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authorvimene <vincent.menegaux@gmail.com>2026-02-15 15:11:49 +0100
committervimene <vincent.menegaux@gmail.com>2026-02-15 15:11:49 +0100
commit7536dd705d121ed3a49b7e4b05af88fd241d1674 (patch)
tree5ed271fd91c76360319e49c79883f969fafad283 /src/engine.cpp
parent950f577a5b82c72fd2acdfa81cbac1db3f177fc6 (diff)
downloadengine-7536dd705d121ed3a49b7e4b05af88fd241d1674.tar.gz
more improvements in builds setup
- moved slang shaders to spvshaders to separate software and hardware shaders - split Makefile.am into Makefile.am, src/Makefile.am and src/spvshaders/Makefile.am - build shaders as DATA primary, instead of both PROGRAMS and SCRIPTS, which greatly simplifies building. Before that, we had to first build them as PROGRAMS, and then copy them as SCRIPTS to remove executable extensions (i.e. ".exe" for Windows) - changed final executable dir from enginedir to bindir, which makes automake see it as an exec instead of data - compute relative paths from C++, which makes it possible to change dirs arbitrarily when running make while still having a relocatable executable - updated README.md to reflect changes in dirs - use AX_COMPARE_VERSION() to simplify checking if Vulkan headers version is correct - factored out most of paths computation in engine::path_utils::Paths
Diffstat (limited to 'src/engine.cpp')
-rw-r--r--src/engine.cpp27
1 files changed, 11 insertions, 16 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
index a9991c4..1f57bd7 100644
--- a/src/engine.cpp
+++ b/src/engine.cpp
@@ -194,7 +194,7 @@ static void render_software(Renderer<FrameBuffer, Shaders>& renderer, const Matr
#ifdef HAVE_NCURSES
#define MKEY_ESC 27
-static int main_term(const std::filesystem::path& files_root, Scene& scene) {
+static int main_term(const engine::path_utils::Paths& paths, Scene& scene) {
// init
std::setlocale(LC_ALL, "");
initscr();
@@ -206,7 +206,7 @@ static int main_term(const std::filesystem::path& files_root, Scene& scene) {
curs_set(0);
int texture_w, texture_h, texture_channels;
- const auto texture_path = std::filesystem::path(files_root).append(ASSETS_TEXTURES_DIR "/viking_room.png");
+ const auto texture_path = paths.assets_textures() / "viking_room.png";
#ifdef _WIN32
const auto texture_path_wcstr = texture_path.c_str();
const auto texture_path_cstr_size = stbi_convert_wchar_to_utf8(nullptr, 0, texture_path_wcstr);
@@ -907,7 +907,7 @@ static void generate_mipmaps(VkCommandBuffer cmd_buf, VkPhysicalDevice physical_
}
}
-static int main_graphical(const std::filesystem::path& files_root, Scene& scene) {
+static int main_graphical(const engine::path_utils::Paths& paths, Scene& scene) {
// init window
glfwInit();
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
@@ -1581,7 +1581,7 @@ static int main_graphical(const std::filesystem::path& files_root, Scene& scene)
// reading shader file
auto shader_module = [&] {
auto shader_code = [&] {
- const auto shader_path = std::filesystem::path(files_root).append(SHADERS_DIR "/shader.spv");
+ const auto shader_path = paths.spvshaders() / "shader.spv";
const auto shader_file_name = shader_path.c_str();
std::ifstream shader_file(shader_file_name, std::ios::ate | std::ios::binary);
if (!shader_file.is_open()) {
@@ -1832,7 +1832,7 @@ static int main_graphical(const std::filesystem::path& files_root, Scene& scene)
// create texture image
auto [texture_img, texture_mip_lvls, texture_img_device_mem, texture_w, texture_h, texture_pixels] = [&] {
int w, h, channels;
- const auto texture_path = std::filesystem::path(files_root).append(ASSETS_TEXTURES_DIR "/viking_room.png");
+ const auto texture_path = paths.assets_textures() / "viking_room.png";
#ifdef _WIN32
const auto texture_path_wcstr = texture_path.c_str();
const auto texture_path_cstr_size = stbi_convert_wchar_to_utf8(nullptr, 0, texture_path_wcstr);
@@ -2892,12 +2892,7 @@ static void parse_args(const std::vector<std::string_view>& args, Mode& mode) {
}
int main(int argc, char *argv[]) {
- const auto exe_path_opt = engine::path_utils::exe_path();
- if (!exe_path_opt) {
- std::cerr << "cannot find path of executable" << std::endl;
- exit(1);
- }
- const auto files_root = (*exe_path_opt).parent_path();
+ const auto paths = engine::path_utils::Paths();
Mode mode = Mode::graphical;
parse_args(convert_args(argc, argv), mode);
@@ -2920,7 +2915,7 @@ int main(int argc, char *argv[]) {
case GameType::suzanne:
return {
{
- engine::parse_object(std::filesystem::path(files_root).append(ASSETS_OBJS_DIR "/suzanne.obj")),
+ engine::parse_object(paths.assets_objs() / "suzanne.obj"),
{
Vector3(0.f, 0.f, 0.f),
Quaternion::one(),
@@ -2939,7 +2934,7 @@ int main(int argc, char *argv[]) {
}
},
{
- engine::parse_object(std::filesystem::path(files_root).append(ASSETS_OBJS_DIR "/suzanne.obj")),
+ engine::parse_object(paths.assets_objs() / "suzanne.obj"),
{
Vector3(0.f, 1.f, 0.f),
Quaternion::one(),
@@ -2950,7 +2945,7 @@ int main(int argc, char *argv[]) {
case GameType::test:
return {
{
- engine::parse_object(std::filesystem::path(files_root).append(ASSETS_OBJS_DIR "/viking_room.obj")),
+ engine::parse_object(paths.assets_objs() / "viking_room.obj"),
{
Vector3(0.f, .5f, 0.f),
Quaternion::look_towards({ -1.f, 0.f, 0.f }, { 0.f, 0.f, 1.f }).conjugate(),
@@ -2969,13 +2964,13 @@ int main(int argc, char *argv[]) {
return EXIT_SUCCESS;
case Mode::term:
#ifdef HAVE_NCURSES
- return main_term(files_root, scene);
+ return main_term(paths, scene);
#else
std::cerr << "Error: ncurses was not enabled during compilation." << std::endl;
return EXIT_FAILURE;
#endif
case Mode::graphical:
- return main_graphical(files_root, scene);
+ return main_graphical(paths, scene);
default:
std::unreachable();
}