mirror of
https://github.com/ssloy/tinyraycaster.git
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SDL window
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@@ -21,12 +21,17 @@ enable_cxx_compiler_flag_if_supported("-pedantic")
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enable_cxx_compiler_flag_if_supported("-std=c++11")
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enable_cxx_compiler_flag_if_supported("-O3")
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}")
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find_package(SDL2 REQUIRED)
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include_directories(${SDL2_INCLUDE_DIRS})
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file(GLOB SOURCES
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"${SRC_DIR}/*.h"
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"${SRC_DIR}/*.cpp"
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)
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add_executable(${PROJECT_NAME} ${SOURCES})
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target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARIES})
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target_include_directories(${PROJECT_NAME} PRIVATE "${SRC_DIR}")
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202
FindSDL2.cmake
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202
FindSDL2.cmake
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@@ -0,0 +1,202 @@
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# Distributed under the OSI-approved BSD 3-Clause License. See accompanying
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# file Copyright.txt or https://cmake.org/licensing for details.
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#.rst:
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# FindSDL2
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# -------
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#
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# Locate SDL2 library
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#
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# This module defines
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#
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# ::
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#
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# SDL2_LIBRARY, the name of the library to link against
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# SDL2_FOUND, if false, do not try to link to SDL
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# SDL2_INCLUDE_DIR, where to find SDL.h
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# SDL2_VERSION_STRING, human-readable string containing the version of SDL
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#
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#
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#
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# This module responds to the flag:
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#
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# ::
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#
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# SDL2_BUILDING_LIBRARY
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# If this is defined, then no SDL2_main will be linked in because
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# only applications need main().
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# Otherwise, it is assumed you are building an application and this
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# module will attempt to locate and set the proper link flags
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# as part of the returned SDL2_LIBRARY variable.
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#
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#
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#
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# Don't forget to include SDLmain.h and SDLmain.m your project for the
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# OS X framework based version. (Other versions link to -lSDLmain which
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# this module will try to find on your behalf.) Also for OS X, this
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# module will automatically add the -framework Cocoa on your behalf.
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#
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#
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#
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# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your
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# configuration and no SDL2_LIBRARY, it means CMake did not find your SDL
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# library (SDL.dll, libsdl.so, SDL.framework, etc). Set
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# SDL2_LIBRARY_TEMP to point to your SDL library, and configure again.
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# Similarly, if you see an empty SDLMAIN_LIBRARY, you should set this
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# value as appropriate. These values are used to generate the final
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# SDL2_LIBRARY variable, but when these values are unset, SDL2_LIBRARY
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# does not get created.
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#
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#
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#
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# $SDL2DIR is an environment variable that would correspond to the
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# ./configure --prefix=$SDL2DIR used in building SDL. l.e.galup 9-20-02
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#
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# Modified by Eric Wing. Added code to assist with automated building
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# by using environmental variables and providing a more
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# controlled/consistent search behavior. Added new modifications to
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# recognize OS X frameworks and additional Unix paths (FreeBSD, etc).
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# Also corrected the header search path to follow "proper" SDL
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# guidelines. Added a search for SDLmain which is needed by some
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# platforms. Added a search for threads which is needed by some
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# platforms. Added needed compile switches for MinGW.
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#
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# On OSX, this will prefer the Framework version (if found) over others.
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# People will have to manually change the cache values of SDL2_LIBRARY to
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# override this selection or set the CMake environment
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# CMAKE_INCLUDE_PATH to modify the search paths.
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#
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# Note that the header path has changed from SDL/SDL.h to just SDL.h
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# This needed to change because "proper" SDL convention is #include
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# "SDL.h", not <SDL/SDL.h>. This is done for portability reasons
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# because not all systems place things in SDL/ (see FreeBSD).
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if(NOT SDL2_DIR)
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set(SDL2_DIR "" CACHE PATH "SDL2 directory")
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endif()
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find_path(SDL2_INCLUDE_DIR SDL.h
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HINTS
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ENV SDL2DIR
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${SDL2_DIR}
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PATH_SUFFIXES SDL2
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# path suffixes to search inside ENV{SDL2DIR}
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include/SDL2 include
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)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(VC_LIB_PATH_SUFFIX lib/x64)
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else()
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set(VC_LIB_PATH_SUFFIX lib/x86)
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endif()
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find_library(SDL2_LIBRARY_TEMP
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NAMES SDL2
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HINTS
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ENV SDL2DIR
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${SDL2_DIR}
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PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
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)
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# Hide this cache variable from the user, it's an internal implementation
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# detail. The documented library variable for the user is SDL2_LIBRARY
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# which is derived from SDL2_LIBRARY_TEMP further below.
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set_property(CACHE SDL2_LIBRARY_TEMP PROPERTY TYPE INTERNAL)
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if(NOT SDL2_BUILDING_LIBRARY)
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if(NOT SDL2_INCLUDE_DIR MATCHES ".framework")
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# Non-OS X framework versions expect you to also dynamically link to
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# SDLmain. This is mainly for Windows and OS X. Other (Unix) platforms
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# seem to provide SDLmain for compatibility even though they don't
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# necessarily need it.
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find_library(SDL2MAIN_LIBRARY
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NAMES SDL2main
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HINTS
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ENV SDL2DIR
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${SDL2_DIR}
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PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX}
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PATHS
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/sw
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/opt/local
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/opt/csw
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/opt
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)
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endif()
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endif()
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# SDL may require threads on your system.
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# The Apple build may not need an explicit flag because one of the
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# frameworks may already provide it.
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# But for non-OSX systems, I will use the CMake Threads package.
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if(NOT APPLE)
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find_package(Threads)
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endif()
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# MinGW needs an additional link flag, -mwindows
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# It's total link flags should look like -lmingw32 -lSDLmain -lSDL -mwindows
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if(MINGW)
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set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW")
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endif()
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if(SDL2_LIBRARY_TEMP)
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# For SDLmain
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if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY)
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list(FIND SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" _SDL2_MAIN_INDEX)
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if(_SDL2_MAIN_INDEX EQUAL -1)
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set(SDL2_LIBRARY_TEMP "${SDLMAIN_LIBRARY}" ${SDL2_LIBRARY_TEMP})
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endif()
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unset(_SDL2_MAIN_INDEX)
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endif()
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# For OS X, SDL uses Cocoa as a backend so it must link to Cocoa.
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# CMake doesn't display the -framework Cocoa string in the UI even
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# though it actually is there if I modify a pre-used variable.
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# I think it has something to do with the CACHE STRING.
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# So I use a temporary variable until the end so I can set the
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# "real" variable in one-shot.
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if(APPLE)
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set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
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endif()
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# For threads, as mentioned Apple doesn't need this.
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# In fact, there seems to be a problem if I used the Threads package
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# and try using this line, so I'm just skipping it entirely for OS X.
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if(NOT APPLE)
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set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
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endif()
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# For MinGW library
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if(MINGW)
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set(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
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endif()
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# Set the final string here so the GUI reflects the final state.
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set(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL Library can be found")
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endif()
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if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL2_version.h")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+[0-9]+$")
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file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+[0-9]+$")
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string(REGEX REPLACE "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}")
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string(REGEX REPLACE "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}")
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set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH})
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unset(SDL2_VERSION_MAJOR_LINE)
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unset(SDL2_VERSION_MINOR_LINE)
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unset(SDL2_VERSION_PATCH_LINE)
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unset(SDL2_VERSION_MAJOR)
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unset(SDL2_VERSION_MINOR)
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unset(SDL2_VERSION_PATCH)
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endif()
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set(SDL2_LIBRARIES ${SDL2_LIBRARY} ${SDL2MAIN_LIBRARY})
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set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR})
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include(FindPackageHandleStandardArgs)
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FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL
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REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR
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VERSION_VAR SDL2_VERSION_STRING)
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62
gui.cpp
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62
gui.cpp
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@@ -0,0 +1,62 @@
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#include <iostream>
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#include <vector>
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#include "SDL.h"
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#include "map.h"
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#include "utils.h"
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#include "player.h"
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#include "sprite.h"
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#include "framebuffer.h"
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#include "textures.h"
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#include "tinyraycaster.h"
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int main() {
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FrameBuffer fb{1024, 512, std::vector<uint32_t>(1024*512, pack_color(255, 255, 255))};
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Player player{3.456, 2.345, 1.523, M_PI/3.};
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Map map;
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Texture tex_walls("../walltext.png");
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Texture tex_monst("../monsters.png");
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if (!tex_walls.count || !tex_monst.count) {
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std::cerr << "Failed to load textures" << std::endl;
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return -1;
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}
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std::vector<Sprite> sprites{ {3.523, 3.812, 2, 0}, {1.834, 8.765, 0, 0}, {5.323, 5.365, 1, 0}, {4.123, 10.265, 1, 0} };
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render(fb, map, player, sprites, tex_walls, tex_monst);
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SDL_Window *window = nullptr;
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SDL_Renderer *renderer = nullptr;
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if (SDL_Init(SDL_INIT_VIDEO)) {
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std::cerr << "Couldn't initialize SDL: " << SDL_GetError() << std::endl;
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return -1;
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}
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if (SDL_CreateWindowAndRenderer(fb.w, fb.h, SDL_WINDOW_SHOWN | SDL_WINDOW_INPUT_FOCUS, &window, &renderer)) {
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std::cerr << "Couldn't create window and renderer: " << SDL_GetError() << std::endl;
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return -1;
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}
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SDL_Texture *framebuffer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, fb.w, fb.h);
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SDL_UpdateTexture(framebuffer_texture, NULL, reinterpret_cast<void *>(fb.img.data()), fb.w*4);
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SDL_Event event;
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while (1) {
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT) {
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break;
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, framebuffer_texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyTexture(framebuffer_texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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7
sprite.cpp
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7
sprite.cpp
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@@ -0,0 +1,7 @@
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#include <cstdlib>
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#include "sprite.h"
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bool Sprite::operator < (const Sprite& s) const {
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return player_dist > s.player_dist;
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}
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@@ -112,21 +112,10 @@ void render(FrameBuffer &fb, Map &map, Player &player, std::vector<Sprite> &spri
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}
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}
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/*
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int main() {
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FrameBuffer fb{1024, 512, std::vector<uint32_t>(1024*512, pack_color(255, 255, 255))};
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Player player{3.456, 2.345, 1.523, M_PI/3.};
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Map map;
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Texture tex_walls("../walltext.png");
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Texture tex_monst("../monsters.png");
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if (!tex_walls.count || !tex_monst.count) {
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std::cerr << "Failed to load textures" << std::endl;
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return -1;
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}
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std::vector<Sprite> sprites{ {3.523, 3.812, 2, 0}, {1.834, 8.765, 0, 0}, {5.323, 5.365, 1, 0}, {4.123, 10.265, 1, 0} };
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render(fb, map, player, sprites, tex_walls, tex_monst);
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drop_ppm_image("./out.ppm", fb.img, fb.w, fb.h);
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return 0;
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}
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*/
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7
tinyraycaster.h
Normal file
7
tinyraycaster.h
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@@ -0,0 +1,7 @@
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#ifndef TINYRAYCASTER_H
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#define TINYRAYCASTER_H
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void render(FrameBuffer &fb, Map &map, Player &player, std::vector<Sprite> &sprites, Texture &tex_walls, Texture &tex_monst);
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#endif // TINYRAYCASTER_H
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