Initial setup.
Correctly linking glfw and spdlog... Linking could be improved by not needing the sandbox application to also be linked with glfw
This commit is contained in:
parent
2a93a78c4f
commit
dab01f1541
6
.gitignore
vendored
6
.gitignore
vendored
@ -1,5 +1,7 @@
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artifacts/
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build/
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intermediates/
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tools/
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*.make
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*.make
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premake5
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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/
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3
.gitmodules
vendored
3
.gitmodules
vendored
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[submodule "ogre"]
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path = libs/ogre
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url = https://github.com/OGRECave/ogre.git
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@ -1,135 +0,0 @@
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#include <stdio.h>
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#include "glfw3.h"
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//#include "spdlog.h"
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GLFWwindow * window;
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int main (void) {
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// spdlog::info("Welcome to spdlog!");
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if ( !glfwInit()){
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puts("Failed to initialize GLFW!");
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return -1;
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}
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window = glfwCreateWindow( 640 , 480, "BarinkEngine", NULL, NULL);
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if( !window){
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puts("Failed to create the window");
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(window);
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if(glfwVulkanSupported())
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{
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puts("Vulkan is supported!");
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}
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int width,height;
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glfwGetFramebufferSize(window, &width, &height);
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glViewport(0,0, width, height);
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// SOURCE: https://learnopengl.com/Getting-started/Hello-Triangle
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float vertices[] = {
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-0.5, -0.5f, 0.0f,
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0.5, -0.5f, 0.0f,
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0.5, 0.5f, 0.0f,
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};
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unsigned int VBO;
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glGenBuffers(1,&VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// Load the vertex shader program
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const char *vertexShaderSource = "#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"void main()\n"
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"{\n"
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" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
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"}\0";
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unsigned int vertexShader;
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vertexShader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
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glCompileShader(vertexShader);
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const char *fragmentShaderSource = "#version 330 core\n"
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"out vec4 FragColor;\n"
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"void main ()\n {\n"
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"FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f); \n"
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"}\n";
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unsigned int fragmentShader ;
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fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
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glCompileShader(fragmentShader);
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unsigned int shaderProgram;
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shaderProgram = glCreateProgram();
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glAttachShader (shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glUseProgram(shaderProgram);
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Copy our vertices array in a buffer for OpenGL to use
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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// then set the vertex attributes pointers
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glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,3*sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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unsigned int VAO;
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glGenVertexArrays(1,&VAO);
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glBindVertexArray(VAO);
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// use our hader program when we want to render an object
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glUseProgram(shaderProgram);
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glBindVertexArray(VAO);
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while(!glfwWindowShouldClose(window)){
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/* Start rendering here */
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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/* Swap front and back buffers */
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glfwSwapBuffers(window);
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/* Poll for and process events */
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glfwPollEvents();
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}
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glfwTerminate();
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return 0;
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}
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9
MyGraphicsEngine/include/MyGraphicsEngine/Graphics.h
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9
MyGraphicsEngine/include/MyGraphicsEngine/Graphics.h
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#pragma once
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#include <spdlog/spdlog.h>
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#include "MyGraphicsEngine/window.h"
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inline void test (){
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spdlog::info("Linked correctly!");
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}
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22
MyGraphicsEngine/include/MyGraphicsEngine/window.h
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22
MyGraphicsEngine/include/MyGraphicsEngine/window.h
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#pragma once
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#include <GLFW/glfw3.h>
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class BarinkWindow{
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private:
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GLFWwindow* window;
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bool FullScreen;
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bool VulkanSupported;
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int Width, Height;
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bool InitGLFW();
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public:
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BarinkWindow(const int width, const int height);
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~BarinkWindow();
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void EnterLoop();
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};
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47
MyGraphicsEngine/window.cpp
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47
MyGraphicsEngine/window.cpp
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#include "MyGraphicsEngine/window.h"
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bool BarinkWindow::InitGLFW(){
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if(!glfwInit()){
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return false;
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}
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return true;
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}
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BarinkWindow::BarinkWindow(const int width, const int height) :
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Width(width), Height(height), FullScreen(false){
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InitGLFW();
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window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
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if( !window){
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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VulkanSupported = glfwVulkanSupported();
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glfwGetFramebufferSize(window, &Width, &Height);
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glViewport(0,0, Width, Height);
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}
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BarinkWindow::~BarinkWindow(){
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glfwTerminate();
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}
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void BarinkWindow::EnterLoop(){
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while(!glfwWindowShouldClose(window))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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}
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11
SandboxApplication/Sandbox.cpp
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11
SandboxApplication/Sandbox.cpp
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#include <MyGraphicsEngine/Graphics.h>
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int main (int argc, char *argv[] ){
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test();
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BarinkWindow GameWindow(800, 600);
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GameWindow.EnterLoop();
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}
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#include <stdio.h>
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#include <lua.h>
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extern "c" {
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static int l_cppfunction(lua_State *L) {
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double arg = luaL_checknumber(L,1);
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lua_pushnumber(L, arg * 0.5);
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return 1;
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}
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}
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int main (int argc, char *argv[] ){
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printf("Test lua embedding");
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printf("init lua");
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lua_State *L;
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L = luaL_newState();
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printf("Load the (optional) standard libraries, to have to print function");
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luaL_openLibs(L);
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printf("Load chenk. without executing it.");
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if( luaL_loadfile(L, "hello.lua")){
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printf("Something went wrong loading the check (syntax error?)");
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printf(lua_tostring(L, -1));
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lua_pop(L,1);
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}
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printf("Make a insert a global var into lua from C++");
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lua_pushnumber(L, 1.1);
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lua_setglobal(L, "cppvar");
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printf("Execute the Lua chunk");
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if(lua_pcall(L, 0, LUA_MULTRET, 0)){
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printf("Something went wrong during execution");
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printf(lua_tostring(L, -1));
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lua_pop(L,1);
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}
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printf("read a global var from lua into C++");
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lua_getglobal(L, "luavar");
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double luavar = lua_tonumber(L, -1);
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lua_pop(L,1);
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printf("c++ can read the value set from lua luavar = %s", luavar );
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printf("execute a lua function from cpp");
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lua_getglobal(L, "myluafunction");
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lua_pushnumber(L, 5);
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lua_pcall(L,1,1,0);
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printf("the return value of the function was %s", lua_tostring(L, -1));
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lua_pop(L,1);
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printf("execute a cpp function from lua");
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printf("first register the function in lua");
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lua_pushcfunction(L , l_cppfunction);
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lua_setglobal(L, "cppfunction");
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printf("Call a lua function that uses the cpp function");
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lua_setglobal(L, "myFunction");
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lua_pushnumber(L, 5);
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lua_pcall(L,1,1,0);
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printf("the return value of the function was %s", lua_tonumber(L,-1));
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lua_pop(L,1);
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printf("Release the lua environment");
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lua_close(L);
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}
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@ -1,14 +0,0 @@
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-- Pack this into object file with ld: ld -r -b binary -o hello.o hello.lua
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print ("Hello from lua")
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print ("Lua code is capable of reading value set from C++", cppvar)
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luavar = cppvar * 3
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function myluafunction (times)
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return string.rep("(-)", times)
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end
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function myfunction(arg)
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return cppfunction(arg)
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end
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#!/bin/bash
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echo "BarinkEngine Terminal"
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echo "Loading environment..."
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source ./scripts/load.env
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62
premake5.lua
62
premake5.lua
@ -1,51 +1,63 @@
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workspace "BarinkEngine"
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workspace "BarinkEngine"
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configurations { "Debug", "Test", "Release" }
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configurations { "Debug", "Test", "Release" }
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language "C++"
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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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project "SandboxApplication"
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project "SandboxApplication"
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kind "ConsoleApp"
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kind "ConsoleApp"
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language "C++"
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cppdialect "C++17"
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buildmessage "Building BarinkEngineSandbox ..."
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targetdir "./artifacts/build/%{cfg.buildcfg}"
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objdir "./artifacts/obj/%{cfg.buildcfg}"
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includedirs {
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includedirs {
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"./libs/lua-5.4.3/",
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"./MyGraphicsEngine/include"
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}
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}
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libdirs{
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libdirs{
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os.findlib("lua")
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"./libs/spdlog-1.9.1/build"
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}
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files {
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"SandboxApplication/*.c"
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}
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}
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links{
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links{
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"lua"
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"spdlog",
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"glfw3",
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"X11",
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"GL",
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"GLU",
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"pthread",
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"dl",
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"m",
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"MyGraphicsEngine"
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}
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}
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files {
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"SandboxApplication/*.cpp"
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}
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project "MyGraphicsEngine"
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project "MyGraphicsEngine"
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kind "ConsoleApp"
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kind "StaticLib"
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language "C++"
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cppdialect "c++17"
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buildmessage "Building MyGraphicsEngine ..."
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targetdir "./artifacts/build/%{cfg.buildcfg}"
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objdir "./artifacts/obj/%{cfg.buildcfg}"
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buildmessage "Building MyGraphicsEngine"
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includedirs {
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includedirs {
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"./libs/glfw-3.3.4/include/GLFW/",
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"./libs/glfw-3.3.4/include",
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"./libs/spdlog-1.9.1/include/spdlog/"
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"./libs/spdlog-1.9.1/include",
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"./MyGraphicsEngine/include"
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}
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}
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||||||
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libdirs{
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libdirs{
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||||||
"./libs/spdlog-1.9.1/build/libspdlog.a",
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"./libs/spdlog-1.9.1/build"
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||||||
os.findlib("glfw3"),
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||||||
}
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}
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|
||||||
links {
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links {
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||||||
-- "libspdlog",
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"libspdlog",
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||||||
"glfw3",
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"glfw3",
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||||||
"X11",
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"X11",
|
||||||
"GL",
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"GL",
|
||||||
@ -55,7 +67,7 @@ workspace "BarinkEngine"
|
|||||||
"m"
|
"m"
|
||||||
}
|
}
|
||||||
|
|
||||||
files {"MyGraphicsEngine/*.c"}
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files {"MyGraphicsEngine/*.cpp"}
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||||||
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filter "configurations:Debug"
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filter "configurations:Debug"
|
||||||
defines {"DEBUG"}
|
defines {"DEBUG"}
|
||||||
|
Loading…
Reference in New Issue
Block a user