YoggieEngine/premake5.lua

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workspace "BarinkEngine"
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configurations { "Debug", "Test", "Release" }
language "C++"
cppdialect "C++17"
targetdir "./build/%{prj.name}/%{cfg.buildcfg}"
objdir "./intermediates/%{prj.name}/%{cfg.buildcfg}"
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project "SandboxApplication"
kind "ConsoleApp"
buildmessage "Building BarinkEngineSandbox ..."
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includedirs {
"./libs/glad/include",
"./MyGraphicsEngine/include",
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"./libs/spdlog/include",
"./libs/lua/include",
"./libs/glfw/include",
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}
libdirs{
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"./libs/spdlog/_builds/Release",
"./libs/glfw/lib-vc2022",
"./libs/lua"
}
links{
"liblua",
"spdlog",
"glfw3",
"MyGraphicsEngine"
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}
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files {
"SandboxApplication/*.cpp"
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}
-- NOTE: make these copy instructions more flexible
ok, err = os.copyfile("MyGraphicsEngine/shaders/fragment.shader", "build/SandboxApplication/Debug/test.fs")
if err then error("Copy fragment shader source failed!") end
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ok, err = os.copyfile("MyGraphicsEngine/shaders/vertex.shader", "build/SandboxApplication/Debug/test.vs")
if err then error("Copy vertex shader source failed!") end
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project "MyGraphicsEngine"
kind "StaticLib"
buildmessage "Building MyGraphicsEngine ..."
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includedirs {
"./libs/glad/include",
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"./libs/glfw/include",
"./libs/glew/include",
"./libs/spdlog/include",
"./libs/glm/glm",
"./MyGraphicsEngine/include"
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}
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libdirs{
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"./libs/spdlog/_builds/Release",
"./libs/glfw/lib-vc2022"
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}
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links {
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"spdlog",
"glfw3"
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}
files {
"./libs/glad/src/glad.c",
"MyGraphicsEngine/*.cpp"
}
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filter "configurations:Debug"
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defines {"NDEBUG"}
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symbols "On"
filter "configurations:Release"
defines {"NDEBUG"}
optimize "On"