跟着cherno手搓游戏引擎【9】glm配置

发布时间:2024年01月24日

glm配置:

下载glm数学库

GitHub - g-truc/glm: OpenGL Mathematics (GLM)

修改SRC 下的premake5.lua文件:

workspace "YOTOEngine"		-- sln文件名
	architecture "x64"	
	configurations{
		"Debug",
		"Release",
		"Dist"
	}
startproject "Sandbox"
-- https://github.com/premake/premake-core/wiki/Tokens#value-tokens
-- 组成输出目录:Debug-windows-x86_64
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
-- 包含相对解决方案的目录
IncludeDir={}
IncludeDir["GLFW"]="YOTOEngine/vendor/GLFW/include"
IncludeDir["Glad"]="YOTOEngine/vendor/Glad/include"
IncludeDir["ImGui"] ="YOTOEngine/vendor/imgui"
IncludeDir["glm"] ="YOTOEngine/vendor/glm"
--项目中包含某包
include "YOTOEngine/vendor/GLFW"
include "YOTOEngine/vendor/Glad"
include "YOTOEngine/vendor/imgui"

project "YOTOEngine"		--YOTOEngine项目
	location "YOTOEngine"--在sln所属文件夹下的YOTOEngine文件夹
	kind "SharedLib"--dll动态库
	language "C++"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录

	staticruntime "Off"

	pchheader "ytpch.h"
	pchsource "YOTOEngine/src/ytpch.cpp"
	-- 包含的所有h和cpp文件
	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp",
		"%{prj.name}/vendor/glm/glm/**.hpp",
		"%{prj.name}/vendor/glm/glm/**.inl"
	}
	-- 包含目录
	includedirs{
		"%{prj.name}/src",
		"%{prj.name}/vendor/spdlog-1.x/include",
		"%{IncludeDir.GLFW}",
		"%{IncludeDir.Glad}",
		"%{IncludeDir.ImGui}",
		"%{IncludeDir.glm}"
	}
	links{
		"GLFW",-- GLFW.lib库链接到YOTOEngine项目中
		"Glad",-- Glad.lib库链接到YOTOEngine项目中
		"ImGui",-- ImGui.lib库链接到YOTOEngine项目中
		"opengl32.lib"
	}
	-- 如果是window系统
	filter "system:windows"
		cppdialect "C++17"
		-- On:代码生成的运行库选项是MTD,静态链接MSVCRT.lib库;
		-- Off:代码生成的运行库选项是MDD,动态链接MSVCRT.dll库;打包后的exe放到另一台电脑上若无这个dll会报错
		systemversion "latest"	-- windowSDK版本
		-- 预处理器定义
		defines{
			"YT_PLATFORM_WINDOWS",
			"YT_BUILD_DLL",
			-- "YT_ENABLE_ASSERTS",
			"GLFW_INCLUDE_NONE"-- 让GLFW不包含OpenGL
		}
		-- 编译好后移动Hazel.dll文件到Sandbox文件夹下
		postbuildcommands{
			("{COPY} %{cfg.buildtarget.relpath} ../bin/" .. outputdir .. "/Sandbox")
		}
	-- 不同配置下的预定义不同
	filter "configurations:Debug"
		defines "YT_DEBUG"
		runtime "Debug"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		runtime "Release"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		runtime "Release"
		optimize "On"

project "Sandbox"
	location "Sandbox"
	kind "ConsoleApp"
	language "C++"
	staticruntime "Off"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

	files{
		"%{prj.name}/src/**.h",
		"%{prj.name}/src/**.cpp"
	}
	-- 同样包含spdlog头文件
	includedirs{
		"YOTOEngine/vendor/spdlog-1.x/include",
		"YOTOEngine/src",
		"%{IncludeDir.glm}"
	}
	-- 引用YOTOEngine
	links{
		"YOTOEngine",
		"GLFW",
		"opengl32.lib"
	}

	filter "system:windows"
		cppdialect "C++17"
		systemversion "latest"

		defines{
			"YT_PLATFORM_WINDOWS"
		}

	filter "configurations:Debug"
		defines "YT_DEBUG"
		runtime "Debug"
		symbols "On"

	filter "configurations:Release"
		defines "YT_RELEASE"
		runtime "Release"
		optimize "On"

	filter "configurations:Dist"
		defines "YT_DIST"
		runtime "Release"
		optimize "On"

测试:

#include<YOTO.h>
#include<stdio.h>
#include <glm/vec3.hpp> // glm::vec3
#include <glm/vec4.hpp> // glm::vec4
#include <glm/mat4x4.hpp> // glm::mat4
#include <glm/gtc/matrix_transform.hpp> // glm::translate, glm::rotate, glm::scale, glm::perspective
glm::mat4 camera(float Translate, glm::vec2 const& Rotate)
{
	glm::mat4 Projection = glm::perspective(glm::radians(45.0f), 4.0f / 3.0f, 0.1f, 100.f);
	glm::mat4 View = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -Translate));
	View = glm::rotate(View, Rotate.y, glm::vec3(-1.0f, 0.0f, 0.0f));
	View = glm::rotate(View, Rotate.x, glm::vec3(0.0f, 1.0f, 0.0f));
	glm::mat4 Model = glm::scale(glm::mat4(1.0f), glm::vec3(0.5f));
	return Projection * View * Model;
}
class ExampleLayer:public YOTO::Layer
{
public:
	ExampleLayer()
	:Layer("Example") {
		auto cam=camera(5.0f,{0.5f,0.5f});

	}
	void OnUpdate()override {
		//YT_CLIENT_INFO("测试update");
		if (YOTO::Input::IsKeyPressed(YT_KEY_TAB)) {
			YT_CLIENT_INFO("ExampleLayerOnUpdate:TAB按下了");
		}
	}
	void OnEvent(YOTO::Event& event)override {
		if (event.GetEventType() == YOTO::EventType::KeyPressed) {
		YOTO:: KeyPressedEvent& e = (YOTO::KeyPressedEvent&)event;
		YT_CLIENT_TRACE("ExampleLayer:{0}",(char)e.GetKeyCode());
		if (e.GetKeyCode()==YT_KEY_TAB) {
			YT_CLIENT_INFO("ExampleLayerOnEvent:TAB按下了");
		}
		}
		//YT_CLIENT_TRACE("SandBoxApp:测试event{0}", event);
	}

private:

};


class Sandbox:public YOTO::Application
{
public:
	Sandbox() {
		PushLayer(new ExampleLayer());
		PushLayer(new YOTO::ImGuiLayer());
	}
	~Sandbox() {

	}

private:

};

YOTO::Application* YOTO::CreateApplication() {
	printf("helloworld");
	return new Sandbox();
}

打断点查看能否计算成功(水一期)

文章来源:https://blog.csdn.net/weixin_61943345/article/details/135823744
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