跟着cherno手搓游戏引擎【11】静态库、警告消除(渲染预热)

premake修改:

SRC下的premake

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 "StaticLib"--修改为lib静态库
	language "C++"
	targetdir ("bin/" .. outputdir .. "/%{prj.name}") -- 输出目录
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")-- 中间目录
	cppdialect "C++17" 
	staticruntime "on"--打开


	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"
	}
	defines{
		"_CRT_SECURE_NO_WARNINGS"
	}
	-- 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"

		-- 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++"
	cppdialect "C++17"
	staticruntime "on"
	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",
		"YOTOEngine/vendor",
		"%{IncludeDir.glm}"
	}
	-- 引用YOTOEngine
	links{
		"YOTOEngine",
		"GLFW",
		"opengl32.lib"
	}

	filter "system:windows"

		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"

 GLFW下的premake:

project "GLFW"
	kind "StaticLib"
	language "C"
	staticruntime "on"
	warnings "off"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

	files
	{
		"include/GLFW/glfw3.h",
		"include/GLFW/glfw3native.h",
		"src/glfw_config.h",
		"src/context.c",
		"src/init.c",
		"src/input.c",
		"src/monitor.c",

		"src/null_init.c",
		"src/null_joystick.c",
		"src/null_monitor.c",
		"src/null_window.c",

		"src/platform.c",
		"src/vulkan.c",
		"src/window.c",
	}

	filter "system:linux"
		pic "On"

		systemversion "latest"
		
		files
		{
			"src/x11_init.c",
			"src/x11_monitor.c",
			"src/x11_window.c",
			"src/xkb_unicode.c",
			"src/posix_module.c",
			"src/posix_time.c",
			"src/posix_thread.c",
			"src/posix_module.c",
			"src/glx_context.c",
			"src/egl_context.c",
			"src/osmesa_context.c",
			"src/linux_joystick.c"
		}

		defines
		{
			"_GLFW_X11"
		}

	filter "system:macosx"
		pic "On"

		files
		{
			"src/cocoa_init.m",
			"src/cocoa_monitor.m",
			"src/cocoa_window.m",
			"src/cocoa_joystick.m",
			"src/cocoa_time.c",
			"src/nsgl_context.m",
			"src/posix_thread.c",
			"src/posix_module.c",
			"src/osmesa_context.c",
			"src/egl_context.c"
		}

		defines
		{
			"_GLFW_COCOA"
		}

	filter "system:windows"
		systemversion "latest"

		files
		{
			"src/win32_init.c",
			"src/win32_joystick.c",
			"src/win32_module.c",
			"src/win32_monitor.c",
			"src/win32_time.c",
			"src/win32_thread.c",
			"src/win32_window.c",
			"src/wgl_context.c",
			"src/egl_context.c",
			"src/osmesa_context.c"
		}

		defines 
		{ 
			"_GLFW_WIN32",
			"_CRT_SECURE_NO_WARNINGS"
		}

	filter "configurations:Debug"
		defines "YT_DEBUG"
		buildoptions "/MTd"
		symbols "On"
	

	filter { "system:windows", "configurations:Debug-AS" }	
		runtime "Debug"
		symbols "on"
		sanitize { "Address" }
		flags { "NoRuntimeChecks", "NoIncrementalLink" }

	filter "configurations:Release"
		defines "YT_RELEASE"
		buildoptions "/MT"
		symbols "On"

		filter "configurations:Dist"
		defines "YT_DIST"
		buildoptions "/MT"
		symbols "On"

 Glad下的premake:

project "Glad"
	kind "StaticLib"
	language "C"
	staticruntime "on"
	warnings "off"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")

	files
	{
		"include/glad/glad.h",
		"include/KHR/khrplatform.h",
		"src/glad.c"
	}

	includedirs{
		"include"-- 为了glad.c直接#include ,而不用#include 

ImGui下的premake:

project "ImGui"
	kind "StaticLib"
	language "C++"
	cppdialect "C++17"
    staticruntime "on"

	targetdir ("bin/" .. outputdir .. "/%{prj.name}")
	objdir ("bin-int/" .. outputdir .. "/%{prj.name}")
	defines { "IMGUI_API=__declspec(dllexport)" }
	files
	{
		"imconfig.h",
		"imgui.h",
		"imgui.cpp",
		"imgui_draw.cpp",
		"imgui_internal.h",
		"imgui_tables.cpp",
		"imgui_widgets.cpp",
		"imstb_rectpack.h",
		"imstb_textedit.h",
		"imstb_truetype.h",
		"imgui_demo.cpp"
	}

	filter "system:windows"
		systemversion "latest"
	

	filter "system:linux"
		pic "On"
		systemversion "latest"
		cppdialect "C++17"

	filter "configurations:Debug"
		runtime "Debug"
		symbols "on"

	filter "configurations:Release"
		runtime "Release"
		optimize "on"

    filter "configurations:Dist"
		runtime "Release"
		optimize "on"
        symbols "off"

之后点击重构

修改宏定义,把动态库的定义删除

Core.h:

#pragma once
//用于dll的宏
#ifdef YT_PLATFORM_WINDOWS
#if YT_DYNAMIC_LINK
		#ifdef YT_BUILD_DLL
		#define YOTO_API __declspec(dllexport) 
		#else
		#define YOTO_API __declspec(dllimport) 

		#endif // DEBUG
#else
		#define YOTO_API
#endif
#else
#error YOTO_ONLY_SUPPORT_WINDOWS
#endif // YOTO_PLATFORM_WINDOWS

#ifdef YT_DEBUG
#define YT_ENABLE_ASSERTS
#endif

#ifdef YT_ENABLE_ASSERTS
#define YT_CLIENT_ASSERT(x,...) {if(!(x)){YT_CLIENT_ERROR("断言错误:{0}",__VA_ARGS__);__debugbreak();}}
#define YT_CORE_ASSERT(x,...) {if(!(x)){YT_CORE_ERROR("断言错误:{0}",__VA_ARGS__);__debugbreak();}}
#else
#define YT_CLIENT_ASSERT(x,...)
#define YT_CORE_ASSERT(x,...)

#endif // YT_ENABLE_ASSERTS



#define BIT(x)(1<

imGui.Layer.cpp:强转float,把警告消除,实在找不到不改也没关系

io.DisplaySize = ImVec2((float)app.GetWindow().GetWidth(), (float)app.GetWindow().GetHeight());

先水一期,下一期开启渲染!

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