Adding / organizing the workspace into multple seperate projects
This commit is contained in:
parent
29e715b92a
commit
955eeabb48
5
.gitignore
vendored
5
.gitignore
vendored
@ -1,12 +1,11 @@
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build/
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**/build/
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intermediates/
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**/intermediates/
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tools/
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tools/
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*.make
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*.make
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Makefile
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Makefile
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.vscode/
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.vscode/
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libs/lua
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libs/lua
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libs/glad
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libs/glad
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Debug/
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*.sln
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*.sln
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*.vcxproj
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*.vcxproj
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*.vcxproj.filters
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*.vcxproj.filters
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@ -34,7 +34,7 @@ project "BarinkEngine"
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"assimp-vc143-mtd",
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"assimp-vc143-mtd",
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"glfw3",
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"glfw3",
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"ImGUI_Opengl3",
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"ImGui",
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}
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}
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@ -55,26 +55,9 @@ project "BarinkEngine"
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"./src/**/*.h"
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"./src/**/*.h"
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}
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}
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prebuildcommands
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{
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filter { "system:windows"}
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ok,err = os.copyfile("BarinkEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
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prebuildcommands {
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}
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-- Copy shaders
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"copy src\\graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
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"copy src\\graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
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"copy src\\graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
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"copy src\\graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
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}
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filter { "system:linux" }
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prebuildcommands {
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-- Copy shaders
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"cp src/graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
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"cp src/graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
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"cp src/graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
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"cp src/graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
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}
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include('../ImGui')
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include('../ImGui')
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@ -1,7 +1,7 @@
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project "SandboxApplication"
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project "Editor"
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kind "ConsoleApp"
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kind "ConsoleApp"
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buildmessage "Building Sandbox ..."
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buildmessage "Building editor ..."
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links{
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links{
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"BarinkEngine"
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"BarinkEngine"
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8
Editor/src/main.cpp
Normal file
8
Editor/src/main.cpp
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#include <iostream>
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int main()
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{
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std::cout << "Welcome to the Editor!" << std::endl;
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}
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@ -1,4 +1,4 @@
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project "ImGUI_Opengl3"
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project "ImGui"
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kind "StaticLib"
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kind "StaticLib"
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includedirs {
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includedirs {
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39
Runtime/premake5.lua
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39
Runtime/premake5.lua
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@ -0,0 +1,39 @@
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project "Runtime"
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kind "ConsoleApp"
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buildmessage "Building the runtime ..."
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links{
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"BarinkEngine"
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}
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includedirs{
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"./../BarinkEngine/src",
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-- I'd prefer if didn't need these..
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-- We'll figure that out some time later
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"./../libs/lua/include",
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"./../libs/spdlog/include",
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"./../libs/glm",
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"./../libs/GorillaAudio/include",
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"./../libs/assimp/include",
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"./../libs/glad/include",
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"./../libs/glfw/include",
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"./../libs/tinygltf",
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"./../libs/glew/include",
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"./../libs/glm",
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"./../libs/ImGui",
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"./include"
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}
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libdirs {
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'./../build/BarinkEngine/Debug'
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}
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files {
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"./src/*.h",
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"./src/*.cpp"
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}
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6
Runtime/src/main.cpp
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6
Runtime/src/main.cpp
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#include <iostream>
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int main()
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{
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std::cout << "Welcome to the runtime!" << std::endl;
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}
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40
SandboxApp/premake5.lua
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40
SandboxApp/premake5.lua
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project "SandboxApp"
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kind "ConsoleApp"
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buildmessage "Building SandboxApp ..."
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links{
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"BarinkEngine"
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}
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includedirs{
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"./../BarinkEngine/Include",
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-- I'd prefer if didn't need these..
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-- We'll figure that out some time later
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"./../libs/lua/include",
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"./../libs/spdlog/include",
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"./../libs/glm",
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"./../libs/GorillaAudio/include",
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"./../libs/assimp/include",
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"./../libs/glad/include",
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"./../libs/glfw/include",
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"./../libs/tinygltf",
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"./../libs/glew/include",
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"./../libs/glm",
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"./../libs/ImGui",
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"./include"
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}
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libdirs {
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'./../build/BarinkEngine/Debug'
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}
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files {
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"./include/*.h",
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"./src/*.cpp"
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}
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@ -3,7 +3,7 @@
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#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
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#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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#include "imgui.h"
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#include <imgui.h>
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#include "GUI.h"
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#include "GUI.h"
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#include "Util.h"
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#include "Util.h"
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@ -14,8 +14,8 @@ Shader* shader;
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char* code = new char[254];
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char* code = new char[254];
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const std::string vertexShaderSource = "../build/SandboxApplication/Debug/test.vs";
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const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "../build/SandboxApplication/Debug/test.fs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Framebuffer* framebuffer;
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Framebuffer* framebuffer;
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@ -38,7 +38,7 @@ void Start() {
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// Create a cube node
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// Create a cube node
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cube = MI->Import("../build/SandboxApplication/Debug/Models/cube.obj");
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cube = MI->Import("build/Debug/Models/cube.obj");
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cube->renderable->material = new Material(*shader);
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cube->renderable->material = new Material(*shader);
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cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
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cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
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13
premake5.lua
13
premake5.lua
@ -3,12 +3,13 @@ workspace "BarinkEngine"
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language "C++"
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language "C++"
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cppdialect "C++17"
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cppdialect "C++17"
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targetdir "./build/%{prj.name}/%{cfg.buildcfg}"
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objdir "./intermediates/%{prj.name}/%{cfg.buildcfg}"
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architecture "x86_64"
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architecture "x86_64"
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targetdir "./%{prj.name}/build/%{cfg.buildcfg}"
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objdir "./%{prj.name}/intermediates/%{cfg.buildcfg}"
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startproject("SandboxApp")
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filter "configurations:Debug"
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filter "configurations:Debug"
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defines {"DEBUG"}
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defines {"DEBUG"}
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symbols "On"
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symbols "On"
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@ -17,6 +18,8 @@ workspace "BarinkEngine"
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defines {"NDEBUG"}
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defines {"NDEBUG"}
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optimize "On"
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optimize "On"
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include("./SandboxApplication")
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include("./BarinkEngine")
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include("./BarinkEngine")
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include("./Runtime")
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include ("./Editor")
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include("./SandboxApp")
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