fix sdl3 linking + comments

This commit is contained in:
2026-04-12 14:18:55 -05:00
parent f032f152a9
commit 779c51c2f8
10 changed files with 33 additions and 22 deletions

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@@ -20,8 +20,7 @@ set(Vulkan_INCLUDE_DIR "${VULKAN_PATH}/Include")
set(Vulkan_LIBRARY "${VULKAN_PATH}/Lib/vulkan-1.lib")
find_package(Vulkan REQUIRED)
# TODO: use SDL in the vulkanSDK if available
set(SDL3_DIR "${SDL3_PATH}/cmake")
set(SDL3_DIR "${VULKAN_PATH}/cmake")
find_package(SDL3 REQUIRED)
# TODO: cascade cmakelists.txt
@@ -38,7 +37,7 @@ target_include_directories(ouros PRIVATE
)
if(WIN32)
set(SDL3_DLL "${SDL3_PATH}/lib/x64/SDL3.dll") # assuming youre not arm or 32 bit
set(SDL3_DLL "${VULKAN_PATH}/Bin/SDL3.dll")
add_custom_command(TARGET ouros POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${SDL3_DLL}"

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@@ -43,10 +43,14 @@ Below is beyond Sascha's guide, but available elsewhere on his github. These are
- CMake (im using 4.0.0)
- C++20 compatible compiler (I use g++12 or MSVC++17) (probably works with mingw but I haven't tested it myself)
- Vulkan compatible gpu drivers (tested with an RTX3070 and an R9700)
- Vulkan SDK (https://vulkan.lunarg.com/sdk/home) <- the installer provides the option to install SDL and VOC as well as verifies GPU drivers
- SDL3 (im using version 3.4.4)
- Vulkan SDK (https://vulkan.lunarg.com/sdk/home)
- SDL3*
- VOC*
- GLM*
- Will add more as the project grows
*packaged with the Vulkan SDK
### Clone respository:
```bash
$ git clone https://git.vxbard.net/homeburger/ouros.git --recursive
@@ -54,8 +58,7 @@ $ git clone https://git.vxbard.net/homeburger/ouros.git --recursive
### Configure and build project:
```bash
$ cmake -S . -B build \
-VULKAN_PATH="${VULKAN_INSTALL_PATH}" \ # either set these variables or substitute them in
-DSDL3_PATH="${SDL3_INSTALL_PATH}" # optional, dont need if youre using the sdl in the vulkan sdk
-DVULKAN_PATH="${VULKAN_INSTALL_PATH}" # either set this variable or substitute it in
$ cmake --build build -j
```
### Execute application:

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@@ -24,12 +24,10 @@ int App::run() {
utils::debugPrint(__FUNCTION__, __LINE__, "Run app.", utils::DebugLevel::Trace);
engine_->exec();
bool quit = false;
while (!quit) {
// app loop for as long as the window is open
// other threads might be able to change quit to true to auto close
// other threads might be able to change quit to true to auto close in the future
SDL_Event event;
while(SDL_PollEvent(&event)) { // TODO: pass event handling to window

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@@ -11,7 +11,7 @@ public:
App();
~App() = default;
// excecute, called from main()
// excecute, called from main(). returns after window closes
int run();
private:

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@@ -16,7 +16,7 @@ Window::~Window() {
int Window::init() {
sdlWindow_ = SDL_CreateWindow("How to Vulkan", 1280u, 720u, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
sdlWindow_ = SDL_CreateWindow("Ouros: Vulkan", 1280u, 720u, SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE);
return (sdlWindow_ == nullptr);

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@@ -15,8 +15,12 @@ public:
private:
// launches window
int init();
// this window class will eventually hold mouse, keyboard, audio, etc. interfaces, like an SDL3 hub
// app will be able to attach callbacks for mouse and keyboard events
SDL_Window* sdlWindow_;
};

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@@ -13,10 +13,6 @@ Engine::Engine(Window* window): window_(window) {
void Engine::init() {
}
void Engine::exec() {
VkApplicationInfo appInfo {
.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO,
.pApplicationName = "How to Vulkan",
@@ -41,3 +37,7 @@ void Engine::exec() {
}
}
void Engine::process() {
}

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@@ -12,12 +12,14 @@ public:
Engine(Window* window);
~Engine() = default;
void exec();
void init();
// process is called every render iteration in that while loop
void process();
private:
// might get rid of this
void init();
// TODO: smart pointers probably would be smart
Window* window_;

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@@ -22,6 +22,7 @@ int main(int argc, char *argv[]) {
// maybe do some exceptions here
App app = App();
// executes for as long as the window is open
return app.run();
}

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@@ -5,9 +5,10 @@
#include <iomanip>
#include <string>
// TODO: might move a lot of this into a debug.h file
// TODO: might move a lot of this into a debug.hpp file
// TODO: logging ? but i dont care enough
// do i classify this up? global static functions kinda scare me but i mean otrherwise itll be a global singleton so idk
namespace utils {
enum DebugLevel : size_t {
@@ -31,10 +32,11 @@ namespace utils {
"Extra1",
"Extra2"
};
// the idea is to have a debug bitmask, maybe 8 bits wide, where the bits can be set via compiler flags
// stores the input that determines which debug statements to filter
inline uint8_t debugMask;
// print to standard output in a normalized format, includes the trace and debug level
static void debugPrint(const char* function, int line, std::string message, size_t debugLevel) {
if(!((debugMask >> debugLevel) & 1)) return; // then ignore this debug level
@@ -45,14 +47,16 @@ namespace utils {
return;
}
// process the input from the executable (0bxxxxxxxx)
static void parseDebugMaskString(std::string& debugMaskString) {
std::string value = debugMaskString;
if(value.rfind("0b", 0) == 0) {
if(value.rfind("0b", 0) == 0) { // may allow other inputs in the future, this is just a binary byte
value = value.substr(2); // strip the binary literal identifier
debugMask = static_cast<uint8_t>(std::stoul(value, nullptr, 2)); // interpret a string as a uint
} else {
std::cout << "Unsupported debug key." << std::endl;
debugMask = 0; // disable debug statements
}
debugMask = static_cast<uint8_t>(std::stoul(value, nullptr, 2)); // interpret a string as a uint
}