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Author SHA1 Message Date
Lenheart 092a28c30e refactor: 重构项目结构和资源管理
- 将主程序代码和资源文件移动到Game目录下
- 更新构建脚本以适配新的目录结构
- 重构应用初始化流程,移除冗余代码
- 更新着色器文件路径和资源管理逻辑
- 删除废弃的windows.lua构建脚本
- 优化Switch平台构建配置
2026-03-16 02:45:52 +08:00
Lenheart f8c2c26cdc refactor: 移除测试代码并简化应用配置
移除application.cpp中的测试绘制代码
简化main.cpp中的初始化逻辑,移除相机相关代码
调整窗口大小和渲染器视口配置
2026-02-26 13:19:43 +08:00
Lenheart 6f8d1f1255 feat(渲染器): 添加基础2D渲染系统
实现核心渲染功能,包括着色器管理、批处理系统、相机控制和纹理加载

- 添加着色器管理器用于加载和管理GLSL着色器程序
- 实现批处理系统优化绘制调用
- 添加相机控制支持视图和投影矩阵
- 实现纹理加载和管理功能
- 添加基础2D渲染API包括绘制四边形和精灵
- 集成到应用系统中,支持自动初始化和清理
- 添加示例着色器用于彩色四边形和纹理精灵
- 更新构建系统包含新的渲染相关文件
2026-02-26 13:16:31 +08:00
Lenheart 3870220fe8 添加json头文件 2026-02-26 10:17:20 +08:00
Lenheart afbd5bae6b refactor: 移除测试模块并清理主函数代码 2026-02-26 09:46:14 +08:00
Lenheart ab3dd829b8 feat(窗口图标): 添加窗口图标支持并完善相关资源处理
添加窗口图标功能,包括:
1. 支持通过配置文件设置窗口图标
2. 添加Windows资源文件处理
3. 更新各平台构建脚本以处理图标资源
4. 添加图标使用文档说明
5. 优化Application类结构

同时修复了Switch平台构建脚本中的团队名称错误
2026-02-26 09:16:25 +08:00
34 changed files with 24837 additions and 214 deletions

216
AGENTS.md Normal file
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@ -0,0 +1,216 @@
# Frostbite2D Agent Guide
This guide helps agentic coding agents work effectively with the Frostbite2D 2D game engine codebase.
## Build Commands
### Basic Build
```bash
xmake build
```
### Clean Build
```bash
xmake clean
xmake build
```
### Debug Build
```bash
xmake build -m debug
```
### Release Build
```bash
xmake build -m release
```
### Platform-Specific Build
```bash
xmake build -p windows
xmake build -p linux
xmake build -p switch
```
### Configuration
```bash
xmake f -c # Show current configuration
xmake f # Interactive configuration
```
## Testing
Currently no automated test framework is configured. Manual testing is performed by running the built binary.
## Project Structure
```
Frostbite2D/
├── include/frostbite2D/ # Public headers
│ ├── core/ # Core engine classes
│ ├── types/ # Type definitions
│ ├── utils/ # Utility classes
│ └── platform/ # Platform-specific code
└── src/frostbite2D/ # Implementation files
```
## Code Style Guidelines
### Naming Conventions
- **Classes/Structs**: PascalCase (`Application`, `Window`, `Vec2`)
- **Methods/Functions**: camelCase (`readTextFile`, `getFileName`)
- **Member Variables**: camelCase with trailing underscore (`width_`, `height_`, `running_`)
- **Constants**: UPPER_CASE (`PI_F`, `DEG_TO_RAD`) or PascalCase static methods (`Vec2::Zero()`)
- **Namespaces**: lowercase (`frostbite2D`, `math`)
- **Template Parameters**: PascalCase (`T`, `Args`, `Sig`)
- **Type Aliases**: using keyword with PascalCase (`using int8 = std::int8_t;`)
### Imports and Includes
- **Engine headers**: Use path relative to frostbite2D root
```cpp
#include <frostbite2D/core/application.h>
#include <frostbite2D/utils/asset.h>
```
- **Third-party libraries**: Use vendor prefixes
```cpp
#include <SDL2/SDL.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glad/glad.h>
```
- **Standard library**: Use angle brackets
```cpp
#include <string>
#include <functional>
#include <optional>
```
### Formatting
- **Indentation**: 2 spaces
- **Brace Style**: K&R (opening brace on same line)
```cpp
void myFunction() {
// body
}
```
- **Pointer/Reference Style**: Type on left, not centered
```cpp
void func(T* ptr); // Good
void func(T *ptr); // Avoid
void func(T& ref); // Good
```
- **Const Placement**: After type
```cpp
const std::string& str; // Good
std::string const& str; // Avoid
```
### Types
- **Use custom type aliases**: `int8`, `int32`, `uint8`, `uint64`, `Ptr<T>`, `SharedPtr<T>`
- **Smart pointers**: Prefer `Ptr<T>` alias over `std::shared_ptr<T>`
- **constexpr**: Use for compile-time constants
- **Struct vs Class**:
- Use `struct` for POD types, configurations, and data-only types
- Use `class` for objects with methods/encapsulation
- **Default member initialization**: Initialize at declaration
```cpp
bool running_ = false;
int width_ = 1280;
```
### Error Handling
- **Return bool for success/failure operations** (especially I/O)
- **Use SDL_Log/SDL_LogError for logging**
- **Use std::optional for optional returns**
- **Avoid exceptions** (not observed in codebase)
- **Return early on failure**: Check conditions and return false immediately
### Singletons
- Use static instance pattern with private constructor:
```cpp
static Application& get();
private:
Application() = default;
```
### Const Correctness
- Mark methods `const` if they don't modify state
- Pass by const reference for large types: `const std::string&`
- Return const references to member data when appropriate
### Documentation
- **Doxygen-style comments** with `@brief` tag
- **Use `///` for single-line comments in headers**
- **Section separators** use `// ---------------------------------------------------------------------------`
- **Chinese comments** are present and should be preserved/maintained
```cpp
/**
* @brief 读取文本文件
* @param path 文件路径
* @param outContent 输出文件内容
* @return 读取成功返回 true
*/
bool readTextFile(const std::string& path, std::string& outContent);
```
### Platform Handling
- Use `#ifdef` guards for platform-specific code:
```cpp
#ifdef __SWITCH__
switchInit();
#endif
```
- Supported platforms: Windows, Linux, macOS, Switch
- Platform configs in `platform/` directory
### STL Usage
- Prefer STL algorithms over manual loops
- Use `std::filesystem` for file operations (already wrapped in Asset class)
- Use `std::optional` for nullable returns
- Use `std::function` for callbacks
- Use `std::vector` for dynamic arrays
- Use `std::string` for text
### OpenGL/Graphics
- GLM library for math operations
- Glad for OpenGL function loading
- Keep OpenGL-specific code minimal and well-encapsulated
## Dependencies
- **SDL2**: Windowing, input, platform abstraction
- **GLM**: Math library (vectors, matrices)
- **Glad**: OpenGL loader
- **STB**: Image/text utilities (single-header libs)
## Key Patterns
### Module Pattern
```cpp
void Application::use(Module& m) {
modules_.push_back(&m);
}
```
### Configuration Pattern
Use configuration structs with default values:
```cpp
struct WindowConfig {
uint32_t width = 640;
uint32_t height = 480;
std::string title = "Frostbite2D Game";
};
```
### Path Handling
Always use the Asset singleton for file operations - it handles platform-specific path issues:
```cpp
Asset& asset = Asset::get();
asset.setWorkingDirectory("path/to/assets");
std::string content;
if (asset.readTextFile("file.txt", content)) {
// success
}
```
## Common Issues
- **Path separators**: Use Asset class, it handles platform differences
- **Encoding**: Project uses UTF-8, Asset handles Windows UTF-8 paths
- **Memory leaks**: Use smart pointers, ensure proper cleanup in destructors
- **OpenGL context**: Initialize only after window creation

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@ -12,11 +12,27 @@ namespace frostbite2D {
* *
*/ */
struct AppConfig { struct AppConfig {
/**
* @brief
*/
std::string appName = "frostbite2D App"; std::string appName = "frostbite2D App";
/**
* @brief
*/
std::string appVersion = "1.0.0"; std::string appVersion = "1.0.0";
/**
* @brief
*/
std::string organization = "frostbite"; std::string organization = "frostbite";
/**
* @brief
*/
WindowConfig windowConfig; WindowConfig windowConfig;
/**
* @brief
*/
PlatformType targetPlatform = PlatformType::Auto; PlatformType targetPlatform = PlatformType::Auto;
/** /**
@ -73,13 +89,6 @@ public:
*/ */
bool init(const AppConfig& config); bool init(const AppConfig& config);
/**
* @brief 使
* @param configPath
* @return true
*/
bool init(const std::string& configPath);
/** /**
* @brief * @brief
*/ */
@ -117,54 +126,6 @@ public:
*/ */
bool isRunning() const { return running_; } bool isRunning() const { return running_; }
// /**
// * @brief 获取窗口
// * @return 窗口引用
// */
// IWindow& window() { return *window_; }
// /**
// * @brief 获取渲染器
// * @return 渲染器引用
// */
// RenderBackend& renderer();
// /**
// * @brief 获取场景服务
// * @return 场景服务共享指针
// */
// SharedPtr<class ISceneService> scenes();
// /**
// * @brief 获取计时器服务
// * @return 计时器服务共享指针
// */
// SharedPtr<class ITimerService> timers();
// /**
// * @brief 获取事件服务
// * @return 事件服务共享指针
// */
// SharedPtr<class IEventService> events();
// /**
// * @brief 获取相机服务
// * @return 相机服务共享指针
// */
// SharedPtr<class ICameraService> camera();
// /**
// * @brief 进入场景
// * @param scene 场景指针
// */
// void enterScene(Ptr<class Scene> scene);
/**
* @brief
* @return
*/
float deltaTime() const { return deltaTime_; }
/** /**
* @brief * @brief
* @return * @return
@ -183,6 +144,24 @@ public:
*/ */
const AppConfig& getConfig() const; const AppConfig& getConfig() const;
/**
* @brief
* @return
*/
Window* getWindow() const { return window_; }
/**
* @brief
* @return
*/
class Renderer* getRenderer() const { return renderer_; }
/**
* @brief delta time
* @return
*/
float deltaTime() const { return deltaTime_; }
private: private:
Application() = default; Application() = default;
~Application(); ~Application();
@ -203,11 +182,6 @@ private:
*/ */
void destroyAllModules(); void destroyAllModules();
/**
* @brief
*/
void registerCoreServices();
/** /**
* @brief * @brief
*/ */
@ -225,6 +199,8 @@ private:
std::vector<Module*> modules_; std::vector<Module*> modules_;
Window* window_ = nullptr; Window* window_ = nullptr;
class Renderer* renderer_ = nullptr;
AppConfig config_;
bool initialized_ = false; bool initialized_ = false;
bool running_ = false; bool running_ = false;
@ -237,6 +213,7 @@ private:
int frameCount_ = 0; int frameCount_ = 0;
float fpsTimer_ = 0.0f; float fpsTimer_ = 0.0f;
int currentFps_ = 0; int currentFps_ = 0;
const float fpsUpdateInterval_ = 1.0f;
}; };

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@ -0,0 +1,66 @@
#pragma once
#include <frostbite2D/graphics/types.h>
#include <frostbite2D/graphics/texture.h>
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/types/type_alias.h>
namespace frostbite2D {
struct BatchKey {
uint32_t shaderID;
uint32_t textureID;
uint32_t blendMode;
bool operator<(const BatchKey& other) const {
if (shaderID != other.shaderID) return shaderID < other.shaderID;
if (textureID != other.textureID) return textureID < other.textureID;
return blendMode < other.blendMode;
}
};
class Batch {
public:
static constexpr int MAX_QUADS = 2048;
static constexpr int MAX_VERTICES = MAX_QUADS * 4;
static constexpr int MAX_INDICES = MAX_QUADS * 6;
Batch();
~Batch();
bool init();
void shutdown();
void begin();
void end();
void submitQuad(const Quad& quad, const Transform2D& transform,
Ptr<Texture> texture, Shader* shader,
BlendMode blendMode = BlendMode::Normal);
void flush();
void flushIfNeeded(const BatchKey& newKey, Shader* shader, Ptr<Texture> texture);
private:
void setupMesh();
void flushCurrentBatch();
struct BatchData {
std::vector<Vertex> vertices;
std::vector<uint16> indices;
BatchKey key;
Shader* shader = nullptr;
Ptr<Texture> texture;
};
uint32_t vao_ = 0;
uint32_t vbo_ = 0;
uint32_t ibo_ = 0;
BatchData currentBatch_;
std::vector<BatchData> batches_;
bool begun_ = false;
};
}

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@ -0,0 +1,34 @@
#pragma once
#include <frostbite2D/types/type_math.h>
namespace frostbite2D {
class Camera {
public:
Camera();
void setPosition(const Vec2& pos);
void setZoom(float zoom);
void setViewport(int width, int height);
void setFlipY(bool flip) { flipY_ = flip; } // 调试用Y轴翻转开关
const Vec2& getPosition() const { return position_; }
float getZoom() const { return zoom_; }
void lookAt(const Vec2& target);
void move(const Vec2& delta);
void zoomAt(float factor, const Vec2& screenPos);
glm::mat4 getViewMatrix() const;
glm::mat4 getProjectionMatrix() const;
private:
Vec2 position_;
float zoom_ = 1.0f;
int viewportWidth_ = 1280;
int viewportHeight_ = 720;
bool flipY_ = false; // 调试用Y轴翻转开关
};
}

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@ -0,0 +1,67 @@
#pragma once
#include <frostbite2D/graphics/types.h>
#include <frostbite2D/graphics/texture.h>
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/graphics/shader_manager.h>
#include <frostbite2D/graphics/batch.h>
#include <frostbite2D/graphics/camera.h>
#include <string>
namespace frostbite2D {
class Renderer {
public:
static Renderer& get();
bool init();
void shutdown();
void beginFrame();
void endFrame();
void flush();
void setViewport(int x, int y, int width, int height);
void setClearColor(float r, float g, float b, float a = 1.0f);
void setClearColor(const Color& color);
void clear(uint32_t flags);
void setCamera(Camera* camera);
Camera* getCamera() { return camera_; }
void drawQuad(const Vec2& pos, const Size& size, float cr = 1.0f, float cg = 1.0f,
float cb = 1.0f, float ca = 1.0f);
void drawQuad(const Vec2& pos, const Size& size, Ptr<Texture> texture);
void drawQuad(const Rect& rect, const Color& color);
void drawSprite(const Vec2& pos, const Size& size, Ptr<Texture> texture);
void drawSprite(const Vec2& pos, const Rect& srcRect, const Vec2& texSize,
Ptr<Texture> texture, const Color& color = Color(1, 1, 1, 1));
ShaderManager& getShaderManager() { return shaderManager_; }
Batch& getBatch() { return batch_; }
private:
Renderer();
~Renderer();
void setupBlendMode(BlendMode mode);
void updateUniforms();
ShaderManager shaderManager_;
Batch batch_;
Camera* camera_ = nullptr;
uint32_t clearColor_[4] = {0, 0, 0, 255};
int viewportX_ = 0;
int viewportY_ = 0;
int viewportWidth_ = 1280;
int viewportHeight_ = 720;
bool initialized_ = false;
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
};
}

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@ -0,0 +1,48 @@
#pragma once
#include <frostbite2D/types/type_alias.h>
#include <frostbite2D/types/type_math.h>
#include <string>
#include <unordered_map>
namespace frostbite2D {
class Shader {
public:
Shader() = default;
~Shader();
void use();
void unuse();
bool isValid() const { return programID_ != 0; }
uint32_t getID() const { return programID_; }
const std::string& getName() const { return name_; }
void setInt(const std::string& name, int value);
void setFloat(const std::string& name, float value);
void setVec2(const std::string& name, const Vec2& value);
void setVec3(const std::string& name, const glm::vec3& value);
void setVec4(const std::string& name, const glm::vec4& value);
void setMat3(const std::string& name, const glm::mat3& value);
void setMat4(const std::string& name, const glm::mat4& value);
void setTexture(const std::string& name, int slot);
private:
Shader(const std::string& name, uint32_t programID);
friend class ShaderManager;
bool compile(uint32_t type, const std::string& source);
bool link(uint32_t vertexID, uint32_t fragmentID);
int getUniformLocation(const std::string& name);
uint32_t programID_ = 0;
std::string name_;
std::unordered_map<std::string, int> uniformLocations_;
Shader(const Shader&) = delete;
Shader& operator=(const Shader&) = delete;
};
}

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@ -0,0 +1,39 @@
#pragma once
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/types/type_alias.h>
#include <string>
#include <unordered_map>
namespace frostbite2D {
class Renderer;
class ShaderManager {
public:
static ShaderManager& get();
bool init(const std::string& shadersDir);
void shutdown();
Shader* getShader(const std::string& name);
bool hasShader(const std::string& name) const;
~ShaderManager();
ShaderManager() = default;
private:
std::unordered_map<std::string, Ptr<Shader>> shaders_;
std::string shadersDir_;
bool loadShadersFromConfig(const std::string& configPath);
bool loadShader(const std::string& name, const std::string& vertPath,
const std::string& fragPath);
ShaderManager(const ShaderManager&) = delete;
ShaderManager& operator=(const ShaderManager&) = delete;
};
}

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@ -0,0 +1,46 @@
#pragma once
#include <frostbite2D/graphics/types.h>
#include <frostbite2D/types/type_alias.h>
#include <string>
#include <memory>
namespace frostbite2D {
class Texture {
public:
static Ptr<Texture> loadFromFile(const std::string& path);
static Ptr<Texture> createFromMemory(uint8* data, int width, int height, int channels);
static Ptr<Texture> createEmpty(int width, int height);
~Texture();
void bind(uint32_t slot = 0);
void unbind();
void setWrapMode(uint32_t wrapS, uint32_t wrapT);
void setFilterMode(uint32_t minFilter, uint32_t magFilter);
int getWidth() const { return width_; }
int getHeight() const { return height_; }
uint32_t getID() const { return textureID_; }
const std::string& getPath() const { return path_; }
private:
Texture(int width, int height, uint32_t id);
friend class std::shared_ptr<Texture>;
template<typename T, typename... Args> friend Ptr<T> makePtr(Args &&...args);
uint32_t textureID_ = 0;
int width_ = 0;
int height_ = 0;
int channels_ = 0;
std::string path_;
Texture() = default;
Texture(const Texture&) = delete;
Texture& operator=(const Texture&) = delete;
};
}

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@ -0,0 +1,80 @@
#pragma once
#include <frostbite2D/types/type_alias.h>
#include <frostbite2D/types/type_math.h>
#include <frostbite2D/types/type_color.h>
#include <cstdint>
namespace frostbite2D {
enum class BlendMode {
None,
Normal,
Additive,
Subtractive,
Multiply
};
enum class PrimitiveType {
Triangles,
TriangleStrip,
TriangleFan,
Quads
};
struct Vertex {
Vec2 position;
Vec2 texCoord;
float r, g, b, a;
Vertex() = default;
Vertex(const Vec2& pos, const Vec2& uv, float cr, float cg, float cb, float ca)
: position(pos), texCoord(uv), r(cr), g(cg), b(cb), a(ca) {}
};
struct Quad {
Vertex vertices[4];
Quad() = default;
static Quad create(const Rect& rect, float cr = 1.0f, float cg = 1.0f,
float cb = 1.0f, float ca = 1.0f) {
Quad q;
Vec2 bl(rect.left(), rect.bottom());
Vec2 br(rect.right(), rect.bottom());
Vec2 tl(rect.left(), rect.top());
Vec2 tr(rect.right(), rect.top());
q.vertices[0] = Vertex(bl, Vec2(0, 0), cr, cg, cb, ca);
q.vertices[1] = Vertex(br, Vec2(1, 0), cr, cg, cb, ca);
q.vertices[2] = Vertex(tl, Vec2(0, 1), cr, cg, cb, ca);
q.vertices[3] = Vertex(tr, Vec2(1, 1), cr, cg, cb, ca);
return q;
}
static Quad createTextured(const Rect& destRect, const Rect& srcRect,
const Vec2& texSize, float cr = 1.0f,
float cg = 1.0f, float cb = 1.0f, float ca = 1.0f) {
Quad q;
Vec2 bl(destRect.left(), destRect.bottom());
Vec2 br(destRect.right(), destRect.bottom());
Vec2 tl(destRect.left(), destRect.top());
Vec2 tr(destRect.right(), destRect.top());
Vec2 uvBL(srcRect.left() / texSize.x, srcRect.bottom() / texSize.y);
Vec2 uvBR(srcRect.right() / texSize.x, srcRect.bottom() / texSize.y);
Vec2 uvTL(srcRect.left() / texSize.x, srcRect.top() / texSize.y);
Vec2 uvTR(srcRect.right() / texSize.x, srcRect.top() / texSize.y);
q.vertices[0] = Vertex(bl, uvBL, cr, cg, cb, ca);
q.vertices[1] = Vertex(br, uvBR, cr, cg, cb, ca);
q.vertices[2] = Vertex(tl, uvTL, cr, cg, cb, ca);
q.vertices[3] = Vertex(tr, uvTR, cr, cg, cb, ca);
return q;
}
};
}

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@ -1,7 +1,7 @@
#pragma once #pragma once
#include <frostbite2D/core/types.h>
#include <algorithm> #include <algorithm>
#include <cstdint>
#include <glm/vec4.hpp> #include <glm/vec4.hpp>
namespace frostbite2D { namespace frostbite2D {

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@ -196,7 +196,7 @@ struct Rect {
constexpr Rect() = default; constexpr Rect() = default;
constexpr Rect(float x, float y, float w, float h) constexpr Rect(float x, float y, float w, float h)
: origin(x, y), size(w, h) {} : origin(x, y), size(w, h) {}
constexpr Rect(const Point &o, const Size &s) : origin(o), size(s) {} constexpr Rect(const Point& o, const Size& s) : origin(o), size(s) {}
float left() const { return origin.x; } float left() const { return origin.x; }
float top() const { return origin.y; } float top() const { return origin.y; }

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@ -1,6 +1,10 @@
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <algorithm>
#include <frostbite2D/core/application.h> #include <frostbite2D/core/application.h>
#include <frostbite2D/graphics/renderer.h>
#include <frostbite2D/platform/switch.h> #include <frostbite2D/platform/switch.h>
#include <frostbite2D/types/type_math.h>
#include <frostbite2D/utils/asset.h>
namespace frostbite2D { namespace frostbite2D {
Application &Application::get() { Application &Application::get() {
@ -35,18 +39,30 @@ bool Application::init(const AppConfig &config) {
return true; return true;
} }
config_ = config;
// 平台相关初始化 // 平台相关初始化
#ifdef __SWITCH__ #ifdef __SWITCH__
switchInit(); switchInit();
#endif #endif
// 使用SDL2创建窗口
this->window_ = new Window(); this->window_ = new Window();
// 创建窗口会使用窗口配置
if (!window_->create(config.windowConfig)) { if (!window_->create(config.windowConfig)) {
SDL_Log("Failed to create window"); SDL_Log("Failed to create window");
return false; return false;
} }
// 初始化核心模块
if (!initCoreModules()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize core modules");
shutdown();
return false;
}
initialized_ = true;
return true; return true;
} }
@ -54,6 +70,17 @@ void Application::shutdown() {
if (!initialized_) if (!initialized_)
return; return;
running_ = false;
shouldQuit_ = true;
destroyAllModules();
// 关闭渲染器
if (renderer_) {
renderer_->shutdown();
renderer_ = nullptr;
}
if (window_) { if (window_) {
window_->destroy(); window_->destroy();
window_ = nullptr; window_ = nullptr;
@ -69,8 +96,184 @@ void Application::shutdown() {
} }
Application::~Application() { Application::~Application() {
if (initialized_) { shutdown();
shutdown(); }
bool Application::initCoreModules() {
// 初始化资产管理器
auto &asset = Asset::get();
// 平台相关 switch平台不可以获取当前工作目录
#ifndef __SWITCH__
// 获取程序工作目录
std::string workingDir = SDL_GetBasePath();
asset.setWorkingDirectory(workingDir);
SDL_Log("Asset working directory: %s", workingDir.c_str());
#else
asset.setWorkingDirectory("/switch/Frostbite2D/" + config_.appName);
SDL_Log("Asset working directory: %s", asset.getWorkingDirectory().c_str());
#endif
// 初始化渲染器
renderer_ = &Renderer::get();
if (!renderer_->init()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize renderer");
return false;
}
// 设置窗口清除颜色和视口
renderer_->setClearColor(0.0f, 0.0f, 0.0f);
renderer_->setViewport(0, 0, config_.windowConfig.width,
config_.windowConfig.height);
return true;
}
void Application::setupAllModules() {
SDL_Log("Setting up modules (%zu)...", modules_.size());
for (auto* module : modules_) {
if (module && !module->isInitialized()) {
module->setupModule();
module->setInitialized(true);
SDL_Log("Module '%s' initialized", module->getName());
}
} }
} }
void Application::destroyAllModules() {
SDL_Log("Destroying modules (%zu)...", modules_.size());
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->destroyModule();
module->setInitialized(false);
}
}
}
void Application::run() {
if (!initialized_) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Application not initialized!");
return;
}
if (running_) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Application already running!");
return;
}
SDL_Log("Starting application...");
running_ = true;
shouldQuit_ = false;
paused_ = false;
setupAllModules();
lastFrameTime_ = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
totalTime_ = 0.0f;
deltaTime_ = 0.0f;
frameCount_ = 0;
fpsTimer_ = 0.0f;
currentFps_ = 0;
mainLoop();
destroyAllModules();
running_ = false;
SDL_Log("Application stopped");
}
void Application::quit() {
SDL_Log("Quit requested");
shouldQuit_ = true;
}
void Application::pause() {
if (!paused_) {
SDL_Log("Application paused");
paused_ = true;
}
}
void Application::resume() {
if (paused_) {
SDL_Log("Application resumed");
paused_ = false;
lastFrameTime_ = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
}
}
void Application::mainLoop() {
while (!shouldQuit_) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
shouldQuit_ = true;
break;
}
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->handleEvent();
}
}
}
if (!paused_) {
update();
}
render();
}
}
void Application::update() {
double currentTime = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
deltaTime_ = static_cast<float>(currentTime - lastFrameTime_);
lastFrameTime_ = currentTime;
totalTime_ += deltaTime_;
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->onUpdate();
}
}
frameCount_++;
fpsTimer_ += deltaTime_;
if (fpsTimer_ >= fpsUpdateInterval_) {
currentFps_ = static_cast<int>(frameCount_ / fpsTimer_);
frameCount_ = 0;
fpsTimer_ = 0.0f;
}
}
void Application::render() {
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->beforeRender();
}
}
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->onRender();
}
}
for (auto* module : modules_) {
if (module && module->isInitialized()) {
module->afterRender();
}
}
if (window_) {
window_->swap();
}
}
const AppConfig& Application::getConfig() const {
return config_;
}
} // namespace frostbite2D } // namespace frostbite2D

View File

@ -1,6 +1,7 @@
#include "SDL_log.h" #include "SDL_log.h"
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <frostbite2D/core/window.h> #include <frostbite2D/core/window.h>
#include <frostbite2D/utils/asset.h>
#include <glad/glad.h> #include <glad/glad.h>
@ -80,10 +81,42 @@ bool Window::create(const WindowConfig &cfg) {
SDL_GL_SetSwapInterval(cfg.vsync ? 1 : 0); SDL_GL_SetSwapInterval(cfg.vsync ? 1 : 0);
SDL_GetWindowSize(sdlWindow_, &width_, &height_); // 获取实际的可绘制大小(考虑高 DPI 和 Switch 等平台)
int drawableWidth, drawableHeight;
SDL_GL_GetDrawableSize(sdlWindow_, &drawableWidth, &drawableHeight);
width_ = drawableWidth;
height_ = drawableHeight;
// 计算缩放比例
int windowWidth, windowHeight;
SDL_GetWindowSize(sdlWindow_, &windowWidth, &windowHeight);
if (windowWidth > 0 && windowHeight > 0) {
scaleX_ = static_cast<float>(drawableWidth) / static_cast<float>(windowWidth);
scaleY_ = static_cast<float>(drawableHeight) / static_cast<float>(windowHeight);
}
fullscreen_ = (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0; fullscreen_ = (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
vsync_ = cfg.vsync; vsync_ = cfg.vsync;
#ifndef __SWITCH__
if (!cfg.icon.file_path.empty()) {
Asset& asset = Asset::get();
std::string resolvedPath = asset.resolveAssetPath(cfg.icon.file_path);
SDL_Surface* icon = SDL_LoadBMP(resolvedPath.c_str());
if (icon) {
SDL_SetWindowIcon(sdlWindow_, icon);
SDL_FreeSurface(icon);
} else {
SDL_Log("Failed to load window icon: %s", resolvedPath.c_str());
}
}
#if defined(_WIN32)
if (cfg.icon.resource_id != 0) {
SDL_Log("Loading icon from resource ID: %u", cfg.icon.resource_id);
}
#endif
#endif
return true; return true;
} }
@ -99,7 +132,11 @@ void Window::destroy() {
void Window::poll() {} void Window::poll() {}
void Window::swap() {} void Window::swap() {
if (sdlWindow_ && glContext_) {
SDL_GL_SwapWindow(sdlWindow_);
}
}
void Window::close() { shouldClose_ = true; } void Window::close() { shouldClose_ = true; }

View File

@ -0,0 +1,180 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/graphics/batch.h>
#include <glad/glad.h>
namespace frostbite2D {
Batch::Batch() {
currentBatch_.vertices.reserve(MAX_VERTICES);
currentBatch_.indices.reserve(MAX_INDICES);
}
Batch::~Batch() {
shutdown();
}
bool Batch::init() {
glGenVertexArrays(1, &vao_);
glGenBuffers(1, &vbo_);
glGenBuffers(1, &ibo_);
setupMesh();
SDL_Log("Batch system initialized");
return true;
}
void Batch::shutdown() {
if (vao_ != 0) {
glDeleteVertexArrays(1, &vao_);
vao_ = 0;
}
if (vbo_ != 0) {
glDeleteBuffers(1, &vbo_);
vbo_ = 0;
}
if (ibo_ != 0) {
glDeleteBuffers(1, &ibo_);
ibo_ = 0;
}
currentBatch_.vertices.clear();
currentBatch_.indices.clear();
batches_.clear();
}
void Batch::setupMesh() {
glBindVertexArray(vao_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferData(GL_ARRAY_BUFFER, MAX_VERTICES * sizeof(Vertex), nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_INDICES * sizeof(uint16), nullptr, GL_DYNAMIC_DRAW);
int stride = sizeof(Vertex);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, stride, (void*)offsetof(Vertex, texCoord));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, (void*)offsetof(Vertex, r));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void Batch::begin() {
begun_ = true;
currentBatch_.vertices.clear();
currentBatch_.indices.clear();
currentBatch_.key = {0, 0, 0};
currentBatch_.shader = nullptr;
currentBatch_.texture.reset();
}
void Batch::end() {
if (begun_) {
flush();
begun_ = false;
}
}
void Batch::submitQuad(const Quad& quad, const Transform2D& transform,
Ptr<Texture> texture, Shader* shader,
BlendMode blendMode) {
if (!begun_) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Batch not started, call begin() first");
return;
}
uint32_t textureID = texture ? texture->getID() : 0;
uint32_t shaderID = shader ? shader->getID() : 0;
BatchKey newKey = {shaderID, textureID, (uint32_t)blendMode};
flushIfNeeded(newKey, shader, texture);
glm::mat4 mat = transform.matrix;
uint16_t indexOffset = static_cast<uint16_t>(currentBatch_.vertices.size());
for (int i = 0; i < 4; i++) {
Vertex v = quad.vertices[i];
glm::vec4 pos(v.position.x, v.position.y, 0.0f, 1.0f);
glm::vec4 transformed = mat * pos;
v.position.x = transformed.x;
v.position.y = transformed.y;
currentBatch_.vertices.push_back(v);
}
currentBatch_.indices.push_back(indexOffset);
currentBatch_.indices.push_back(static_cast<uint16_t>(indexOffset + 1));
currentBatch_.indices.push_back(static_cast<uint16_t>(indexOffset + 2));
currentBatch_.indices.push_back(static_cast<uint16_t>(indexOffset + 1));
currentBatch_.indices.push_back(static_cast<uint16_t>(indexOffset + 3));
currentBatch_.indices.push_back(static_cast<uint16_t>(indexOffset + 2));
}
void Batch::flush() {
if (!currentBatch_.vertices.empty()) {
flushCurrentBatch();
}
}
void Batch::flushIfNeeded(const BatchKey& newKey, Shader* shader, Ptr<Texture> texture) {
if (currentBatch_.indices.empty()) {
currentBatch_.key = newKey;
currentBatch_.shader = shader;
currentBatch_.texture = texture;
return;
}
if (currentBatch_.key.shaderID != newKey.shaderID ||
currentBatch_.key.textureID != newKey.textureID ||
currentBatch_.key.blendMode != newKey.blendMode) {
flushCurrentBatch();
currentBatch_.key = newKey;
currentBatch_.shader = shader;
currentBatch_.texture = texture;
}
}
void Batch::flushCurrentBatch() {
if (currentBatch_.vertices.empty()) {
return;
}
glBindVertexArray(vao_);
// 绑定着色器和纹理
if (currentBatch_.shader) {
currentBatch_.shader->use();
}
if (currentBatch_.texture) {
currentBatch_.texture->bind();
}
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBufferSubData(GL_ARRAY_BUFFER, 0,
currentBatch_.vertices.size() * sizeof(Vertex),
currentBatch_.vertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0,
currentBatch_.indices.size() * sizeof(uint16),
currentBatch_.indices.data());
glDrawElements(GL_TRIANGLES,
static_cast<GLsizei>(currentBatch_.indices.size()),
GL_UNSIGNED_SHORT, 0);
currentBatch_.vertices.clear();
currentBatch_.indices.clear();
currentBatch_.shader = nullptr;
currentBatch_.texture.reset();
}
}

View File

@ -0,0 +1,46 @@
#include <frostbite2D/graphics/camera.h>
#include <glm/gtc/matrix_transform.hpp>
namespace frostbite2D {
Camera::Camera() : position_(0, 0), zoom_(1.0f) {}
void Camera::setPosition(const Vec2 &pos) { position_ = pos; }
void Camera::setZoom(float zoom) { zoom_ = zoom; }
void Camera::setViewport(int width, int height) {
viewportWidth_ = width;
viewportHeight_ = height;
}
void Camera::lookAt(const Vec2 &target) { position_ = target; }
void Camera::move(const Vec2 &delta) { position_ = position_ + delta; }
void Camera::zoomAt(float factor, const Vec2 &screenPos) {
Vec2 worldBefore = screenPos - position_;
zoom_ *= factor;
Vec2 worldAfter = screenPos - position_;
position_ = position_ + (worldBefore - worldAfter);
}
glm::mat4 Camera::getViewMatrix() const {
glm::mat4 view = glm::mat4(1.0f);
view[3][0] = -position_.x;
view[3][1] = -position_.y;
view[0][0] = zoom_;
view[1][1] = zoom_;
return view;
}
glm::mat4 Camera::getProjectionMatrix() const {
float left = 0.0f;
float right = static_cast<float>(viewportWidth_);
float bottom = static_cast<float>(viewportHeight_);
float top = 0.0f;
return glm::ortho(left, right, bottom, top, -1.0f, 1.0f);
}
} // namespace frostbite2D

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@ -0,0 +1,206 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/graphics/renderer.h>
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
namespace frostbite2D {
Renderer& Renderer::get() {
static Renderer instance;
return instance;
}
Renderer::Renderer() = default;
Renderer::~Renderer() {
shutdown();
}
bool Renderer::init() {
if (initialized_) {
return true;
}
if (!batch_.init()) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize batch system");
return false;
}
//初始化着色器管理器
if (!shaderManager_.init("shaders")) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize shader manager");
return false;
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
SDL_Log("Renderer initialized");
initialized_ = true;
return true;
}
void Renderer::shutdown() {
batch_.shutdown();
shaderManager_.shutdown();
initialized_ = false;
}
void Renderer::beginFrame() {
glViewport(viewportX_, viewportY_, viewportWidth_, viewportHeight_);
glClearColor(clearColor_[0] / 255.0f, clearColor_[1] / 255.0f,
clearColor_[2] / 255.0f, clearColor_[3] / 255.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
updateUniforms();
batch_.begin();
}
void Renderer::endFrame() {
batch_.end();
}
void Renderer::flush() {
batch_.flush();
}
void Renderer::setViewport(int x, int y, int width, int height) {
viewportX_ = x;
viewportY_ = y;
viewportWidth_ = width;
viewportHeight_ = height;
if (camera_) {
camera_->setViewport(width, height);
}
}
void Renderer::setClearColor(float r, float g, float b, float a) {
clearColor_[0] = static_cast<uint8>(r * 255);
clearColor_[1] = static_cast<uint8>(g * 255);
clearColor_[2] = static_cast<uint8>(b * 255);
clearColor_[3] = static_cast<uint8>(a * 255);
}
void Renderer::setClearColor(const Color& color) {
clearColor_[0] = color.r;
clearColor_[1] = color.g;
clearColor_[2] = color.b;
clearColor_[3] = color.a;
}
void Renderer::clear(uint32_t flags) {
glClear(flags);
}
void Renderer::setCamera(Camera* camera) {
camera_ = camera;
if (camera) {
camera_->setViewport(viewportWidth_, viewportHeight_);
}
}
void Renderer::setupBlendMode(BlendMode mode) {
switch (mode) {
case BlendMode::None:
glDisable(GL_BLEND);
break;
case BlendMode::Normal:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case BlendMode::Additive:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case BlendMode::Subtractive:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
break;
case BlendMode::Multiply:
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
break;
}
}
void Renderer::updateUniforms() {
if (camera_) {
auto* spriteShader = shaderManager_.getShader("sprite");
if (spriteShader) {
spriteShader->use();
spriteShader->setMat4("u_view", camera_->getViewMatrix());
spriteShader->setMat4("u_projection", camera_->getProjectionMatrix());
}
auto* coloredShader = shaderManager_.getShader("colored_quad");
if (coloredShader) {
coloredShader->use();
coloredShader->setMat4("u_view", camera_->getViewMatrix());
coloredShader->setMat4("u_projection", camera_->getProjectionMatrix());
}
}
}
void Renderer::drawQuad(const Vec2& pos, const Size& size, float cr, float cg,
float cb, float ca) {
Rect rect(pos.x, pos.y, size.width, size.height);
Quad quad = Quad::create(rect, cr, cg, cb, ca);
Transform2D transform = Transform2D::identity();
auto* shader = shaderManager_.getShader("colored_quad");
if (shader) {
shader->use();
}
batch_.submitQuad(quad, transform, nullptr, shader, BlendMode::Normal);
}
void Renderer::drawQuad(const Vec2& pos, const Size& size, Ptr<Texture> texture) {
Rect rect(pos.x, pos.y, size.width, size.height);
Quad quad = Quad::createTextured(rect, Rect(0, 0, size.width, size.height),
Vec2(size.width, size.height));
Transform2D transform = Transform2D::identity();
auto* shader = shaderManager_.getShader("sprite");
if (shader) {
shader->use();
}
batch_.submitQuad(quad, transform, texture, shader, BlendMode::Normal);
}
void Renderer::drawQuad(const Rect& rect, const Color& color) {
drawQuad(Vec2(rect.left(), rect.top()),
Size(rect.width(), rect.height()),
static_cast<float>(color.r) / 255.0f,
static_cast<float>(color.g) / 255.0f,
static_cast<float>(color.b) / 255.0f,
static_cast<float>(color.a) / 255.0f);
}
void Renderer::drawSprite(const Vec2& pos, const Size& size, Ptr<Texture> texture) {
drawQuad(pos, size, texture);
}
void Renderer::drawSprite(const Vec2& pos, const Rect& srcRect, const Vec2& texSize,
Ptr<Texture> texture, const Color& color) {
Rect destRect(pos.x, pos.y, srcRect.width(), srcRect.height());
Quad quad = Quad::createTextured(destRect, srcRect, texSize,
static_cast<float>(color.r) / 255.0f,
static_cast<float>(color.g) / 255.0f,
static_cast<float>(color.b) / 255.0f,
static_cast<float>(color.a) / 255.0f);
Transform2D transform = Transform2D::identity();
auto* shader = shaderManager_.getShader("sprite");
if (shader) {
shader->use();
}
batch_.submitQuad(quad, transform, texture, shader, BlendMode::Normal);
}
}

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@ -0,0 +1,144 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/utils/asset.h>
#include <glad/glad.h>
#include <sstream>
namespace frostbite2D {
Shader::Shader(const std::string& name, uint32_t programID)
: name_(name), programID_(programID) {}
Shader::~Shader() {
if (programID_ != 0) {
glDeleteProgram(programID_);
programID_ = 0;
}
uniformLocations_.clear();
}
void Shader::use() {
glUseProgram(programID_);
}
void Shader::unuse() {
glUseProgram(0);
}
bool Shader::compile(uint32_t type, const std::string& source) {
uint32_t shaderID = glCreateShader(type);
const char* src = source.c_str();
glShaderSource(shaderID, 1, &src, nullptr);
glCompileShader(shaderID);
int success;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &success);
if (!success) {
int length;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetShaderInfoLog(shaderID, length, &length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shader compilation failed: %s", log.data());
glDeleteShader(shaderID);
return false;
}
return true;
}
bool Shader::link(uint32_t vertexID, uint32_t fragmentID) {
programID_ = glCreateProgram();
glAttachShader(programID_, vertexID);
glAttachShader(programID_, fragmentID);
glLinkProgram(programID_);
int success;
glGetProgramiv(programID_, GL_LINK_STATUS, &success);
if (!success) {
int length;
glGetProgramiv(programID_, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetProgramInfoLog(programID_, length, &length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shader linking failed: %s", log.data());
glDeleteProgram(programID_);
programID_ = 0;
return false;
}
glDeleteShader(vertexID);
glDeleteShader(fragmentID);
return true;
}
int Shader::getUniformLocation(const std::string& name) {
auto it = uniformLocations_.find(name);
if (it != uniformLocations_.end()) {
return it->second;
}
int location = glGetUniformLocation(programID_, name.c_str());
uniformLocations_[name] = location;
return location;
}
void Shader::setInt(const std::string& name, int value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform1i(location, value);
}
}
void Shader::setFloat(const std::string& name, float value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform1f(location, value);
}
}
void Shader::setVec2(const std::string& name, const Vec2& value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform2f(location, value.x, value.y);
}
}
void Shader::setVec3(const std::string& name, const glm::vec3& value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform3f(location, value.x, value.y, value.z);
}
}
void Shader::setVec4(const std::string& name, const glm::vec4& value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform4f(location, value.x, value.y, value.z, value.w);
}
}
void Shader::setMat3(const std::string& name, const glm::mat3& value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniformMatrix3fv(location, 1, GL_FALSE, &value[0][0]);
}
}
void Shader::setMat4(const std::string& name, const glm::mat4& value) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniformMatrix4fv(location, 1, GL_FALSE, &value[0][0]);
}
}
void Shader::setTexture(const std::string& name, int slot) {
int location = getUniformLocation(name);
if (location >= 0) {
glUniform1i(location, slot);
}
}
}

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@ -0,0 +1,186 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/graphics/shader_manager.h>
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/utils/asset.h>
#include <json/json.hpp>
#include <fstream>
#include <sstream>
#include <glad/glad.h>
using json = nlohmann::json;
using json = nlohmann::json;
namespace frostbite2D {
ShaderManager& ShaderManager::get() {
static ShaderManager instance;
return instance;
}
ShaderManager::~ShaderManager() {
shutdown();
}
bool ShaderManager::init(const std::string& shadersDir) {
shadersDir_ = shadersDir;
shaders_.clear();
std::string configPath = shadersDir_ + "/shaders.json";
return loadShadersFromConfig(configPath);
}
void ShaderManager::shutdown() {
shaders_.clear();
}
Shader* ShaderManager::getShader(const std::string& name) {
auto it = shaders_.find(name);
if (it != shaders_.end()) {
return it->second.get();
}
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Shader not found: %s", name.c_str());
return nullptr;
}
bool ShaderManager::hasShader(const std::string& name) const {
return shaders_.find(name) != shaders_.end();
}
bool ShaderManager::loadShader(const std::string& name, const std::string& vertPath,
const std::string& fragPath) {
Asset& asset = Asset::get();
std::string vertSource, fragSource;
if (!asset.readTextFile(vertPath, vertSource)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load vertex shader: %s", vertPath.c_str());
return false;
}
if (!asset.readTextFile(fragPath, fragSource)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load fragment shader: %s", fragPath.c_str());
return false;
}
uint32_t vertexID = glCreateShader(GL_VERTEX_SHADER);
uint32_t fragmentID = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertSrc = vertSource.c_str();
glShaderSource(vertexID, 1, &vertSrc, nullptr);
glCompileShader(vertexID);
const char* fragSrc = fragSource.c_str();
glShaderSource(fragmentID, 1, &fragSrc, nullptr);
glCompileShader(fragmentID);
int success;
glGetShaderiv(vertexID, GL_COMPILE_STATUS, &success);
if (!success) {
int length;
glGetShaderiv(vertexID, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetShaderInfoLog(vertexID, length, &length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Vertex shader compilation failed: %s", log.data());
glDeleteShader(vertexID);
glDeleteShader(fragmentID);
return false;
}
glGetShaderiv(fragmentID, GL_COMPILE_STATUS, &success);
if (!success) {
int length;
glGetShaderiv(fragmentID, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetShaderInfoLog(fragmentID, length, &length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Fragment shader compilation failed: %s", log.data());
glDeleteShader(vertexID);
glDeleteShader(fragmentID);
return false;
}
uint32_t programID = glCreateProgram();
glAttachShader(programID, vertexID);
glAttachShader(programID, fragmentID);
// 绑定顶点属性位置,确保和 Batch 类的设置一致
glBindAttribLocation(programID, 0, "a_position");
glBindAttribLocation(programID, 1, "a_texCoord");
glBindAttribLocation(programID, 2, "a_color");
glLinkProgram(programID);
glGetProgramiv(programID, GL_LINK_STATUS, &success);
if (!success) {
int length;
glGetProgramiv(programID, GL_INFO_LOG_LENGTH, &length);
std::vector<char> log(length);
glGetProgramInfoLog(programID, length, &length, log.data());
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Shader linking failed: %s", log.data());
glDeleteProgram(programID);
glDeleteShader(vertexID);
glDeleteShader(fragmentID);
return false;
}
glDeleteShader(vertexID);
glDeleteShader(fragmentID);
auto shader = Ptr<Shader>(new Shader(name, programID));
shaders_[name] = shader;
SDL_Log("Loaded shader: %s", name.c_str());
return true;
}
bool ShaderManager::loadShadersFromConfig(const std::string& configPath) {
Asset& asset = Asset::get();
std::string content;
if (!asset.readTextFile(configPath, content)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "No shaders.json found, will compile shaders on demand");
return true;
}
try {
json config = json::parse(content);
if (!config.contains("shaders")) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Invalid shaders.json: missing 'shaders' key");
return false;
}
auto shaders = config["shaders"];
for (auto& [key, value] : shaders.items()) {
if (!value.contains("vertex") || !value.contains("fragment")) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Invalid shader entry: %s", key.c_str());
continue;
}
std::string vertFile = value["vertex"];
std::string fragFile = value["fragment"];
std::string vertPath = shadersDir_ + "/" + vertFile;
std::string fragPath = shadersDir_ + "/" + fragFile;
if (!loadShader(key, vertPath, fragPath)) {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Failed to load shader: %s", key.c_str());
}
}
SDL_Log("Loaded %zu shaders from config", shaders_.size());
return true;
} catch (const json::parse_error& e) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to parse shaders.json: %s", e.what());
return false;
} catch (const std::exception& e) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error loading shaders: %s", e.what());
return false;
}
}
}

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@ -0,0 +1,125 @@
#define STB_IMAGE_IMPLEMENTATION
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/graphics/texture.h>
#include <frostbite2D/utils/asset.h>
#include <stb/stb_image.h>
#include <glad/glad.h>
namespace frostbite2D {
Texture::Texture(int width, int height, uint32_t id)
: width_(width), height_(height), textureID_(id) {}
Texture::~Texture() {
if (textureID_ != 0) {
glDeleteTextures(1, &textureID_);
textureID_ = 0;
}
}
Ptr<Texture> Texture::loadFromFile(const std::string& path) {
Asset& asset = Asset::get();
std::string resolvedPath = asset.resolveAssetPath(path);
int width, height, channels;
uint8* data = stbi_load(resolvedPath.c_str(), &width, &height, &channels, 0);
if (!data) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load texture: %s", resolvedPath.c_str());
return nullptr;
}
uint32_t format = channels == 4 ? GL_RGBA : GL_RGB;
uint32_t textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(data);
auto texture = Ptr<Texture>(new Texture(width, height, textureID));
texture->path_ = resolvedPath;
texture->channels_ = channels;
SDL_Log("Loaded texture: %s (%dx%d, %d channels)", resolvedPath.c_str(), width, height, channels);
return texture;
}
Ptr<Texture> Texture::createFromMemory(uint8* data, int width, int height, int channels) {
if (!data) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create texture from memory: null data");
return nullptr;
}
uint32_t format = channels == 4 ? GL_RGBA : GL_RGB;
uint32_t textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
auto texture = Ptr<Texture>(new Texture(width, height, textureID));
texture->channels_ = channels;
return texture;
}
Ptr<Texture> Texture::createEmpty(int width, int height) {
uint32_t textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
return Ptr<Texture>(new Texture(width, height, textureID));
}
void Texture::bind(uint32_t slot) {
glActiveTexture(GL_TEXTURE0 + slot);
glBindTexture(GL_TEXTURE_2D, textureID_);
}
void Texture::unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::setWrapMode(uint32_t wrapS, uint32_t wrapT) {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
unbind();
}
void Texture::setFilterMode(uint32_t minFilter, uint32_t magFilter) {
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
unbind();
}
}

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@ -1,41 +0,0 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/core/application.h>
#include <frostbite2D/core/window.h>
#include <frostbite2D/utils/asset.h>
#include <glad/glad.h>
using namespace frostbite2D;
int main(int argc, char **argv) {
AppConfig config = AppConfig::createDefault();
config.appName = "Frostbite2D Render Test";
config.appVersion = "1.0.0";
config.windowConfig.width = 800;
config.windowConfig.height = 600;
config.windowConfig.title = "Frostbite2D - OpenGL Render Test";
Application &app = Application::get();
if (!app.init(config)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"Failed to initialize application!");
return -1;
}
Asset &asset = Asset::get();
// asset.setWorkingDirectory("I:/DOF/骑士团");
asset.setWorkingDirectory("/switch/testgame");
std::string content;
if (asset.readTextFile("test.txt", content)) {
SDL_Log("test.txt content: %s", content.c_str());
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read test.txt!");
}
app.shutdown();
SDL_Log("程序正常退出");
return 0;
}

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@ -0,0 +1,46 @@
# Icon Setup Guide
## Window Icon (运行时窗口图标)
### Windows/Linux
- Place `icon.bmp` (32x32 or larger) in `assets/icons/`
- Set in code: `config.windowConfig.icon = Icon("assets/icons/icon.bmp");`
### Switch
- Place `icon.jpg` (256x256 JPEG) in `assets/icons/icon.jpg`
- Automatically included in NRO build process
## Application Icon (程序文件图标)
### Windows (.exe 图标)
需要创建 `.ico` 文件并放置在 `assets/icons/app.ico`
#### 创建 .ico 文件的方法:
**方法 1: 使用在线工具**
1. 访问 https://icoconvert.com/
2. 上传 PNG/JPG 图标(推荐 256x256
3.将下载的 .ico 文件保存到 `assets/icons/app.ico`
**方法 2: 使用 GIMP**
1. 打开图像
2. 调整为 256x256
3. 文件 → 导出为 → `app.ico`
4. 保存到 `assets/icons/app.ico`
**方法 3: 使用 ImageMagick**
```bash
convert icon.png -define icon:auto-resize=256,128,96,64,48,32,16 app.ico
```
#### Linux (.desktop 图标)
- 将图标复制到 `/usr/share/icons/hicolor/256x256/apps/yourapp.png`
- 创建 `.desktop` 文件指定 Icon 字段
## Usage Example
```cpp
AppConfig config = AppConfig::createDefault();
config.windowConfig.icon = Icon("assets/icons/icon.bmp");
Application& app = Application::get();
app.init(config);
```

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Game/assets/icons/app.ico Normal file

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Game/assets/icons/icon.bmp Normal file

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@ -0,0 +1,9 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}

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@ -0,0 +1,19 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_view;
uniform mat4 u_projection;
varying vec2 v_texCoord;
varying vec4 v_color;
void main() {
gl_Position = u_projection * u_view * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}

13
Game/shaders/sprite.frag Normal file
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@ -0,0 +1,13 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord;
varying vec4 v_color;
uniform sampler2D u_texture;
void main() {
vec4 texColor = texture2D(u_texture, v_texCoord);
gl_FragColor = texColor * v_color;
}

20
Game/shaders/sprite.vert Normal file
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@ -0,0 +1,20 @@
#ifdef GL_ES
precision mediump float;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying vec4 v_color;
void main() {
gl_Position = u_projection * u_view * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}

34
Game/src/main.cpp Normal file
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@ -0,0 +1,34 @@
#include "SDL_log.h"
#include <SDL2/SDL.h>
#include <frostbite2D/core/application.h>
#include <frostbite2D/core/window.h>
#include <frostbite2D/graphics/renderer.h>
#include <frostbite2D/graphics/texture.h>
#include <glad/glad.h>
using namespace frostbite2D;
int main(int argc, char **argv) {
AppConfig config = AppConfig::createDefault();
config.appName = "Frostbite2D Test App";
config.appVersion = "1.0.0";
config.windowConfig.width = 800;
config.windowConfig.height = 600;
config.windowConfig.title = "Frostbite2D - Renderer Test";
Application& app = Application::get();
if (!app.init(config)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize application!");
return -1;
}
SDL_Log("Starting main loop...");
app.run();
app.shutdown();
SDL_Log("Application exited normally");
return 0;
}

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@ -8,13 +8,16 @@ target("Frostbite2D")
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c")) add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
add_includedirs(path.join(os.projectdir(), "Frostbite2D/include")) add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
add_files(path.join(os.projectdir(), "Game/src/**.cpp"))
add_includedirs(path.join(os.projectdir(), "Game/include"))
add_packages("libsdl2") add_packages("libsdl2")
add_packages("glm") add_packages("glm")
-- 复制着色器文件到输出目录 -- 复制着色器文件到输出目录
after_build(function (target) after_build(function (target)
-- 复制 shaders 目录 -- 复制 shaders 目录
local shaders_dir = path.join(os.projectdir(), "shaders") local shaders_dir = path.join(os.projectdir(), "Game/shaders")
local output_dir = target:targetdir() local output_dir = target:targetdir()
local target_shaders_dir = path.join(output_dir, "shaders") local target_shaders_dir = path.join(output_dir, "shaders")
@ -32,37 +35,20 @@ target("Frostbite2D")
end end
end end
-- 复制 SDL2 DLL -- 复制图标文件到输出目录
local sdl2_lib = target:pkg("libsdl2") local icons_dir = path.join(os.projectdir(), "assets/icons")
if sdl2_lib then local target_icons_dir = path.join(output_dir, "assets/icons")
local libfiles = sdl2_lib:get("libfiles")
if libfiles then
for _, libfile in ipairs(libfiles) do
-- 查找 DLL 文件
if libfile:endswith(".dll") then
local target_dll = path.join(output_dir, path.filename(libfile))
os.cp(libfile, target_dll)
print("Copy DLL: " .. path.filename(libfile))
end
end
end
end
-- 尝试从 xmake 包目录复制 SDL2.dll if os.isdir(icons_dir) then
local sdl2_dll_paths = { if not os.isdir(target_icons_dir) then
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/bin/SDL2.dll"), os.mkdir(target_icons_dir)
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/lib/SDL2.dll"),
}
for _, dll_pattern in ipairs(sdl2_dll_paths) do
local dll_files = os.files(dll_pattern)
for _, dll_file in ipairs(dll_files) do
local target_dll = path.join(output_dir, "SDL2.dll")
if not os.isfile(target_dll) then
os.cp(dll_file, target_dll)
print("Copy SDL2.dll from: " .. dll_file)
end
end
end end
for _, file in ipairs(os.files(path.join(icons_dir, "*.*"))) do
local filename = path.filename(file)
local target_file = path.join(target_icons_dir, filename)
os.cp(file, target_file)
print("Copy icon: " .. filename)
end
end
end) end)
target_end() target_end()

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@ -10,13 +10,16 @@ target("Frostbite2D")
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c")) add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
add_includedirs(path.join(os.projectdir(), "Frostbite2D/include")) add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
add_files(path.join(os.projectdir(), "Game/src/**.cpp"))
add_includedirs(path.join(os.projectdir(), "Game/include"))
add_packages("libsdl2") add_packages("libsdl2")
add_packages("glm") add_packages("glm")
-- 复制着色器文件到输出目录 -- 复制着色器文件到输出目录
after_build(function (target) after_build(function (target)
-- 复制 shaders 目录 -- 复制 shaders 目录
local shaders_dir = path.join(os.projectdir(), "shaders") local shaders_dir = path.join(os.projectdir(), "Game/shaders")
local output_dir = target:targetdir() local output_dir = target:targetdir()
local target_shaders_dir = path.join(output_dir, "shaders") local target_shaders_dir = path.join(output_dir, "shaders")

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@ -5,6 +5,9 @@ target("Frostbite2D")
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c")) add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
add_includedirs(path.join(os.projectdir(), "Frostbite2D/include")) add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
add_files(path.join(os.projectdir(), "Game/src/**.cpp"))
add_includedirs(path.join(os.projectdir(), "Game/include"))
-- 检查 DEVKITPRO 环境变量Windows 上使用 C:/devkitPro -- 检查 DEVKITPRO 环境变量Windows 上使用 C:/devkitPro
local devkitPro = os.getenv("DEVKITPRO") or "L:/Switch/devkitPro" local devkitPro = os.getenv("DEVKITPRO") or "L:/Switch/devkitPro"
local devkitA64 = path.join(devkitPro, "devkitA64") local devkitA64 = path.join(devkitPro, "devkitA64")
@ -42,7 +45,9 @@ target("Frostbite2D")
{public = true}) {public = true})
add_syslinks("nx", "m") add_syslinks("nx", "m")
-- 构建后生成 NRO 文件 -- 构建后生成 NRO 文件
-- 复制着色器文件到输出目录
after_build(function (target) after_build(function (target)
local elf_file = target:targetfile() local elf_file = target:targetfile()
local output_dir = path.directory(elf_file) local output_dir = path.directory(elf_file)
@ -50,16 +55,37 @@ target("Frostbite2D")
local nro_file = path.join(output_dir, "hello_world.nro") local nro_file = path.join(output_dir, "hello_world.nro")
local nacptool = path.join(devkitPro, "tools/bin/nacptool.exe") local nacptool = path.join(devkitPro, "tools/bin/nacptool.exe")
local elf2nro = path.join(devkitPro, "tools/bin/elf2nro.exe") local elf2nro = path.join(devkitPro, "tools/bin/elf2nro.exe")
local icon_file = path.join(os.projectdir(), "assets/icons/icon.bmp")
if os.isfile(nacptool) and os.isfile(elf2nro) then if os.isfile(nacptool) and os.isfile(elf2nro) then
os.vrunv(nacptool, {"--create", "Hello World", "Extra2D Team", "1.0.0", nacp_file}) os.vrunv(nacptool, {"--create", "Hello World", "Frostbite2D Team", "1.0.0", nacp_file})
local romfs = path.join(example_dir, "romfs") local romfs = path.join(example_dir, "romfs")
local icon_param = os.isfile(icon_file) and ("--icon=" .. icon_file) or ""
if os.isdir(romfs) then if os.isdir(romfs) then
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, "--romfsdir=" .. romfs}) os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, icon_param, "--romfsdir=" .. romfs})
else else
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file}) os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, icon_param})
end end
print("Generated NRO: " .. nro_file) print("Generated NRO: " .. nro_file)
end end
-- 复制 shaders 目录
local shaders_dir = path.join(os.projectdir(), "Game/shaders")
local target_shaders_dir = path.join(output_dir, "shaders")
if os.isdir(shaders_dir) then
-- 确保目标目录存在
if not os.isdir(target_shaders_dir) then
os.mkdir(target_shaders_dir)
end
-- 复制所有着色器文件
for _, file in ipairs(os.files(path.join(shaders_dir, "*.*"))) do
local filename = path.filename(file)
local target_file = path.join(target_shaders_dir, filename)
os.cp(file, target_file)
print("Copy shader: " .. filename)
end
end
end) end)
target_end() target_end()

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@ -1,70 +0,0 @@
-- MinGW 编译配置
set_toolchains("mingw")
add_requires("libsdl2", {configs = {shared = true}})
add_requires("glm")
target("Frostbite2D")
set_kind("binary")
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.cpp"))
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
add_packages("libsdl2")
add_packages("glm")
-- 复制着色器文件到输出目录
after_build(function (target)
-- 复制 shaders 目录
local shaders_dir = path.join(os.projectdir(), "shaders")
local output_dir = target:targetdir()
local target_shaders_dir = path.join(output_dir, "shaders")
if os.isdir(shaders_dir) then
-- 确保目标目录存在
if not os.isdir(target_shaders_dir) then
os.mkdir(target_shaders_dir)
end
-- 复制所有着色器文件
for _, file in ipairs(os.files(path.join(shaders_dir, "*.*"))) do
local filename = path.filename(file)
local target_file = path.join(target_shaders_dir, filename)
os.cp(file, target_file)
end
end
-- 复制 SDL2 DLL
local sdl2_lib = target:pkg("libsdl2")
if sdl2_lib then
local libfiles = sdl2_lib:get("libfiles")
if libfiles then
for _, libfile in ipairs(libfiles) do
-- 查找 DLL 文件
if libfile:endswith(".dll") then
local target_dll = path.join(output_dir, path.filename(libfile))
os.cp(libfile, target_dll)
print("Copy DLL: " .. path.filename(libfile))
end
end
end
end
-- 尝试从 xmake 包目录复制 SDL2.dll
local sdl2_dll_paths = {
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/bin/SDL2.dll"),
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/lib/SDL2.dll"),
}
for _, dll_pattern in ipairs(sdl2_dll_paths) do
local dll_files = os.files(dll_pattern)
for _, dll_file in ipairs(dll_files) do
local target_dll = path.join(output_dir, "SDL2.dll")
if not os.isfile(target_dll) then
os.cp(dll_file, target_dll)
print("Copy SDL2.dll from: " .. dll_file)
end
end
end
end)
target_end()

View File

@ -10,7 +10,10 @@ add_rules("mode.debug", "mode.release")
local host_plat = os.host() local host_plat = os.host()
local target_plat = get_config("plat") or host_plat local target_plat = get_config("plat") or host_plat
local supported_plats = {mingw = true, windows = true, linux = true, macosx = true, switch = true} if target_plat == "windows" then
target_plat = "mingw"
end
local supported_plats = {mingw = true, linux = true, macosx = true, switch = true}
-- 自动选择平台 -- 自动选择平台
if not supported_plats[target_plat] then if not supported_plats[target_plat] then