Cleanup workspace

This commit is contained in:
Nigel Barink 2021-09-29 19:14:27 +01:00
parent b089c76938
commit 2a93a78c4f
14 changed files with 293 additions and 428 deletions

393
.gitignore vendored
View File

@ -1,394 +1,5 @@
build
obj
artifacts/
*.make
premake5
Makefile
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Nuget personal access tokens and Credentials
nuget.config
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
.idea/
*.sln.iml
.vscode/

3
.gitmodules vendored Normal file
View File

@ -0,0 +1,3 @@
[submodule "ogre"]
path = libs/ogre
url = https://github.com/OGRECave/ogre.git

3
.vscode/settings.json vendored Normal file
View File

@ -0,0 +1,3 @@
{
"cmake.configureOnOpen": true
}

View File

@ -0,0 +1,7 @@
#version 330 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

135
MyGraphicsEngine/glWindow.c Normal file
View File

@ -0,0 +1,135 @@
#include <stdio.h>
#include "glfw3.h"
//#include "spdlog.h"
GLFWwindow * window;
int main (void) {
// spdlog::info("Welcome to spdlog!");
if ( !glfwInit()){
puts("Failed to initialize GLFW!");
return -1;
}
window = glfwCreateWindow( 640 , 480, "BarinkEngine", NULL, NULL);
if( !window){
puts("Failed to create the window");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if(glfwVulkanSupported())
{
puts("Vulkan is supported!");
}
int width,height;
glfwGetFramebufferSize(window, &width, &height);
glViewport(0,0, width, height);
// SOURCE: https://learnopengl.com/Getting-started/Hello-Triangle
float vertices[] = {
-0.5, -0.5f, 0.0f,
0.5, -0.5f, 0.0f,
0.5, 0.5f, 0.0f,
};
unsigned int VBO;
glGenBuffers(1,&VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Load the vertex shader program
const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
unsigned int vertexShader;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"void main ()\n {\n"
"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); \n"
"}\n";
unsigned int fragmentShader ;
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
unsigned int shaderProgram;
shaderProgram = glCreateProgram();
glAttachShader (shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Copy our vertices array in a buffer for OpenGL to use
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// then set the vertex attributes pointers
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
unsigned int VAO;
glGenVertexArrays(1,&VAO);
glBindVertexArray(VAO);
// use our hader program when we want to render an object
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
while(!glfwWindowShouldClose(window)){
/* Start rendering here */
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 3);
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glfwTerminate();
return 0;
}

View File

@ -0,0 +1,69 @@
#include <stdio.h>
#include <lua.h>
extern "c" {
static int l_cppfunction(lua_State *L) {
double arg = luaL_checknumber(L,1);
lua_pushnumber(L, arg * 0.5);
return 1;
}
}
int main (int argc, char *argv[] ){
printf("Test lua embedding");
printf("init lua");
lua_State *L;
L = luaL_newState();
printf("Load the (optional) standard libraries, to have to print function");
luaL_openLibs(L);
printf("Load chenk. without executing it.");
if( luaL_loadfile(L, "hello.lua")){
printf("Something went wrong loading the check (syntax error?)");
printf(lua_tostring(L, -1));
lua_pop(L,1);
}
printf("Make a insert a global var into lua from C++");
lua_pushnumber(L, 1.1);
lua_setglobal(L, "cppvar");
printf("Execute the Lua chunk");
if(lua_pcall(L, 0, LUA_MULTRET, 0)){
printf("Something went wrong during execution");
printf(lua_tostring(L, -1));
lua_pop(L,1);
}
printf("read a global var from lua into C++");
lua_getglobal(L, "luavar");
double luavar = lua_tonumber(L, -1);
lua_pop(L,1);
printf("c++ can read the value set from lua luavar = %s", luavar );
printf("execute a lua function from cpp");
lua_getglobal(L, "myluafunction");
lua_pushnumber(L, 5);
lua_pcall(L,1,1,0);
printf("the return value of the function was %s", lua_tostring(L, -1));
lua_pop(L,1);
printf("execute a cpp function from lua");
printf("first register the function in lua");
lua_pushcfunction(L , l_cppfunction);
lua_setglobal(L, "cppfunction");
printf("Call a lua function that uses the cpp function");
lua_setglobal(L, "myFunction");
lua_pushnumber(L, 5);
lua_pcall(L,1,1,0);
printf("the return value of the function was %s", lua_tonumber(L,-1));
lua_pop(L,1);
printf("Release the lua environment");
lua_close(L);
}

View File

@ -0,0 +1,14 @@
-- Pack this into object file with ld: ld -r -b binary -o hello.o hello.lua
print ("Hello from lua")
print ("Lua code is capable of reading value set from C++", cppvar)
luavar = cppvar * 3
function myluafunction (times)
return string.rep("(-)", times)
end
function myfunction(arg)
return cppfunction(arg)
end

View File

View File

@ -1,12 +1,61 @@
workspace "BarinkEngine"
configurations { "Debug", "Release" }
configurations { "Debug", "Test", "Release" }
project "Engine"
project "SandboxApplication"
kind "ConsoleApp"
language "C"
targetdir "build/%{cfg.buildcfg}"
language "C++"
cppdialect "C++17"
targetdir "./artifacts/build/%{cfg.buildcfg}"
objdir "./artifacts/obj/%{cfg.buildcfg}"
files { "src/*.c"}
includedirs {
"./libs/lua-5.4.3/",
}
libdirs {
os.findlib("lua")
}
files {
"SandboxApplication/*.c"
}
links{
"lua"
}
project "MyGraphicsEngine"
kind "ConsoleApp"
language "C++"
cppdialect "c++17"
targetdir "./artifacts/build/%{cfg.buildcfg}"
objdir "./artifacts/obj/%{cfg.buildcfg}"
buildmessage "Building MyGraphicsEngine"
includedirs {
"./libs/glfw-3.3.4/include/GLFW/",
"./libs/spdlog-1.9.1/include/spdlog/"
}
libdirs{
"./libs/spdlog-1.9.1/build/libspdlog.a",
os.findlib("glfw3"),
}
links {
-- "libspdlog",
"glfw3",
"X11",
"GL",
"GLU",
"pthread",
"dl",
"m"
}
files {"MyGraphicsEngine/*.c"}
filter "configurations:Debug"
defines {"DEBUG"}
@ -15,4 +64,3 @@ project "Engine"
filter "configurations:Release"
defines {"NDEBUG"}
optimize "On"

View File

@ -1,11 +0,0 @@
# Sets up a comfortable terminal experience
# Define aliases
alias gg="git status"
alias ga="git add"
alias gm="git commit"
alias gp="git push"
alias run=$(pwd)/scripts/run.sh
# Define environment variables
export message="Hello environment!"

View File

@ -1,8 +0,0 @@
#!/bin/bash
echo $0
if [ $0 -eq "Release" ]; then
echo "Run release"
else
echo "Run debug"
fi

View File

@ -1,6 +0,0 @@
#include <stdio.h>
int main (void) {
puts("Hello, world!");
return 0;
}