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BOWSHOCK
# CHANGELOG
Read: "CHANGELOG.txt"
# COMPILATION
Bowshock uses CMake as its build system. The standard option CMAKE_BUILD_TYPE
may be set to either "Release" or "Debug", depending on the build type.
The program is written in C++20, and a conforming compiler is therefore
required.
Before compilation, an appropriate GLAD loader must be downloaded from a web
instance. I use the one on dav1d.de, with the following settings:
<https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D4.0&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on>
The script "extractGlad.sh" will extract "glad.zip" (or any other archive - if
specified) to "glad". It also copies a CMAKE lists file to the directory, and
CMake will automatically include this and build GLAD.
Before running - however - the data directory must be installed. This can be
done via the installation script "install.sh":
./install.sh data [data directory]
# DEVELOPMENT
To initialise the environment, I use the following commands:
rm -fr build && \
rm -fr bindir && \
rm -fr datdir && \
./extractGlad.sh && \
cmake -Bbuild -DBOW_DATA_DIRECTORY="${PWD}/datdir" -DCMAKE_BUILD_TYPE=Debug . && \
./install.sh data "${PWD}/datdir"
... and from there just use the following to rebuild the project:
clear && \
./validateShaders.py && \
cmake --build build && build/bowshock/bowshock --skip
## SHADER VALIDATION
The shaders at bowshock/shader may be validated using the Python script
"validateShaders.py". If the shaders contain errors, and these are not fixed
before installation, the program will fail to compile them during run-time.
# INSTALLATION
The script "install.sh" will install the executable, the assets, the shaders... to the specified directories:
./install.sh [build directory] [binary directory] [data directory]
# MIRRORS
mandelbrot.dk (main): <https://mandelbrot.dk/bowshock>
GitLab: <https://gitlab.com/bjoernager/bowshock.git>
GitHub: <https://github.com/bjoernager/bowshock.git>
# CREDITS
Read: "CREDITS.txt"
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