRIPTING
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// Lua includes
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@ -1,7 +1,7 @@
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#ifndef SCRIPTINGLANGUAGE_H
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#define SCRIPTINGLANGUAGE_H
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#include "types.h"
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#include "../types.h"
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class ScriptingLanguage {
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public:
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@ -3,9 +3,9 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "types.h"
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#include "Material.h"
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#include "Light.h"
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#include "../types.h"
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#include "../Material.h"
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#include "../Light.h"
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class Shader {
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public:
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@ -2,7 +2,7 @@
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#define SKYBOXSHADER_H
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#include "Shader.h"
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#include "Skybox.h"
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#include "../Skybox.h"
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class SkyboxShader : public Shader {
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public:
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@ -20,7 +20,7 @@ namespace Util {
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return dynamic_cast<T*>(root);
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}
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for (Node *child : root->children) {
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for (Node *child : root->GetChildren()) {
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T* res = FindNodeByType<T>(child, type);
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if (res) {
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return res;
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@ -41,8 +41,8 @@ const int height = 600;
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Node *root;
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void render(Node *curr, Shader *shader, Matrix model) {
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if (curr->IsTransformable()) {
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Spatial *spatial = dynamic_cast<Spatial*>(curr);
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Spatial *spatial = dynamic_cast<Spatial*>(curr);
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if (spatial) {
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model = glm::rotate(model, spatial->transform.rotation.x, Vector3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, spatial->transform.rotation.y, Vector3(0.0f, 1.0f, 0.0f));
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model = glm::rotate(model, spatial->transform.rotation.z, Vector3(0.0f, 0.0f, 1.0f));
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@ -51,11 +51,12 @@ void render(Node *curr, Shader *shader, Matrix model) {
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shader->UpdateModel(model);
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shader->UpdateNormal(glm::mat3(glm::transpose(glm::inverse(model))));
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}
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if (curr->IsDrawable()) {
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Mesh *mesh = dynamic_cast<Mesh*>(curr);
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Mesh *mesh = dynamic_cast<Mesh*>(curr);
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if (mesh) {
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mesh->Draw(shader);
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}
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for (Node *child : curr->children) {
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for (Node *child : curr->GetChildren()) {
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render(child, shader, model);
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}
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}
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@ -38,7 +38,8 @@ function init()
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light.ambient = 0.2
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light.diffuse = 1.0
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light.specular = 0.1
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couch.Node.GetRoot().children:Append(light:Instance())
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print(couch.Node.GetRoot().GetChildren)
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couch.Node.GetRoot():AddChild(light:Instance())
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local skybox = couch.Skybox.FromFiles(
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"skybox/px.png",
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@ -48,7 +49,7 @@ function init()
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"skybox/pz.png",
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"skybox/nz.png"
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)
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couch.Node.GetRoot().children:Append(skybox:Instance())
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couch.Node.GetRoot():AddChild(skybox:Instance())
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local physics_ball_prefab = couch.Rigidbody()
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local physics_ball_mesh = couch.Mesh.FromFile("ball.obj")
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@ -56,10 +57,10 @@ function init()
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material.ambient = BLUE
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material.diffuse = BLUE
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physics_ball_mesh:SetMaterial(0, material)
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physics_ball_prefab.children:Append(physics_ball_mesh);
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physics_ball_prefab:AddChild(physics_ball_mesh);
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physics_ball_prefab.transform.position = couch.Vector3(0.0, 30.0, -10.0)
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physics_ball = physics_ball_prefab:Instance()
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couch.Node.GetRoot().children:Append(physics_ball)
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couch.Node.GetRoot():AddChild(physics_ball)
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make_ground()
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@ -73,10 +74,10 @@ function init()
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character_body.mass = 1.0
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character_body:SetCollisionShape(couch.CapsuleCollisionShape(1.0, 1.0))
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character_body:SetCharacter(true)
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character_body.children:Append(character_prefab)
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character_body:AddChild(character_prefab)
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character_body.transform.position = couch.Vector3(0.0, 3.0, 0.0)
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character = character_body:Instance()
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couch.Node.GetRoot().children:Append(character)
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couch.Node.GetRoot():AddChild(character)
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local cube_prefab = couch.Mesh.FromFile("cube.obj")
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material = cube_prefab:GetMaterial(0)
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@ -86,21 +87,21 @@ function init()
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local orbiter = couch.Mesh.FromFile("ball.obj")
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orbiter.transform.scale = orbiter.transform.scale * 0.25;
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orbiter.transform:Translate(1.0, 0.0, 0.0)
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cube_prefab.children:Append(orbiter)
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cube_prefab:AddChild(orbiter)
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cube = cube_prefab:Instance()
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couch.Node.GetRoot().children:Append(cube)
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couch.Node.GetRoot():AddChild(cube)
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local ball_prefab = couch.Mesh.FromFile("ball.obj")
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material = ball_prefab:GetMaterial(0)
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ball_prefab:SetMaterial(0, material)
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ball = ball_prefab:Instance()
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couch.Node.GetRoot().children:Append(ball)
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couch.Node.GetRoot():AddChild(ball)
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ball.transform:Translate(0.0, 3.0, 0.0)
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local trough_prefab = couch.TexturedMesh("trough.obj", "wood_lowres.png")
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trough = trough_prefab:Instance()
|
||||
couch.Node.GetRoot().children:Append(trough)
|
||||
couch.Node.GetRoot():AddChild(trough)
|
||||
trough.transform:Translate(10.0, 0.0, 0.0)
|
||||
|
||||
local scaffold_prefab = couch.TexturedMesh("scaffold.obj", "grate_floor_lowres.png", "railing.png")
|
||||
@ -114,7 +115,7 @@ function init()
|
||||
material = scaffold:GetMaterial(1)
|
||||
material.alphaScissor = 0.1
|
||||
scaffold:SetMaterial(1, material)
|
||||
couch.Node.GetRoot().children:Append(scaffold)
|
||||
couch.Node.GetRoot():AddChild(scaffold)
|
||||
scaffold.transform:Translate(-3.0, 3.0, 0.0)
|
||||
|
||||
local barn_prefab = couch.TexturedMesh("barn.obj", "paintedwood.jpg", "barnroof_lowres.png", "wood_lowres.png")
|
||||
@ -125,7 +126,7 @@ function init()
|
||||
material = barn:GetMaterial(1)
|
||||
material.cullBack = false
|
||||
barn:SetMaterial(1, material)
|
||||
couch.Node.GetRoot().children:Append(barn)
|
||||
couch.Node.GetRoot():AddChild(barn)
|
||||
barn.transform:Translate(-15.0, 0.0, 0.0)
|
||||
end
|
||||
|
||||
@ -192,20 +193,20 @@ function make_ground()
|
||||
ground_prefab.transform.scale = couch.Vector3(3.0, 1.0, 3.0)
|
||||
|
||||
ground = couch.Spatial():Instance()
|
||||
couch.Node.GetRoot().children:Append(ground)
|
||||
couch.Node.GetRoot():AddChild(ground)
|
||||
|
||||
-- Add a collisionshape
|
||||
local ground_shape_prefab = couch.Rigidbody()
|
||||
ground_shape_prefab.mass = 0.0
|
||||
ground_shape_prefab:SetCollisionShape(couch.BoxCollisionShape(180.0, 1.0, 180.0))
|
||||
ground_shape_prefab.transform:Translate(0.0, -2.5, 0.0)
|
||||
ground.children:Append(ground_shape_prefab:Instance())
|
||||
ground:AddChild(ground_shape_prefab:Instance())
|
||||
|
||||
for x = -20, 20, 1 do
|
||||
for z = -20, 20, 1 do
|
||||
local piece = ground_prefab:Instance()
|
||||
piece.transform.position = couch.Vector3(6.0 * x, -2.0, 6.0 * z)
|
||||
ground.children:Append(piece)
|
||||
ground:AddChild(piece)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
16
roadmap.md
16
roadmap.md
@ -71,7 +71,15 @@ to revert (shitty animation support). There are a number of systems I want to ad
|
||||
|
||||
## Physics
|
||||
Yeah sure let's do physics
|
||||
- [ ] Static, Kinematic and Rigidbodies
|
||||
- [ ] Collision areas
|
||||
- [ ] Ray tracing
|
||||
- [ ] Axis pinning
|
||||
- [X] Static, Kinematic and Rigidbodies
|
||||
- [X] Collision areas
|
||||
- [X] Ray tracing
|
||||
- [X] Axis pinning
|
||||
|
||||
## Great Refactor
|
||||
Things are starting to smell, here's what I need to do
|
||||
- [ ] Replace all public attributes with accessors (on classes)
|
||||
- [ ] Seperate prefabs from instances
|
||||
- [ ] Combine related files (shaders)
|
||||
- [ ] Create a testing suite
|
||||
- [ ] Have exceptions thrown to Lua if generated from a user program
|
||||
|
22
scripting/CMakeLists.txt
Normal file
22
scripting/CMakeLists.txt
Normal file
@ -0,0 +1,22 @@
|
||||
include(UseSWIG)
|
||||
set_property(SOURCE couch.i PROPERTY CPLUSPLUS ON)
|
||||
set_property(SOURCE couch.i PROPERTY USE_TARGET_INCLUDE_DIRECTORIES ON)
|
||||
|
||||
if (NOT WIN32)
|
||||
swig_add_library(couchlua
|
||||
TYPE SHARED
|
||||
LANGUAGE lua
|
||||
SOURCES couch.i lua/helpers.i)
|
||||
else()
|
||||
swig_add_library(couchlua
|
||||
TYPE STATIC
|
||||
LANGUAGE lua
|
||||
SOURCES couch.i lua/helpers.i)
|
||||
endif()
|
||||
|
||||
target_include_directories(couchlua PRIVATE "${PROJECT_SOURCE_DIR}/core")
|
||||
|
||||
swig_link_libraries(couchlua
|
||||
PRIVATE
|
||||
couchlib
|
||||
${LUA_LIBRARIES})
|
9
thirdparty/CMakeLists.txt
vendored
9
thirdparty/CMakeLists.txt
vendored
@ -1,15 +1,12 @@
|
||||
project(Couch)
|
||||
|
||||
|
||||
## STB (image)
|
||||
target_include_directories(couch
|
||||
PUBLIC stb)
|
||||
target_include_directories(couchlua
|
||||
target_include_directories(couchlib
|
||||
PUBLIC stb)
|
||||
|
||||
## ASSIMP
|
||||
set(ASSIMP_BUILD_ALL_IMPORTERS_BY_DEFAULT FALSE CACHE BOOL "Turn off all assimp importers")
|
||||
set(ASSIMP_BUILD_OBJ_IMPORTER ON CACHE BOOL "Turn on wavefront importer")
|
||||
add_subdirectory(assimp)
|
||||
target_link_libraries(couch assimp::assimp)
|
||||
target_link_libraries(couchlua assimp::assimp)
|
||||
target_link_libraries(couchlib assimp::assimp)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user