mirror of
https://github.com/NickTheFox99/RaylibGame.git
synced 2026-06-28 14:15:16 -04:00
Begin porting project to C++
It is not done yet, and will not build.
This commit is contained in:
@@ -1,5 +1,5 @@
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cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
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project(game)
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project(game C CXX)
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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@@ -19,19 +19,34 @@ if(NOT raylib_FOUND) # If there's none, fetch and build raylib
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FetchContent_MakeAvailable(raylib)
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endif()
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endif()
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set(RAYLIB_CPP_VERSION "v5.5.0")
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find_package(raylib_cpp QUIET) # QUIET or REQUIRED
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if(NOT raylib_cpp_FOUND) # If there's none, fetch and build raylib
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include(FetchContent)
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FetchContent_Declare(
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raylib_cpp
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DOWNLOAD_EXTRACT_TIMESTAMP OFF
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URL https://github.com/RobLoach/raylib-cpp/archive/refs/tags/${RAYLIB_CPP_VERSION}.tar.gz
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)
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FetchContent_GetProperties(raylib_cpp)
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if(NOT raylib_cpp_POPULATED) # Have we downloaded raylib yet?
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set(FETCHCONTENT_QUIET NO)
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FetchContent_MakeAvailable(raylib_cpp)
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endif()
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endif()
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# Our Project
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add_executable(${PROJECT_NAME})
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file(GLOB_RECURSE PROJECTSOURCES src/*.c)
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file(GLOB_RECURSE PROJECTSOURCES "src/*.c" "src/*.cpp")
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECTSOURCES})
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file(GLOB_RECURSE PROJECTDATA data/*.h)
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target_sources(${PROJECT_NAME} PRIVATE ${PROJECTDATA})
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#set(raylib_VERBOSE 1)
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target_link_libraries(${PROJECT_NAME} raylib)
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target_include_directories(${PROJECT_NAME} PRIVATE ${raylib_INCLUDE_DIRS})
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target_link_libraries(${PROJECT_NAME} raylib raylib_cpp)
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target_include_directories(${PROJECT_NAME} PRIVATE ${raylib_INCLUDE_DIRS} ${raylib_cpp_INCLUDE_DIRS})
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# Web Configurations
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if(${PLATFORM} STREQUAL "Web")
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@@ -1,7 +1,5 @@
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#include "raylib.h"
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#include "raymath.h"
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#include "../data/cube.png.h"
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#include <raylib-cpp.hpp>
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#define SCREEN_WIDTH (320)
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#define SCREEN_HEIGHT (240)
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@@ -10,26 +8,21 @@
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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int main(void) {
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SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE |
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FLAG_WINDOW_MAXIMIZED | FLAG_VSYNC_HINT);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "game");
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SetWindowMinSize(320, 240);
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SetTargetFPS(60);
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raylib::Window window(SCREEN_WIDTH, SCREEN_HEIGHT, "game",
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FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE |
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FLAG_WINDOW_MAXIMIZED | FLAG_VSYNC_HINT);
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window.SetMinSize({320, 240});
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window.SetTargetFPS(60);
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RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT);
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SetTextureFilter(target.texture, TEXTURE_FILTER_POINT);
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raylib::RenderTexture2D target(320, 240);
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Image image =
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LoadImageFromMemory(".png", assets_cube_png, assets_cube_png_len);
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target.GetTexture().SetFilter(TEXTURE_FILTER_POINT);
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Texture2D texture = LoadTextureFromImage(image);
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raylib::Image texImg(".png", assets_cube_png, assets_cube_png_len);
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raylib::Texture2D texture(texImg);
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Camera camera = {0};
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camera.position = (Vector3){0.0f, 0.0f, 5.0f};
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camera.target = (Vector3){0.0f, 0.0f, 0.0f};
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camera.up = (Vector3){0.0f, 1.0f, 0.0f};
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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raylib::Camera3D cam(raylib::Vector3::Zero(), raylib::Vector3::Zero(),
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{0.0f, 1.0f, 0.0f}, 60.0f, CAMERA_PERSPECTIVE);
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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cube.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texture;
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